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Fire/Poison Mage Guide

This guide is up to date for the Black Heaven First Chapter - GMS v. 160


Amazing banner by: @Broccoleh <3



#I. Introduction




A. Overview


Welcome!
Welcome to my [Post-RED] F/P Mage guide, your ultimate reference and guide for the Fire and Poison variety of Archmages! I imagine that I will have this guide up to date for a long time. I made it to offer our fellow and prospective F/P Mages a complete and comprehensive guide.

What I would like from YOU!!
  • Keyboard Setups
  • Spelling Corrections
  • Constructive Criticism
  • Suggestions
  • Information Corrections/Additions (especially the Equips and Job Advancements sections)
  • Skill Tactics
  • Training Spots
  • Comments and Likes

If you have feedback or would like to make a contribution, please comment or PM me. I will of course add you to the contributors list for helping me out! Please send me a PM regarding anything! I am more than happy to reply and help you out!

Currently Working On:
  • July 20th, 2015 - it's been a few months since I've updated, so there is an update on the way! Reason is, there hasn't been a lot of updates specifically to F/Ps
  • Improving training spots
  • Producing a video F/P related
  • Optimizing for Wiki

Future Plans:
  • Add Speed formula
  • Add an Archive section of old skills
  • Add Fizard/Pizard SP builds
  • Add skill animations to the Skills section

Things I don't want to add
  • PvP Section
  • Damage Ranges

I don't want to add a PvP section because it's dead. If something changes that, I just might. I don't want to add a damage ranges section because I don't believe anything can be gained from them.


B. Version History

Current Version: 2.05.01

  • Updated the 4th Job skill builds to reflect the SP update. Bossing build is different than before!
  • Will be copying this guide to the new Wiki, expecting many problems.

Version History:
(Top:Bottom::Newest:Oldest)
  • v. 2.05.00 - 16 January 2015 - Updated 4th Job Skill builds to reflect the SP update (bigger changes to bossing build), optimizing for Wiki
  • v. 2.04.01 - 19 October 2014 - VI. E. Poison Mist Training is now visible in the navbar
  • v. 2.04.00 - 10 August 2014 - Updated training spots section for the monster revamp, still receiving improvements
  • v. 2.03.00 - 10 May 2014 - Completely updated everything- skill info, builds, everything.
  • v. 2.02.00 - 16 February 2014 - All skill range pictures updated
  • v. 2.00.00 - 1 December 2013 - Updated for GMS v. 143 - RED: First Impact
  • v. 1.3.02 - 17 October 2013 - Updated for GMS v. 142 - Dawnveil - Demons of Tyernum
  • v. 1.3.01 - 22 September 2013 - Added banner courtesy of @Broccoleh <3
  • v. 1.3.00 - 19 September 2013 - Added Basil skill icons
  • v. 1.2.00 - 4 September 2013 - Added miscellaneous sidebar
  • v. 1.1.00 - 1 September 2013 - Improved organization of skill information
  • v. 1.0.00 - 27 August 2013 - Guide has been stickied!
  • v. 0.1.00 Beta - 14 Aug 2013 - Cleaned up unusable tags, corrected information
  • v. 0.0.00 Beta - 14 August 2013 - Now a post!
  • v. -1.0.00 Alpha - 20 June 2013 - Started making the guide
  • Conception - Some time in early 2012

How I number my versions:
  1. 00.00

  • Red numbers indicate major overhauls in terms of content or layout.
  • Blue numbers indicate the addition or change of a feature.
  • Green numbers indicate small spelling changes or content changes, and I will or will not list these depending on what I edited.


C. About the Author




Hello! I'm Sungoon, a Lv. 204 Fire/Poison Archmage playing in Scania. This is my main and very first character, which I made in late 2008. My earliest memory of MapleStory was of the red and green Christmas-themed Slimes. During that time, I had to make the tough decision between Ice/Lightning and Fire/Poison. In making that decision, I read a lot about both of the classes. I eventually decided on Fire/Poison and I have never regretted it. In fact, I am so attached to this class that I have a hard time sticking to other classes. Anyways, this got me into the habit of always reading about Fire/Poison Mages. I also joined BasilMarket about 4 years ago and have since been lingering around the F/P forum, trying to help other players. To me, MapleStory is about having fun. My primary concern is being fashionable I only worry about damage when I can't effectively kill things around my level.

In actuality, my name is Kyle and I'm a music and computer science major/violist/violinist at a university in Michigan. I'm very friendly, so don't let the dull, informational tone of my guide fool you!

I credit Aimm of Khaini as my inspirer. He posted a series of 7 "F/P are better than I/L" videos which really sparked my interest in Fire/Poison Mages. Though he does come off as insolent, I believe he did a lot for the F/P vs. I/L debate. You can see his videos here. I credit Flenaris of Scania for inspiring this guide. His own was the F/P Bible at the time, and it was very detailed. You can find a link to Flenaris's F/P Mage Guide in the Credits and Acknowledgements section.

Now, I decided to make my biggest contribution ever to the F/P Mage community with this guide. I hope it helps you become a successful F/P Mage

Best wishes,
Kyle
Sungoon




D. See Also

Here are some other helpful links:
  • @BBD's [url=http://www.basilmarket.com/MapleStory-Guide-Mage-Info-and-Equips-317.html]Mage Info and Equips Guide[/url] - very helpful, but a lot of it is out-of-date
  • [url=http://www.southperry.net/damagecalc.php]Southperry.net Damage Calculator[/url]
  • Southperry - MapleStory database and forums
  • Hidden-Street - MapleStory database
  • [url=http://orangemushroom.wordpress.com]The Orange Mushroom Blog[/url] - Blog for new content
  • [url=http://spadow.wordpress.com]Spadow's Blog[/url] - Blog for new content
  • Ayumilove - multiple guides


E. Legal

This guide and its parts are solely mine and may only be reposted with my permission. If you see this guide or any of its subsections posted somewhere other than BasilMarket, please PM me and let me know.


#II. The Fire Poison Mage



A. Overview

What is a F/P Mage?
A Fire/Poison Mage is a general term for a Wizard, Mage, or Archmage that casts Fire and Poison magic. It is the first class to use DoT (Damage over Time), and it is the only class for which DoT is a major function. Here is some general info about F/P Mages:

Basic Information
Class: Explorer
Equipment Type: Magician
Attack Distance: Ranged
Primary Weapon: Staff, Wand (Multipliers: 1.0 and 1.0, respectively)
Secondary Weapon: Magic Book
Mobility: Medium-Low
Method of Transportation: Teleport
Primary Stat: Intelligence (INT)
Secondary Stat: Luck (LUK)
Max Level: 250

Character Card Information
  • B Rank (30): +2% Max MP
  • A Rank (60): +3% Max MP
  • S Rank (100): +4% Max MP
  • SS Rank (200): +5% Max MP

General Characteristics of Magicians
In general, Magicians have:
  • INT as a primary stat and LUK as a secondary stat
  • Elemental Magic
  • High MP
  • Low HP
  • Use Magic Attack instead of Weapon Attack
  • Ultimate spells (attack the whole map)
  • Auras

Pros and Cons:
Pros
  • High MP
  • 85% of MP turned into HP
  • Great mobbing capabilities
  • Great soloing capabilities
  • Many damage-multiplying skills
  • Can inflict many status conditions
  • High DoT which is a basis for many mechanics
  • Elemental magic can give damage boosts
  • Elemental Reset means no damage penalties on bosses--unlike many other classes
  • Two Ultimate skills
  • Mist Eruption <3
  • Original class - around from the start
  • Unique play style
  • Low population

Cons
  • Unreliable stance
  • Mobility isn't too great
  • No real support buffs
  • No push/pull skills
  • Elemental magic can give damage penalties (fixed in 3rd Job)
  • Not many monsters are weak to Poison

The Level 200 Fire Poison Archmage:
Can inflict the following status conditions:
  • Burn
  • Incapacitate
  • Paralyze
  • Poison
  • Slow
  • Stun

Has the following buffs:
  • 35% Critical Rate
  • 145% Min. Critical Damage
  • 95% Mastery
  • 20% Status Resistance
  • 20% Elemental Resistance
  • 20% Ignore DEF
  • 50% Buff Duration Increase

Has the following possible damage multipliers:
  • Elemental Weakness (1.50)
  • Burning Magic (1.20)
  • Elemental Amplification (1.50)
  • Arcane Aim (1.40)
  • Fervent Drain (1.25)
  • Infinity (1.60) (supposed to be 2.00)
  • Epic Adventure (1.10)


B. Types of Fire Poison Mages

Ultimate Adventurer Fire Poison Mages - No longer available for creation
An Ultimate Adventurer (AKA Ultimate Explorer) is a type of Adventurer that you were able to make after you reached Lv. 120 on a Cygnus Knight. Being a UA Fire/Poison Mage has some advantages:
  • Start at Lv. 50
  • Are able to wear equipment whose level requirements are 10 levels above their own
  • Have the Oz's Flame Gear skill
  • A decent Lv. 50 and Lv. 70 equipment set

Hybrid Mage
A Hybrid Mage utilizes magic of both Fire and Poison. This is the type of F/P Mage that nearly every player is. However, in the beginning of MapleStory, this was not the case.

Pure Fire Mages
Pure Fire Mages (AKA Fizards) use only Fire-attribute magic, and are extremely rare. The most recently I've seen one was late 2012. Around the beginning of MapleStory, Pure Fire Mages were quite common because the potential of Poison was not well-known. One might make a Pure Fire Mage if they truly want to be unique.

Rules:
  • Only use Fire-elemental attacks.
  • Elemental Adaptation has a poison image, so I wouldn't use that.

Pure Poison Mages
Pure Poison Mages (AKA Pizards) use only Poison-attribute magic, and are rare. Around the beginning of MapleStory, players would stick to only Poison magic in order to defy the popular opinion that Poison magic was useless. They ended up levelling faster than their Fizard counterparts.

Rules:
  • May only use Poison-elemental attacks.
  • Flame Haze, Teleport Mastery, Megiddo Flame, and Inferno Aura are illegal.


C. Our Ice Lightning Counterparts

Ice/Lightning Mages are our direct opposites. I won't go into which-skill-is-better here, but I will give a bit of information that can help us understand our F/P Mages.



Why can't F/P Mages use spells of Ice and Lightning?
The answer comes to us from an old quest that no longer exists. This quest used unlock the skill Elquines, back when F/P AMs used to have it instead of Ifrit. In summary, the two sets of elements collide. But wait a minute! Why can I/L Mages use Oz's Flame Gear? Actually, when you use the skill Oz's Flame Gear, you summon Oz to cast it for you. Wait another minute! Why can Grendel the Really Old's Clone use both Explosion and Ice Strike? Well, I don't really know. How were F/Ps able to use Elquines and I/Ls Ifrit? It was discovered that these two summons were their own entities, able to use their own magic.

Skill Opposites

Wizard:
  • Elemental Drain:Freezing Effect
  • Flame Orb:Cold Beam
  • Poison Breath:Thunder Bolt
  • Ignite:Chilling Step

Mage:
  • Burning Magic:Storm Magic
  • Explosion:Ice Strike
  • Fire Demon:Ice Demon
  • Poison Mist:Thunderstorm
  • Viral Slime:Glacier Chain
  • Mana Burn:Frozen Break

Archmage:
  • Paralyze:Chain Lightning
  • Mist Eruption:Frozen Orb
  • Flame Haze:Freezing Breath
  • Meteor:Blizzard
  • Ifrit:Elquines
  • Inferno Aura:Ice Aura
  • Megiddo Flame:Lightning Spear

Common Skills
Wizard:
  • High Wisdom
  • Meditation
  • MP Eater
  • Spell Mastery
  • Teleport
  • Magic Booster

Mage:
  • Arcane Overdrive
  • Element Amplification
  • Elemental Decrease
  • Teleport Mastery
  • Elemental Adaptation

Archmage:
  • Arcane Aim
  • Buff Mastery
  • Hero's Will
  • Infinity
  • Maple Warrior

Party Play
There is small evidence suggesting that Nexon intended some party play with Ice/Lightning Mages:
  • The F/P Mage skill Burning Magic gives 20% damage to enemies under DoT, stun, freeze, darkness, or paralysis effects.
  • The I/L Mage skill Storm Magic gives 20% damage and a chance to instantly kill enemies under DoT, stun, freeze, darkness, or paralysis effects.

There is also a nice combination of F/P and I/L skills for bossing:
  • F/P Archmage's Flame Haze - Incapacitates enemies for a period of time, rendering them unable to deal touch damage.
  • I/L Archmage's Freezing Breath - Freezes enemies, rendering them unable to move or use skills for a period of time.

Used together, these skills can make a boss do absolutely nothing but sit there.

Contrast of both classes
FP Mages
  • Better damage output
  • Can be ubiquitous or everywhere at once with Poison Mist
  • DoT

IL Mages
  • Better defense against states and elements
  • More Stance
  • More Teleport distance
  • Take less touch damage due to Freeze effect
  • Can pull monsters

Comparison of both classes
  • Enormous mobbing capabilites (though some will tell you I/L is slightly better here)
  • Able to train on higher-level monsters
  • Many damage-multiplying skills
  • Pretty much the same skills but fitted for the different elements

In summary, F/Ps and I/Ls are nearly the same, but F/Ps sacrifice defense and ease of control for more damage and vice versa.

Which one is better?
These two classes, I believe, are very well balanced. There has never been a decision among the masses on which is the victor. If there was, this question would not exist today. Your answer lies within your needs. Look up some YouTube videos of both I/L and F/P Mages, and see which one fits your taste the best.


#III. Things You Must Know



A. What DoT is and how it works

DoT stands for damage over time. As a Fire/Poison Mage, you have many spells with DoT effects. These spells will deal initial damage and continuous damage. This continuous damage is known as damage over time and is seen ticking every second after the initial hit.

There are 3 parts to DoT:
  • Damage - this is how much is dealt.
  • Interval - this is how often the damage is dealt.
  • Duration - this is how long the effect lasts.

All DoT in this game (except for Teleport Mastery) has a one (1) second interval, meaning it deals every second. This also means that if a skill has a DoT duration of 10 seconds, the DoT effect will deal damage 10 times. All DoT will only reduce the enemy's HP to 1, except for Slime Virus, which kills. You can stack the DoT effects of unique DoT skills. In other words, you cannot increase your DoT by using the same skill twice, but you can by applying DoTs from two different DoT skills.

The following skills deal DoT:
  • Poison Breath - 40% for 8 seconds
  • Poison Mist - 180% for 12 seconds
  • Slime Virus - 160% for 10 seconds
  • Teleport Mastery - 98% every 2 seconds for 4 seconds
  • Paralyze - 180% for 10 seconds
  • Flame Haze - 190% for 12 seconds
  • Oz's Flame Gear - 100% for 8 seconds
  • Megiddo Flame - 700% for 30 seconds

Note: If you attack an elementally-immune enemy with a like-elemental spell that also inflicts DoT, the enemy will not take damage or DoT. For example, if I use Poison Breath on a Miner Zombie (Poison-immune), it will take only 1 damage, and DoT will not be applied.


B. What Elemental Magic is and how it works


Fire/Poison Mages use spells of the elements Fire, Poison, and Neutral. There are monsters that are affected in different ways by elemental magic.

Monsters can be:
  • Weak to an element, and will take an additional 50% damage from that element.
  • Neutral to an element, and will not take any more or less damage from that element.
  • Strong to an element, and will take 50% less damage from that element.
  • Immune to an element, and will not take any damage from that element (you will only hit 1s).

List of Fire/Poison Mage skill that belong to each element:
Fire Magic
  • Flame Orb
  • Ignite
  • Explosion
  • Paralyze
  • Flame Haze
  • Ifrit
  • Meteor Shower
  • Oz's Flame Gear (obtained through the [url=http://global.hidden-street.net/quest/job/power-of-the-spirit-of-fire]Power of the Spirit of Fire[/url] quest)

Poison Magic
  • Poison Breath
  • Slime Virus
  • Poison Mist
  • Mist Eruption

Neutral Magic
  • Energy Bolt
  • Teleport Mastery
  • Inferno Aura
  • Megiddo Flame

Note: DoT is not affected by any elemental strengths/weaknesses other than elemental immunity. If you attack an elementally-immune enemy with a like-elemental spell that also inflicts DoT, the enemy will not take damage or DoT. For example, if I use Poison Breath on a Miner Zombie (Poison-immune), it will take only 1 damage, and DoT will not be applied.


C. How to Properly Use Myst Eruption

Myst Eruption is a 4th Job skill that came to us in the GMS Ascension patch. It gave F/Ps great bossing capabilities and popularized them. However, many F/P Mages do not know how to properly use Myst Eruption. So here's a simple step-by-step guide explaining how Myst Eruption works.

The Basics
Myst Eruption is very effective against bosses because you can multiply its damage up to 4 times. You can achieve this by applying DoTs to an enemy and stacking their DoT effects. This damage increase only applies to individual monsters, e.g., if you apply 3 DoTs to Monster A and none to Monster B, Monster A will take more damage from Myst Eruption than Monster B.

Applying DoT? Stacking DoTs? What?!!
When you cast a spell with a DoT effect on an enemy, it takes initial damage and continuous damage. When you cast a spell in order to inflict this continuous damage on an enemy, you are applying DoT. You can also add up these DoT effects on an enemy. This is commonly known as DoT stacking. You can stack the DoT effects of unique DoT skills. In other words, you cannot increase your DoT by using the same skill twice. With Myst Eruption, you can stack as many as 5 DoT effects to increase its damage, but the damage will only increase after the 2nd effect.

How will stacking DoTs affect my damage?
Here's the Myst Eruption damage increase table:

0 DoTs1 DoT2 DoTs3 DoTs4 DoTs5 DoTs
345%345%465.75%628.76%848.83%1,145.92%


You can see that Myst Eruption's damage increases for every DoT effect you apply to an enemy from the 2nd effect to the 5th effect.

Which spells should I use to increase Myst Eruption's damage?
There are some spells that are better than others for increasing Myst Eruption's damage. DoT Spells are commonly classified as reliable or unreliable. Spells are generally reliable if they lack a cool down, and unreliable if they have a cool down.

Reliable DoT Spells
  • Poison Breath
  • Poison Mist
  • Paralyze
  • Flame Haze (cool down reset by Myst Eruption)
  • Teleport Mastery
  • Oz's Flame Gear (obtained through the [url=http://global.hidden-street.net/quest/job/power-of-the-spirit-of-fire]Power of the Spirit of Fire[/url] quest)

Unreliable DoT Spells
  • Viral Slime (cool down)
  • Megiddo Flame (cool down)
  • Teleport Mastery (high chance of triggering Damage Reflect)

Though Teleport Mastery has no cool down, I don't recommend using it during bossing situations in which the boss can reflect damage. You might forget to turn it off and accidentally kill yourself. Alternatively, you may use Oz's Flame Gear if you have it, or Megiddo Flame or Viral Slime when they are off cool down. Cast 5 of these spells in quick succession, then use Myst Eruption to deal massive damage. Note that casting Flame Haze simultaneously casts a Poison Mist cloud and applies its DoT to the enemy, so you don't have to worry about casting Poison Mist separately (unless you miss with Flame Haze).

Using Myst Eruption
There are two main parts to actually using Myst Eruption. First, you need to stack your DoTs. Then, when your DoTs are stacked, you'll want to start your Flame Haze + Myst Eruption combo spam. Here's a step-by-step process:

  1. Cast Poison Breath and Paralyze
  2. Cast either Oz's Flame Gear, Megiddo Flame, Viral Slime, or Teleport Mastery (whichever is more readily available)
  3. Cast Flame Haze (This will automatically cast a Poison Mist cloud near the enemy and apply its DoT--and by this point you should have 5 DoTs stacked)
  4. Cast Myst Eruption
  5. Repeat steps 3 and 4 until your DoTs run out of time, then reapply DoTs.

Other notes:
  • Viral Slime tends to move backwards when you summon it, so try to turn around before summoning it.
  • Remember to keep Meteor Shower on cool down at all times (It gives a Final Attack effect while on cool down).
  • Remember to keep Ifrit summoned

Managing DoTs
Naturally, your DoTs will run out. You need to know when they run out. I recommend looking at your damage. You'll get a feel for what your maximum damage with Myst Eruption is, and when you see it slip under your maximum, I think that's a good time to reapply your DoTs. You could also be more efficient by knowing how long your DoTs last and predicting when they need to be reapplied. Here's a time table for DoTs:

DoT Durations with Mastered Burning Magic
  • Poison Breath - 18 seconds
  • Poison Mist - 22 seconds
  • Teleport Mastery - 14 Seconds
  • Flame Haze - 22 seconds
  • Paralyze - 20 seconds
  • Oz's Flame Gear - 18 seconds
  • Megiddo Flame - 40 seconds
  • Viral Slime - 20 seconds

Find the shortest DoT duration in your DoT lineup and try to predict when it will run out for the most efficient bossing experience. But as I said before, I think the easiest is to just reapply DoTs as soon as you notice your damage getting lower.


#IV. A History and Purpose


In this section, I will provide a history of each major phase of Fire/Poison Mages. I will also use this information to define a purpose for Fire/Poison Mages, so that we may use this information to better understand our class and possibly enhance gameplay and party play.


A. Before Third Job


Elements!
Second Job magicians were the first classes to utilize elemental attacks. The elements are Ice, Lightning, Fire, Poison, Holy, and Heal. Fire/Poison wizards were the first class to use Damage over Time, which is a result of the element Poison.

Today, we assume that an elemental magician will utilize both elements equally. Before third job (and well into the period before big bang), this was considered a specialty build. Because Poison Brace was considered useless, the most common type of Fire/Poison wizard was the Fire Wizard, or Fizard. The Fizard utilized only Fire Arrow. The Poison Wizard, or Pizard, utilized only Poison Brace. The third variation, the variation that is assumed today, is that of the Hybrid, who utilized both Fire Arrow and Poison Brace.

Regarding the Origin of Unpopularity
Before Third Job, adventurer magicians were the most common class. Immediately, however, Ice/Lightning wizards stole the spotlight with both their mobbing capabilty (of which Fire/Poison wizards had none) and their ability to freeze monsters with their ice-elemental attacks. The ability to freeze monsters meant that Ice/Lightning wizards weren't taking as much touch damage from running into monsters, therefore reducing the amount of spending on health potions. Clerics were able to heal themselves, nearly eliminating the need to buy health potions. The only thing Fire/Poison wizards had going was the raw strength of Fire Arrow. Poison was considered useless.

So, from the beginning, Fire/Poison wizards became unpopular due to
  • No mobbing capability
  • High cost due to frequent health potion use
  • Poison Brace considered useless

Additionally, Fire/Poison wizards
  • Trained very slowly due to no mobbing capability
  • Fire Arrow did not travel through terrain

Now, we take mobbing for granted because it's our specialty. Then, it made training during second job hell. Most who took on a Fire/Poison wizard over an Ice/Lightning wizard or a Cleric did not survive the sluggish training.

Purpose
For wizards, their general purpose (or specialty) was to inflict status ailments upon monsters. For Fire/Poison wizards, the status ailments included Poison and Slow. Ice/Lightning wizards were able to inflict Freeze and Slow. Fortunately, Fire/Poison wizards of the time neglected Poison Brace. Why was this a good thing? Wizet decided to give Fire/Poison wizards the mighty Poison Mist to increase the use of Poison.

At the same time, the few who choose to be a Pizard I think discovered the real value in Poison. There is no evidence to whether or not this was discovered prior to the release of Third Job. Poison allowed for faster training because it helped take down high-HP monsters (high-level monsters). But more of this in the next section.


B. Before Fourth Job

Finally, Mobbing!
With the release of Third Job, Fire/Poison mages gained Explosion and Poison Mist, two powerful mobbing skills. This is where the power of Poison was discovered. A monster in a Poison Mist had a 70% chance each second to contract Damage over Time that seeped a set percent of the monster's health points away each second. Once inflicted, the monster would be poisoned long enough to have its health points reduced to 1. This allowed for Fire/Poison mages to quickly clean up the weakened monsters and experience the fastest levelling in game. The cost, however, was a slow Second Job and poor solo capabilities.

Regarding Unpopularity
Ice/Lightning mages continued to be more popular than Fire/Poison mages. Ice Strike was generally faster than Explosion (though F/Ps could speed it up using a weapon with a fast weapon speed at the cost of damage) and it could freeze monsters, offering better protection. Additionally, Ice/Lightning mages were considered better at dealing a lot of damage to a lot of monsters in little time. The classes that had more capable 1v1 skills drew the crowd away from wizards.

Purpose
It is very obvious that the purpose of mages shifted to mobbing. For bosses like Zakum, many Fire/Poison mages found it difficult to find a party that wanted them. Smart parties recruited both Ice/Lightning and Fire/Poison mages to take care of the plentiful mobs that Zakum spawned.

The purpose of inflicting status ailments also continued with the release of Third Job. This time, both mages gained the ability to Seal monsters, or make them unable to use any magic attacks. Mages gained Element Composition, a solo-oriented skill, but was usually left last in skill builds because other skills were considered more useful.


C. Before Big Bang

Fourth Job
With the addition of Fourth Job, all adventurer magicians gained an Ultimate, or a skill that mobs the whole screen. At the time, this skill was spammable and dealt high damage, meaning it was a popular means of levelling. Each Archmage gained two skills for their respective elements. Fire Demon and Ice Demon accounted for the primary elements of Fire and Ice. The secondary elements made up the main attacking skills. Chain Lightning and Paralyze were Lightning-elemental and Poison-elemental spells, respectively. A frequently asked question is why Paralyze Poison? Well, Paralyze was originally intended for both varieties of Archmages. It was originally called Medusa's Eyes (hence the eyes that stare into your soul), but never made it to GMS that way. Nexon must have run out of ideas for a Poison skill, because they decided to give Paralyze to Fire/Poison Archmages, made it Poison-elemental, and called it a day. With Paralyze, Fire/Poison Archmages gained the ability to inflict the status ailment Paralyze, which is the same as Freeze. Some time before Big Bang, Fire Arrow received an animation update and it went from hitting 1 monster to mobbing 3. Also, Archmages had the summon of their opposite element. F/Ps had Elquines, and I/Ls had Ifrit.

Purpose
With the addition of Ultimates, and Fire/Ice Demon, mobbing remained an intention for Archmages. We also gained some solo capabilities with Paralyze/ Chain Lightning and Mana Reflection. With Fourth Job, Nexon continued with the original characteristics of wizards.


D. Big Bang and Beyond

Big Bang
Big Bang changed everything. It was the biggest change to MapleStory since the beginning, and it paved the way for regular, bigger patches. Training became much easier because monster spawn increased, and the experience required to level up was decreased. As far as Fire/Poison mages are concerned, Poison Mist's Damage over Time damage became based on the player's range, rather than the monster's health points. The accuracy and experience gain changed as well. In short, it nerfed the Fire/Poison mage's fast training ability. They could not train on extremely high-levelled monsters at low levels as they had before. Personally, I was around level 85 when Big Bang arrived. I noticed that using Poison Mist the traditional way was still faster than only using Explosion. All three adventurer magicians gained an important skill: Teleport Mastery, which gives players the ability to deal damage each time he or she teleports. This is useful for mobbing and bossing.

Poison also began to work on bosses.

Ascension
Ascension was the biggest change to magicians since the addition of either Third or Fourth Job. With Ascension, the first notable change was that Poison Brace mobs 6 enemies. From this point on, nearly all Fire/Poison wizards went the Pizard route, maxing Poison first and ignoring Fire. The biggest change was the addition of Mist Eruption, whose power increases multiplicatively for each DoT effect inflicted upon a monster. Two other neat skills were Arcane Aim, which is useful for party monsters and bosses, and Burning Magic, which increases damage on a monster when it has been inflicted with a status ailment.

Purpose
With Ascension, Fire/Poison Archmages became better equipped to handle bosses. Burning Magic increases damage if a monster has been inflicted with a status ailment, which is most useful in bossing situations. Arcane Aim has a chance to increase damage for each time you attack a monster and it gives PDR Ignore (Percent Damage Reduction, something that's commonly found on bosses). Mist Eruption can be used either as a second Ultimate, or as a bossing skill. When prepared, it can be used to deal extremely high damage, and this preparation is only possible on mobs with high health points and bosses.


E. MapleStory RED

1st - 4th Job Revamp
In this part of the RED update, all adventurer mages received the biggest change ever to their skills. Many skills were moved, removed, and/or had their animations updated, and many new skills appeared.
The most notable changes from this part of the update are the addition of Elemental Drain (F/P mages' specialized skill), Elemental Adaptation, and some small changes to Meteor Shower, Paralyze, and Mist Eruption. Elemental Drain increases damage for each applied DoT skill up to 5 times. Elemental Adaptation gives F/Ps some shielding against status ailments and an additional resistance towards states and elements. Meteor Shower gained the ability to give players a Final Attack when it is on cool down, a Hyper Skill reduces the cool down time for Mist Eruption by 100%, and Paralyze's element changed to fire. In general, F/Ps experienced a shift in focus on Poison magic to a focus on both elements. Nexon highlighted F/P Mages' use of DoTs and gave them a more important role.


#V. Skills and Statistics Information



A. Statistics Information

Here, I will only explain these statistics as they pertain to magicians.

Jump to: Only the green links work, sorry for the inconvenience!
[link=abilities]Abilities[/link]
  • [link=HP]HP[/link]
  • [link=MP]MP[/link]
  • [link=INT]INT[/link]
  • [link=LUK]LUK[/link]
  • [link=STR]STR[/link]
  • [link=DEX]DEX[/link]
[link=otherdmgstats]Damage-Related Stats[/link]
  • [link=matk]Magic Attack[/link]
  • [link=watk]Weapon Attack[/link]
  • [link=critical]Critical Rate[/link]
  • [link=bossatt]Boss Attack[/link]
  • [link=ignoredef]Ignore DEF[/link]
[link=otherstats]Other Stats[/link]
  • [link=wdef]Weapon DEF[/link]
  • [link=mdef]Magic DEF[/link]
  • [link=wacc]Weapon Accuracy[/link]
  • [link=macc]Magic Accuracy[/link]
  • [link=wavoid]Weapon Avoidability[/link]
  • [link=mavoid]Magic Avoidability[/link]
  • [link=speed]Speed[/link]
  • [link=jump]Jump[/link]


Abilities

Note: HP and MP aren't part of your traditional "All Stats," which include INT, LUK, STR, and DEX. I include them here because you can spend Ability Points (AP) on them. For more information, see the [link=ap]Ability Point Builds[/link] section.


HP - Health Points
This is your basic life line. If it reaches 0, you die. Magicians naturally do not have much. When you die, you will lose 10% EXP. Having Lv. 100 Ambition (Personality Trait) can reduce this to 5% lost per death.

MP - Mana Points

Mana is a force of nature that you can use to cast spells. With Magic Guard, your MP will act as most of your HP. Thankfully, magicians naturally have a lot of MP. Once it falls below the MP cost of a skill, you will not be able to use that skill.

INT - Intelligence

This is the primary stat for any magician class. It increases Magic Accuracy and Magic Damage. Almost all magician equipment requires some INT.

LUK - Luck

This is the secondary stat for magician classes. It increases Magic Damage (though not by as much as INT), Avoidability, and Magic Accuracy. LUK is no longer needed for most (but not all) magician equipment.

STR - Strength

Magicians are not to add any points to this stat, but if you end up having some from equips, it increases the damage of your physical attacks.

DEX - Dexterity

Magicians are not to add any points to this stat, but if you end up having some from equips, it increases Accuracy and Avoidability.


Damage-Related Stats

M.ATK - Magic Attack

Found on all staves and wands, many other equips, and some skills. Increases Magic Damage. You'll have to count your M.Atk from your equips and passive skills to know how much you have.

W.ATK - Weapon Attack

All staves and wands have weapon attack. It determines the damage of a physical attack with a staff or wand.

Critical Rate

The rate at which you inflict critical damage. The Detailed Stats window shows your total Critical Change, Minimum Critical, and Maximum Critical damage. To calculate your critical damage, see below under [link=formulae]Formulas[/link].

Boss ATT

Also known as Boss Damage. Weapons can be upgraded to give you additional damage on bosses. The Detailed Stats window shows you your total Boss Damage %.

Ignore DEF

Ignores a certain percent of a monster's PDR and MDR, Physical Damage Reduction and Magical Damage Reduction, respectfully. Also known as Ignore PDR. You can gain Defense Ignore from Monster Book sets, weapons, skills, and the Ambition trait. The total shown in the Detailed Stats window is currently inaccurate, showing you the additive total Ignore DEF you have instead of the multiplicative total, which is how it is actually calculated. If you want to calculate this, see below under [link=formulae]Formulas[/link].


Other Stats

W.DEF - Weapon Defense

The higher your weapon defense is, the less damage you take from touch damage.

M.DEF - Magic Defense

The higher your magic defense, the less damage you take from a monster's magical attack.

Weapon Accuracy

Also known as Accuracy, or just Acc. It partly determines the success rate of a physical attack.

Magic Accuracy

Accuracy on a piece of equipment, etc. will add to this as well. Also, LUK adds to magic accuracy. This partly determines the success rate of a magical attack.

Weapon Avoidability

This determines the chance for you to guard against touch damage. Also known as Avoidability, or just avoid.

Magic Avoidability

This determines the chance for you to guard against a monster's magical attack. Regular Avoid also adds to this. Can be increased with equips, etc., and LUK.

Speed

This determines your movement speed, which cannot exceed 140%. Having higher Speed has been proven to improve EXP gain. 1 Speed on any piece of equipment is equivalent to 1% Speed.

Jump

This determines your Jump height, which cannot exceed 123%. 1 Jump on any piece of equipment is equivalent to 1% Jump.


B. Formulas

Here are some formulas to help you figure out your damage.

Jump to: Only the green links work, sorry for the inconvenience!
[link=magicdamage]Magic Damage Range[/link]
  • [link=mastery]Mastery[/link]
[link=criticalformula]Critical Damage[/link]
[link=ignoredefformula]Ignore DEF[/link]
  • [link=mdrpdrformula]MDR and PDR[/link]
[link=meformula]Mist Eruption[/link]


Magic Damage Range

You can find this range at the top of the Skill window as "Stat ATT." This is your actual damage, and it will be multiplied mostly by skills. Weapons and potentials can also multiply this damage. The formula for the magic damage range is:

Minimum Damage: (.25 + Mastery Bonus) * (Maximum Damage)
Maximum Damage: ([4 * INT] + LUK) * (M.Att/100)

Mastery

The purpose of Mastery is to increase minimum damage, in order to stabilize your overall damage.
For example, if I had a magic damage range of 1~1000 (with no mastery), I would be hitting anywhere from 1 to 1000. Especially in early levels, this can be problematic because I'll be killing some monsters in one hit, and others in potentially 5 or more hits. Realistically, everyone has an innate 25% mastery, which would bring my range to 250~1000. If I gain a 50% mastery (say from Spell Mastery), my range would become 750~1000. Much better!


Critical Damage

Critical Damage is displayed as the slightly larger, pink damage. Every character has an innate 5% critical rate. The default minimum critical damage is 120%, and the default maximum critical damage is 150%. The minimum critical damage can be increased with skills, and the maximum critical damage can only be increased with the skill Sharp Eyes. Minimum critical damage cannot exceed maximum critical damage. The formula for critical damage is:

Minimum Critical Damage: (SkillDmg% * Minimum Critical Damage)
Maximum Critical Damage: (SkillDmg% * Maximum Critical Damage)

For Example, if I am using a skill that has 200% damage and I have no boosts to my critical damage, I have a 5% chance to hit anywhere from 240% ~ 300% of my damage range. This applies to each hit.


Ignore Defense

Ignore Defense allows you to ignore a percent of an enemy's PDR and MDR. What you need to know is every source of Ignore DEF that you have, and how much it gives. Note that your Ignore DEF % in the stats window does not account for Ignore DEF you can get from skills. You also need to know how much your target monster has. The formula for your Ignore DEF is:

1 - (1 - Source1) * (1 - Source2) * (1 - Source3) * (1 - SourceEtc) = Ignore DEF Total

For example, if I have 30% Ignore DEF from my Leafre Monster Book set, 15% on my weapon, and 7% from Ambition, my total would be:
1 - (1 - .3) * (1 - .15) * (1 - .07) = 0.55335, or 55.335%.

MDR and PDR

MDR is Magical Damage Reduction, and PDR is Physical Damage Reduction, which all monsters and bosses have (and note that the two are almost the same value per monster). What it allows a monster to do is reduce the amount of magical or physical damage dealt to them by you. For example, Zakum has 40% PDR and MDR. This means a 100k hit would be reduced to 60k. Ignore DEF allows you to reduce this effect. You can calculate the total % of magic damage you will deal on a monster with this formula:

(Your IgnoreDEFTotal) * (1 - MonsterMDR) = Total % of Magic Damage
Just multiply this number by your Min and Max range to find your magic damage range after MDR.

Example: (0.55335) * (1 - 0.4) = 0.77866, or 77.866%, meaning I will deal 77.866% of my total damage on Zakum.


Mist Eruption

Mist Eruption is currently our strongest skill. The damage multiplicatively increases by 35% for each DoT effect you have stacked on a monster starting after the 2nd effect and up to 5. Here's how to figure out your damage with Mist Eruption:

(Min. or Max. magic damage) * (ME Skill Damage) * (DoT2) * (DoT3) * (DoT4) * (DoT5)

more specifically,

(Min. or Max. magic damage) * (3.45) * (1.35) * (1.35) * (1.35) * (1.35)

For example, if I have a 10,000 max magic damage, and I stack 5 DoT effects on a monster:

(10,000) * (3.45) * (1.35) * (1.35) * (1.35) * (1.35) = 114,591.

Mist Eruption Damage Table (Damage per DoT applied):
0 DoTs1 DoT2 DoTs3 DoTs4 DoTs5 DoTs
345%345%465.75%628.76%848.83%1,145.92%



C. Ability Point Builds

In the past, many people would choose to allocate their AP differently in order to pursue a different playing style. Now, there's only one accepted way to allocate AP: The LUKless AP build. You have 1,019 AP to assign up to level 200. You still gain AP past level 200. Do not assign any to HP or MP. Here are all of the builds:

LUKless - Recommended
This is the build that nearly all magicians use, and this is the only build that I recommend. In this build, you do not add any points to LUK at all, only to INT. Before the Big Bang patch, this was the second most popular build and it gained popularity until the removal of secondary stats from equips, when it became the only acceptable build. The reason for choosing this build was for higher damage and higher MP, but it came at the cost of not being able to equip most equips. It was possible because of a few LUKless weapons, such as the maple weapons and Elemental Wands.

For this build, add AP only to INT. At level 200, you should end up with 999 INT and 23 LUK (add to LUK when you've hit the maximum number of INT). Some players who received compensation from Nexon a while back for a bunch of rollbacks will notice that they have 33 LUK.

RegLUK - Not Recommended
Or Regular LUK, this build was the most popular before the Big Bang patch. With this build, you could equip all equips and weapons. However, RegLUK magicians were slightly less powerful than LUKless magicians, and they had less MP.

For this build, there was a formula to follow. You would get your LUK to 3 above your level (because that's how much LUK most equips required), add 1 to LUK and the rest to INT until level ~163. The reason for this was that the level 163 Elemental Staves require 165 LUK, and it was the highest level weapon/equip. From there, you would add the rest of your AP to INT. Those who didn't plan on getting the 163 ES would cap their LUK after they were able to equip their favorite equips or the highest level equips they could get their hands on.

LowLUK - Not Recommended
The point of a low LUK build was to have just enough LUK to wear some equips, and from there add the rest to INT. Low LUK mages would also rely on getting LUK from equips. This build was entirely customizable and had no standard.

STR Mage - Not Recommended
You may have heard of a STR mage, so that's why I put this here. It does not involve F/P mages at all. Pretty much, it's a glorified beginner play style. A STR mage adds all SP to STR in order to hit harder with one-handed weapons. The magician part comes in because of buffs like Magic Guard and MP Boost, which give a bit more HP to someone who wants to play a beginner. At second job, a STR mage would actually choose to be a Cleric for Heal.

The No-LUK-until-you-need-it Build - Not Recommended
This build was designed to maximize MP while remaining RegLUK. Because the amount of base INT you have affects MP gain, this build has you add only to INT in the first few levels when you didn't really need to upgrade from your Beginner Wand, and that way you end up with more base MP. There is no longer a viable build because there are no equips that require LUK in the early levels.


D. Skills

In this section, I will give an explanation of Magician and Fire/Poison skills. For Skill Builds, please see the [link=builds]Skill Builds and Explanations[/link] section.

Jump to: Only the green links work, sorry for the inconvenience!
[link=intromagic]Introduction to Magic - 1st Job Magician Skills[/link]
  • [link=energyboltskill]Energy Bolt[/link]
  • [link=mpboostskill]MP Boost[/link]
  • [link=teleportskill]Teleport[/link]
  • [link=magicarmorskill]Magic Armor[/link]
  • [link=magicguardskill]Magic Guard[/link]
[link=fpbasics]Fire and Poison Basics - 2nd Job Fire/Poison Wizard Skills[/link]
  • [link=flameorbskill]Flame Orb[/link]
  • [link=poisonbreathskill]Poison Breath[/link]
  • [link=elementaldrainskill]Elemental Drain[/link]
  • [link=highwisdomskill]High Wisdom[/link]
  • [link=igniteskill]Ignite[/link]
  • [link=mpeaterskill]MP Eater[/link]
  • [link=spellmasteryskill]Spell Mastery[/link]
  • [link=spellboosterskill]Magic Booster[/link]
  • [link=meditationskill]Meditation[/link]
[link=advfp]Advanced Fire and Poison Magic - 3rd Job F/P Mage Skills[/link]
  • [link=explosionskill]Explosion[/link]
  • [link=poisonmistskill]Poison Mist[/link]
  • [link=slimevirusskill]Viral Slime[/link]
  • [link=teleportmasteryskill]Teleport Mastery[/link]
  • [link=arcaneoverdriveskill]Arcane Overdrive[/link]
  • [link=burningmagicskill]Burning Magic[/link]
  • [link=elementaladaptation]Elemental Adaptation[/link]
  • [link=elementalamplificationskill]Elemental Amplification[/link]
  • [link=elementaldecreaseskill]Elemental Decrease[/link]
  • [link=manaburnskill]Mana Burn[/link]
[link=highestfp]Highest Class of Fire and Poison Magic - 4th Job Fire/Poison Archmage Skills[/link]
  • [link=flamehazeskill]Flame Haze[/link]
  • [link=ifritskill]Ifrit[/link]
  • [link=meteorshowerskill]Meteor Shower[/link]
  • [link=misteruptionskill]Mist Eruption[/link]
  • [link=paralyzeskill]Paralyze[/link]
  • [link=arcaneaimskill]Arcane Aim[/link]
  • [link=buffmasteryskill]Buff Mastery[/link]
  • [link=ferventdrain]Fervent Drain[/link]
  • [link=infinityskill]Infinity[/link]
  • [link=maplewarriorskill]Maple Warrior[/link]
  • [link=heroswill]Hero's Will[/link]
[link=otherskills]Other Skills[/link]
  • [link=echoofheroskill]Echo of Hero[/link]
  • [link=empresssmightskill]Empress's Might[/link]
  • [link=ozsflamegearskill]Oz's Flame Gear[/link]
  • [link=willoftheallianceskill]Will of the Alliance[/link]

I have rated the skills according to my very own Sungoon's Skill Scale (alliteration!) for Attack Skills only. I think the buffs are too different to make a comprehensive scale without giving most skills a rating out of 2/10. Anyways, here're the criteria:

Attack Skills
Sungoon: There are 10 categories in which a skill can earn 0, 1, or sometimes 0.5 points:
Frequent Usage within the Job: 0, 1
Used past 4th Job?: 0, 0.5 (only for ME), 1
Multiple hits 0, 0.5 (2-5), 1 (6+)
Multiple enemies 0, .5 (<6), 1 (6+)
Good range 0, 0.5, 1
Easy to use 0, .5, 1
Passive effect 0, .5(if only DoT), 1 (DoT
No cool down 0, 1
Elemental 0, 1
Delay 1, 0 (if bad delay)



Introduction to Magic - 1st Job Magician Skills



Energy Bolt



TypeElementMaster LevelGame DescriptionFunctions
AttackNeutral20Consumes MP to fire a condensed energy bolt that explodes on contact with an enemy..Attack up to 4 enemies. Splash damage effect.


LevelMP CostDamage
116157%
1020229%
2024309%


More Information
[url=http://imageshack.com/a/img823/4247/wc8t.png]Attack Range[/url] [url=http://imageshack.com/a/img844/7967/1k6i.png]Splash Range[/url]
* For a complete skill table for Energy Bolt, see here.
* SSS Rating: 5.5/10. Review: A bad replacement for the old mobbing Magic Claw. The splash effect is nice for this job, though. It's the only attacking skill in 1st Job and will be immediately replaced. Don't bother mastering this skill first.


MP Boost



TypeMaster LevelGame DescriptionFunctions
Passive20Increases Max MP permanently. Also increases MP proportional to your level..Increases your MP by a percent and your MP per level.


LevelMax MPMP per level
1+1%+25
10+10%+70
20+20%+120


More Information
* For a complete skill table for MP Boost, see here.
Review: Much better than the old MP Boost. Now, you don't have to worry about getting as much INT in the early levels.


Teleport



TypeMaster LevelGame DescriptionFunctions
Active5Allows you to teleport a set distance to other locations on the same map using the arrow keys..Hold an arrow key and press the key to which you assigned Teleport to move in that direction. Can be used once in mid air.


LevelMP CostHorizontal RangeVertical Range
116116 Pixels255 Pixels
524170(?) Pixels275 Pixels


More Information
[url=http://imageshack.com/a/img62/9602/4jh0.png]Vertical Range[/url]
* There is a discrepancy in the skill tables here. In game, it says that the horizontal distance is 170 Pixels. In the SouthPerry extractions, it says that the horizontal distance is 140 at max level, which is consistent with the +6 pixel gain upon levelling this skill up. I'll list it as 170 since that is what the game says.
Review: Your main mode of transportation. Must have. Increase the vertical range by jumping upwards then Teleporting up.


Magic Armor


Pre-requisite: Lv. 3 Magic Guard

TypeMaster LevelGame DescriptionFunctions
Passive10Condenses magic around your armor to increase Weapon Defense by a percentage of your Magic Defense.Adds to Weapon DEF by a percent of your Magic DEF.


LevelM.DEF added to W.DEF
16%
510%
1015%


More Information
* For a complete skill table for Magic Armor, see here.
Review: Not very helpful in the earlier levels since you won't have a lot MDEF. I recommend mastering this near the end of 1st Job. In later jobs, it'll only help some.


Magic Guard



TypeMaster LevelGame DescriptionFunctions
Active10Damage dealt to you affects your MP instead of your HP. If your MP reaches 0, your HP takes the full amount of damage..A percent of damage taken is redirected from your HP to your MP.


LevelMP CostDamage dealt to HPDamage dealt to MPDuration
1988%12%Duration
51150%50%Duration
101315%85%Duration


More Information
* For a complete skill table for Magic Guard, see here.
* Review: Magic Guard is a must. It lets us tank hits that greatly exceed our HP. Magic Guard is undispellable, meaning monsters can't remove this skill. I have seen some instances where monsters can ignore this buff, however. Cast this skill regularly so that you don't forget that it ran out of time. Also, if you disconnect on a map full of monsters, prepare to cast this buff as soon as you log on if you need to.
* Example: Let's say your Magic Guard is level 10 and you take a 1000 damage hit. 85% of that damage will be taken from your MP and 15% will be taken from your HP, meaning 850 will be taken from your MP and 150 will be taken from your HP. Essentially, the 1000 damage is reduced to 150 damage.



Fire and Poison Basics - 2nd Job Fire/Poison Wizard Skills



Flame Orb



TypeElementMaster LevelGame DescriptionFunctions
AttackFire20Creates and throws a burning orb at multiple enemies. Very effective against Ice Attribute monsters.Attacks 6 enemies in front of you twice. Can travel through terrain.


LevelMP CostDamage
112149%
1016221%
2022301%


More Information
* For a complete skill table for Flame Orb, see here.
* Attack Range: Projectile
SSS Rating: 5.5/10. Review: This skill is actually the better option for 2nd Job. It has a far range, hits a lot of enemies, hits them twice (increasing accuracy), and activates Ignite. However, it has a weird delay.


Poison Breath



TypeElementMaster LevelGame DescriptionFunctions
AttackPoison10Sends a poisonous droplet at an enemy, also striking enemies near the target. The enemies will take damage for a short time..Attacks up to 6 enemies in front of you once. Inflicts DoT. Splash hit - once you hit an enemy with the projectile, it will explode and hit enemies near the target. Also, the projectile will follow an enemy, and because of this, it won't travel through terrain. This skill activates Elemental Drain.


LevelMP CostDamageDoTDoT Duration
111135%22%6 seconds
514155%30%7 seconds
1017180%40%8 seconds


More Information
* For a complete skill table for Poison Breath, click here.
* Attack Range: Projectile, Splash
* Review: SSS Rating: 7.5/10. Though it is rated higher than Flame Orb, Flame Orb is a better skill to use for 2nd Job. You will use this skill again in 4th Job, so make sure to master this.


Elemental Drain



TypeMaster LevelGame DescriptionFunctions
Passive1Increases total damage based on the number of nearby enemies that are hit with your damage over time effects..Increases damage for every DoT effect stacked on an enemy up to 5 times. Damage increase applied to enemies only within 400 pixels of your character.


LevelDamage increase per DoT effect up to 5Range
1+3%400 pixels


More Information
* Review: This skill is pretty helpful. The skill icon will tell you how many DoTs you have stacked up by showing a small counter in the bottom right corner of the icon. You can get up to 5 stacks on one enemy with 5 different DoTs. It also stacks up to 5 if you inflict 5 enemies within range with 1 DoT.


High Wisdom



TypeMaster LevelGame DescriptionFunctions
Passive5Permanently increase INT through mental discipline.Permanently increases INT.


LevelINT increase
1+8
5+40


More Information
* For a complete skill table for High Wisdom, click here.
* Review: More INT. Yes.


Ignite



TypeElementMaster LevelGame DescriptionFunctions
PassiveFire10Grants a change to create a fire wall at the target location when using Fire Magic, burning them severely..When using a Fire-elemental spell, there is a chance to activate this skill. The skill will activate around the enemy attacked. Attacks up to 8 enemies within the flames every 1.5 seconds. This skill does not activate Elemental Drain.


LevelActivation RateDamageDuration
114%65%4 seconds
530%85%5 seconds
1050%110%6 seconds


More Information
* [url=http://imageshack.com/a/img534/4982/9l4n.png]Attack Range[/url]
* For a complete skill table for Ignite, see here.
* SSS Rating: 9/10. Review: This skill will give you a lot of extra damage and it is similar to I/L's Frozen Orb in function. At bosses like Zakum, repeatedly using Paralyze will activate Ignite and stack many Ignites on top of each other. Even using Paralyze once will cause about 2 to stack on top of each other. They all attack very rapidly (despite SP skill tables saying it attacks every 1.5 seconds), so you might experience extreme lag.


MP Eater


Pre-requisite: Lv. 5 Spell Mastery

TypeMaster LevelGame DescriptionFunctions
Passive10Absorbs the enemy MP when attacking with Magic skills until the enemy's MP reaches 0.PHas a chance to drain a percent of an enemy's HP. Lv. 3 unlocks Meditation.


LevelAbsorb ChanceEnemy MP Drained
12%1%
510%5%
1020%10%


More Information
* For a complete skill table for MP Eater, click here.
* Review: This isn't really a great skill. For one, the absorption percents are pretty low, and most enemies have small amounts of MP. Bosses can have a lot of MP, but you're probably taking a lot of damage, making MP Eater useless. Most builds will have you putting points into this before Flame Orb because something is better than nothing.


Spell Mastery



TypeMaster LevelGame DescriptionFunctions
Passive10Increases Magic Mastery and Magic Attack.Permanently increases Mastery. Permanently increases Magic Attack. Lv. 5 unlocks MP Eater.


LevelMagic Mastery IncreaseMagic Attack Increase
1+14%+1
5+30%+5
10+50%+10


More Information
* For a complete skill table for Spell Mastery, click here.
* Review: Wonderful! More magic mastery means higher minimum magic damage. On top of that, you get 10 free magic attack.


Meditation


Pre-requisite: Lv. 3 MP Eater

TypeMaster LevelGame DescriptionFunctions
Active20Temporarily enhances the Magic Attack of all party members nearby through meditation.Increases Magic Attack for you and all nearby party members.


LevelMP CostMagic Attack IncreaseDuration
110+1110 seconds
1013+201:40 min:sec
2016+303:20 min:sec


More Information
* For a complete skill table for Meditation, click here.
* Buff Range: Affected
* Review: 30 magic attack gives a considerable damage boost. Spell Mastery is better to max first, though.


Magic Booster (Formerly Spell Booster)



TypeMaster LevelGame DescriptionFunctions
Active10Uses MP to temporarily double the speed of Magic Attacks.Increases casting speed. Debuffed when you switch weapons. Cannot be used when a weapon other than a staff or wand is equipped.


LevelMP CostDuration
15620 seconds
5401:40 min:sec
10203:20 min:sec


More Information
* For a complete skill table for Magic Booster, click here.
* Review: The difference with and without this skill is subtle but noticeable. More attacks per minute means more damage per minute.



Advanced Fire and Poison Magic - 3rd Job Fire/Poison Mage Skills



Explosion



TypeElementMaster LevelGame DescriptionFunctions
AttackFire20Creates a Fire explosion near you that hits nearby enemies.Attacks up to 8 enemies all around you twice. If you hold this skill down for an extended period of time, the explosions will disappear, leaving you with only the casting animation. When this happens, you will not hit any mobs.


LevelMP CostDamageEnemies Hit
140253%8
1048325%8
2056405%8


More Information
* For a complete skill table for Explosion, click here.
* Attack Range: Explosion
* Review: SSS Rating: 7.5/10. This is my favorite skill But I fell in love with it because of the old animation. It's a nice mobbing skill, and although many players don't use this after 4th Job, I think there's still some value in it.


Note: This skill is the only skill that is affected by weapon speed and casting speed. I once heard that Explosion is affected by speed because Wizet put a weapon cast before the damage was dealt in order to line the damage up with the explosions. I'm not sure if that's true, though.

Explosion Speed Table:
Weapon SpeedWithout Magic BoosterWith Magic Booster
Slow51 casts per minute57 casts per minute
Normal52 casts per minute60 casts per minute
Fast56 casts per minute60 casts per minute

I know the numbers are kinda weird, but I tested them thrice!

Poison Mist



TypeElementMaster LevelGame DescriptionFunctions
AttackPoison20Temporarily creates a poisonous fog around you that deals damage to all enemies nearby.Deals initial damage to one enemy in front of you once, and this initial hit inflicts Poison DoT. Summons a Poison Mist upon use. Monsters within this mist will be poisoned in anywhere from 0~7 seconds. As with all DoT, Poison Mist's DoT will not kill the enemy, only reduce its HP to 1. Lv. 20 unlocks Mist Eruption in 4th Job. This skill activates Elemental Drain.


LevelMP CostInitial DamageMist DurationDoTDoT Duration
130213%4 seconds104%8 seconds
1040240%20 seconds140%10 seconds
2055270%40 seconds180%12 seconds


More Information
* For a complete skill table for Poison Mist, click here.
* Attack Range: [url=http://imageshack.com/a/img203/1072/9jvj.png]Initial Hit[/url], cloud range is shown by the mist itself
* Review: SSS Rating: 8.5/10. This is one of the F/P Mage's signature moves. It has many uses, from weakening monsters to map saving. The larger the map, the more effective this skill is.


Viral Slime



TypeElementMaster LevelGame DescriptionFunctions
AttackPoison10Summons a slime that sprays lethal poison. The slime will stick to an enemy to deal continuous damage. It splits into 2 then the target is eliminated..Summon a Slime that will search for and attach to enemies, dealing DoT. When the enemy affected dies, two slimes will be in its place and will infect other monsters. The Slime summon will not attach to an enemy if you are hanging on a rope. There may be up to 10 slimes active at any time, killing as many enemies as it can within its time limit. Unlike any other DoT skill in MapleStory, this DoT can kill. This skill activates Elemental Drain.


LevelMP CostDoTDoT DurationSummon DurationCool Down Duration
12088%10 seconds42 seconds1:18 min:sec
530120%10 seconds50 seconds1:10 min:sec
1040160%10 seconds1 minute1 minute


More Information
* For a complete skill table for Viral Slime, click here.
* Attack Range: Attach, [url=http://imageshack.com/a/img203/1061/xgg0.png]Looks Like[/url]
* SSS Rating: 6.5. Review: You'll really love this skill. You can sit back and watch a slime army form and take out enemy after enemy (as long as your're not hanging on a rope or ladder). It's particularly useful in eliminating the need to visit a platform while training. It will kill monsters on one platform and keep the spawn up for the other platforms.


Teleport Mastery


Pre-requisite: Level 5 Teleport

TypeElementMaster LevelGame DescriptionFunctions
AttackNeutral10When activated, instead of consuming extra MP, up to 6 enemies at the teleport location will take damage and become Stunned. Also has a chance to apply more damage over time. Also permanently increases teleport distance. This skill can be toggled on and off with the skill key..Toggle this skill on On/Off. When teleporting, attacks 6 enemies around you once. Has a chance to inflict Stun for a set duration. Inflicts DoT every 2 seconds for 4 seconds. Increases Teleport Distance by 20 pixels at max level.


LevelMP CostDamageStun ChanceStun DurationDoTTeleport Distance
12250%35%2 seconds71%+2
510290%55%3 seconds83%+10
1020340%80%4 seconds98%+20


More Information
* For a complete skill table for Teleport Mastery, click here.
* Attack Range: [url=http://imageshack.com/a/img809/8646/hewt.png]Teleport Mastery[/url]
* Review: SSS Rating: 8/10. Bonus distance and extra damage make this skill worth putting points into! It also provides another DoT to use for Elemental Drain/Myst Eruption stacks.


Arcane Overdrive



TypeMaster LevelGame DescriptionFunctions
Passive10Permanently increases Critical Rate and Minimum Critical Damage.Increases Critical Rate and Minimum Critical Damage.


LevelCritical RateMinimum Critical Damage
1+12%+7%
5+20%+15%
10+30%+25%


More Information
* For a complete skill table for Arcane Overdrive, click here.
* Review: This skill brings our minimum critical damage up to 145% and critical chance up to 35%. This skill is a must, because more critical chance means more damage.


Burning Magic



TypeMaster LevelGame DescriptionClarification
Passive10All of your damage over time durations and damage increase when you attack enemies under damage over time, stun, freeze, darkness, or paralysis effects.DoT duration increase is permanent. Damage increases when you attack a monster under at least one of these ailments.


LevelDoT Duration IncreaseConditional Damage
1+5 seconds102%
5+7 seconds110%
10+10 seconds120%


More Information
* For a complete skill table for Burning Magic, click here.
* Review: This skill isn't that effective during training, but it's very helpful against bosses and party monsters. The bonus DoT duration can help in training with Poison Mist, but it's mostly helpful in using Mist Eruption for bossing. +20% damage is nice as well!


Element Amplification



TypeMaster LevelGame DescriptionFunctions
Passive10Increases the MP cost and the Magic Attack of your magic skills.Increases MP cost and Damage, as well as DoT damage. Lv. 3 unlocks Magic Booster.


LevelMP Cost IncreaseMagic Attack Increase
1114%114%
5130%130%
10150%150%


More Information
* For a complete skill table for Element Amplification, click here.
* Review: This skill is great because it gives a a huge damage increase. Don't worry about the MP Cost increase, you'll have more than enough MP.


Elemental Decrease



TypeMaster LevelGame DescriptionFunctions
Active10Temporarily decreases the attributes of all attacks that you use.Neutralizes elemental attacks. Debuffed when you switch weapons. Cannot be used when a weapon other than a staff or wand is equipped.


LevelMP CostElemental Attribute DecreaseDuration
114-10%2 minutes
530-50%3:20 min:sec
1050-100%5 minutes


More Information
* For a complete skill table for Elemental Decrease, click here.
* Review: Pretty simple. Are you hitting only 1s on an enemy with that poison attack? Not anymore! Elemental Decrease neutralizes the element of your elemental attack at max level. Don't get into a habit of keeping this on, though, because you might lose damage to enemies who are elemental-weak! You'll notice that if you look up info on a boss, they might be strong to all elements and even the physical element. Only a handful of classes (including ourselves) get to bypass this disadvantage, while most other classes that use W.Atk. suffer weaker damage.


Elemental Adaptation (Fire, Poison)



TypeMaster LevelGame DescriptionClarification
Active20Cover yourself with a veil of fire and poison to defend against critical Abnormal Status at the cost of a portion of Max MP. Has a chance to regenerate when successful. Cooldown only applies when regeneration fails..Creates a shield that defends you from one status ailment. There is a percent chance to consume a percent of your MP to create another shield (up to 5 times). Once all the shields are used up, or when you fail to create another, the skill goes on cool down. Gives passive resistance to states and elements.


LevelMP CostShield Regeneration ChanceMP Cost to Regenerate ShieldCool Down DurationPassive Resistance
12523%12%9:42 min:sec+1%
103050%7%7 minutes+10%
203580%2%4 minutes+20%


More Information
* For a complete skill table for Elemental Adaptation, click [url=http://www.basilmarket.com/MapleStory-F_P-Mage_Elemental-Adaptation-Fire,-Poison_Skill-548.html]here[/url].
* Review: This is a pretty great skill. The high regeneration success rate means that you'll get to use all 5 shields most of the time. This has been a real life saver in bossing situations. It prevents against critical status ailments such as Seduce, Stun, and others. Unfortunately, once you activate it, you have to relog to reset the counter if it's not been fully used.


Mana Burn



TypeMaster LevelGame DescriptionClarification
Passive10When attacking with fire, grants a chance to burn out the enemy's MP to deal extra damage that ignores enemy defenses. Does not work if the enemy's MP is extremely low.Upon casting Fire-elemental spells, has a 10% chance to multiply 1% of the enemy's current MP by 50 times. Does not work if the enemy's MP is below 20%.


LevelActivation RateDamage
11%+5%
55%+25%
1010%+50%


More Information
* For a complete skill table for Mana Burn, see here.
* Review: I'm still puzzled about how this skill works. All I see are 5000 damage (for each enemy hit on a cast) occasionally popping up when I use Fire magic, which may or may not be helpful for you.



Highest Class of Fire and Poison Magic - 4th Job Fire/Poison Archmage Skills


In this section, I give mastery levels 1, 10, 20, and 30 in the tables. This is because you need mastery books to raise the skill's mastery levels. 10 is the end result if you have not used a Mastery Book 20; 20 is the result if you've only used a Mastery Book 20; and 30 is the result if you've used a Mastery Book 30. Mastery Books can be bought from Luna in Henesys and Illiad Leafre. Mastery Book 20 costs 7M mesos and Mastery Book 30 costs 10M mesos, and each has a 100% chance to raise each skill's [select one from a list] maximum mastery level to 20 and 30, respectively. The old 20/30 books still work (with a 70/50% chance, respectively) and might be a cheaper option if you can find them from players.

Flame Haze



TypeElementMaster LevelGame DescriptionFunctions
AttackFire30Surrounds enemies with burning poisonous mist to make them untouchable while slowing them down with continuous damage. In addition, if it hits an enemy, the Poison Mist will form at that location. If it does not hit an enemy, the Poison Mist will form at your location..Attacks one enemy in front of you 6 times. Simultaneously casts Poison Mist. Has a chance to inflict Slow, Incapacitate, and DoT on the attacked enemy for a period of time. Incapacitate is the status effect that prevents monsters from dealing touch damage. Has a cool down that is reset upon using Myst Eruption. This skill activates Elemental Drain.


LevelMP CostDamageDoT, Slow, Incapacitate Activation RateDoTDoT, Slow, Incapacitate DurationSlow SpeedCooldown Duration
128272%42%103%7 seconds-21%20 seconds
1043344%60%130%8 seconds-30%17 seconds
2055424%80%160%10 seconds-40%14 seconds
3070504%100%190%12 seconds-50%10 seconds


More Information
* For a complete skill table for Flame Haze, click here.
* [url=http://imageshack.com/a/img138/9427/waw1.png]Attack Range[/url]
* SSS Rating: 8/10. Review: This is a really nice skill. Used all the time in bossing and sometimes in training. Simultaneously applies 2 DoTs to the affected monster, helping out with Myst Eruption. The cooldown nullification by Myst Eruption leads to a continuous cycle of Flame Haze and Myst Eruption that will make you feel like a boss.


Ifrit



TypeElementMaster LevelGame DescriptionFunctions
AttackFire30Summons a Fire Ifrit that attacks multiple enemies for a short time. Also permanently increases mastery..Summon Ifrit to help you attack enemies. Attacks up to 3 enemies around you once. Increases Magic Mastery.


LevelMP CostDurationDamageMagic Mastery
13315 seconds276%+56%
10601 minute330%+60%
20901:50 min:sec390%+65%
301202:40 min:sec450%+70%


More Information
* For a complete skill table for Ifrit, click here.
* Attack Range: [url=http://imageshack.com/a/img401/966/02xx.png]In one direction[/url], note Ifrit will turn around to attack enemies behind you.
* Does not require a summoning rock or a magic rock. Once summoned, there is no way to make him go away until his duration timer runs out. The Magic Mastery Boost replaces the mastery from Spell Mastery.
* Review: SSS Rating: 6/10. Ifrit is low maintenance and does extra damage However, he takes long intervals in between attacks, and only attacks enemies on the same platform as you. You might find that he KSs you sometimes! The extra mastery is a must!


Meteor Shower



TypeElementMaster LevelGame DescriptionFunctions
AttackFire30Summon meteorites from the sky to inflict powerful fire damage on multiple enemies. If you attack while Meteor Shower is on cool down, a meteorite will fall on a single enemy to deal damage.Attacks up to 15 enemies around you four times. Has a 45 second cool down. When on cool down, there is a chance that a final attack (meteorite) is activated for every cast of another attack skill.


LevelMP CostDamageMeteorite DamageMeteorite Activation Rate
1358645%104%2%
10340735%140%20%
20320835%180%40%
30300935%220%60%


More Information
* For a complete skill table for Meteor Shower, click here.
* [url=http://imageshack.com/a/img811/8641/fsu8.png]Attack Range[/url]
* This skill can be spammed in any Free Market room.
* Fun Fact: Long ago, instead of the beam and gears animation, Meteor Shower used to have a volcano that would erupt. source, original owner not known.
* SSS Rating: 8/10. Review: Meteor Shower is now much improved. It deals decent damage to a lot of enemies and on cool down, you'll notice meteorites falling everywhere. I'd use this like a buff for the final attack effect.


Myst Eruption


Pre-requisite: Lv. 20 Poison Mist

TypeElementMaster LevelGame DescriptionFunctions
AttackPoison30Permanently increases Poison Mist's continuous damage. Upon using the skill, nearby Poison Mists explode, dealing fatal damage to enemies. The damage will increase proportional to the number of continuous damage effects applied to the target. You cannot detonate Mists set by others. The damage boost applies up to the 5th effect. If the mist explodes successfully, the cooldown of Flame Haze will reset..Erupts up to 6 Mists. Hits 12 enemies within the (collective) Mist(s) 8 times. Cool down duration is 10 seconds. Ignores 40% DEF (only when using this skill) at max level. For each DoT effect you apply to an enemy (up to 5 times), the damage is increased by a factor of 1.35 at max level starting after the 2nd effect. Passively increases Poison Mists's DoT to 240% at max level. Shakes the screen upon eruption. Upon casting, resets Flame Haze's cool down. See also the [link=meformula]Myst Eruption Formula[/link].


LevelMP CostDamageIgnore DEFDoT ModifierPoison Mist's DoT
140200%11%106%182%
1060245%20%115%200%
20]80295%30%125%220%
30100345%40%135%240%


More Information
* For a complete skill table for Myst Eruption, click here.
* Activation Range: Vertical, Horizontal
* SSS Rating: 8.5/10. Review: This is the Fire/Poison Archmage's most beloved skill! It deals the highest damage of any skill in our arsenal. It is extremely useful for bosses. This skill is also versatile in that it can be used as either a second Ultimate or a 1v1 skill.


How Myst Eruption Works:
Mist Eruption has base damage. This damage can be increased by applying DoT to an enemy. Mist Eruption's base damage is multiplied by 1.35 (at max level) for every DoT effect you apply to an enemy. The damage increase starts after the second DoT effect is applied, and it increases for every DoT effect applied up to 5:

0 DoTs1 DoT2 DoTs3 DoTs4 DoTs5 DoTs
345%345%465.75%628.76%848.83%1,145.92%


There are some skills that will easily help you achieve this. Only DoT-giving skills that are considered Reliable are shown. A skill that gives DoT is considered Not Reliable if it has a cool down.

Reliable DoT Skills:
  • Poison Breath - 8 seconds
  • Poison Mist - 12 seconds
  • Teleport Mastery - 4 Seconds
  • Flame Haze - 12 seconds
  • Paralyze - 10 seconds
  • Oz's Flame Gear - 8 seconds

Paralyze

(actual icon)


TypeElementMaster LevelGame DescriptionFunctions
AttackFire30Wrap your enemies in flames, temporarily paralyzing them while inflicting great damage. Paralyzed enemies take damage over time..Attacks 8 enemies 6 times. Inflicts status Paralysis on enemies, rendering them unable to move or use skills for a set period of time and inflicts DoT.


LevelMP CostDamageParalysis DurationDoTDoT Duration
116145%4 seconds122%4 seconds
1022181%6 seconds140%6 seconds
2028221%8 seconds160%8 seconds
3040261%10 seconds180%10 seconds


More Information
* [url=http://imageshack.com/a/img716/4088/i1h2.png]Attack Range[/url]
* For a complete skill table for Paralyze, click here.
* Fun Fact: This skill was originally for both F/P and I/L Archmages, but it never left KMST that way. It was also originally called Medusa Eyes, which shows the correlation between the eyes and the paralysis.
* Review: SSS Rating: 9.5/10. This is our main attacking skill, and the range is decent Hitting 8 enemies is nice as well.


Arcane Aim



TypeMaster LevelGame DescriptionFunctions
Passive30Ignores a portion of enemy Defense when attacking. Damage dealt increases with consecutive attacks. Stacks up to 5 times.Ignores DEF. Upon attacking an enemy 3 or more times, damage has a chance to increase. This can stack up to 5 times.


LevelIgnore DEFDamage IncreaseIncrease Probability
16%+2%21%
1010%+4%30%
2015%+6%40%
3020%+8%50%


More Information
* For a complete skill table for Arcane Aim, click here.
* Review: This skill gives an impressive increase to damage. At max level, this skill can give you +40% after it has had a chance to fully stack up. This skill will work in Balrog PQ, where 3rd and 4th Job skills are usually unusable.


Buff Mastery



TypeMaster LevelGame DescriptionFunctions
Passive10Permanently increases Magic Attack and increases the duration of all buffs on you..Permanently increases Magic ATT. Increases buff duration.


LevelM.ATT IncreaseBuff Duration Increase
1+3+5%
5+15+25%
10+30+50%


More Information
* For a complete skill table for Buff Mastery, click here.
* This skill does not require any mastery books.
* Review: This will spoil you. When you make a new class, you'll find that the buff durations are annoyingly short.


SkillNormal DurationDuration with Buff Mastery
Magic Armor4 minutes6 minutes
Magic Guard10 minutes15 minutes
Meditation3 1/3 minutes5 minutes
Elemental Decrease5 minutes7:30 min:sec
Magic Booster3 1/3 minutes5 minutes
Infinity40 seconds1 minute
Maple Warrior15 minutes22:30 min:sec

Note: Though Infinity lasts longer, the damage increases at intervals of 6 seconds as opposed to 4, so you'll end up with the same damage boost.

Infinity



TypeMaster LevelGame DescriptionFunctions
Active30Lets you use skills without spending MP and has the chance to trigger Power Stance on hit. Continually recovers HP and MP, and increases the damage of all attack magic. Enemy attacks will not remove this effect.Eliminate MP Cost and continually recover HP and MP by a certain percent every 4 seconds when the skill is active. Has a chance to activate Power Stance, which is knock-back resistance. Increases damage by a certain percent every 4 seconds. Has a cool down duration of 3 minutes. Undispellable - Enemies cannot remove this skill with debuffs or other skills.


LevelMP CostHP and MP RecoveryDamage IncreasePower Stance ChanceDuration
1451%+1%41%11 seconds
10554%+4%50%20 seconds
20657%+7%60%30 seconds
308010%+10%70%40 seconds


More Information
* For a complete skill table for Infinity, click here.
* Review: Doubles your damage at max level! This skill gives you more damage the longer it's active. The stance is sometimes nice, too. Too bad it isn't passive!


Maple Warrior



TypeMaster LevelGame DescriptionFunctions
Active30Increases the stats of all party members. Mastery Book is required to master the skill to level 30.Increase the Ability Stats of all party members within range.


LevelMP CostStats IncreaseDuration
110+1%30 seconds
1020+5%5 minutes
2040+10%10 minutes
3060+15%15 minutes


More Information
* Range: Affected
* For a complete skill table for Maple Warrior, click here.
* Review: It's a great relief to have. It's most effective when you're in your later levels or you have a lot of base INT.


Hero's Will



TypeMaster LevelGame DescriptionFunctions
Active5By focusing your mind, you can ignore some abnormal status effects. However, this will not work on all abnormal status effects.Use to cancel Seduce. Will not work with Stun, Potential Lock, Zombify, or any Seduce-like statuses that some bosses can cast. Has a cool down.


LevelMP CostCool Down Duration
13010 minutes
5306 minutes


More Information
* For a complete skill table for Hero's Will, click here.
* Review: This can be a life-saver, but the only problem is the long cool down.



Other Skills

These are important skills that are found in the Beginner Skills book that aren't beginner skills.

Echo of Hero



TypeMaster LevelGame DescriptionFunctions
Active1Increase weapon attack and magic attack on all players around.Increase w.atk and m.atk by 4%. Works on all players within range, even if they're not in your party.


LevelMP CostWeapon Attack IncreaseMagic Attack IncreaseDurationCool Down Duration
130+4%+4%40 minutes2 hours


More Information
* Range: Affected
* Obtained by Quest: [url=http://www.hidden-street.net/gms/quest/an-arrangement-from-the-goddess]An Arrangement from the Goddess[/url]
* How to get: Upon reaching Lv. 200, head to the 8th floor of the Orbis Tower. There you will find the Statue of the Goddess. Click on it to receive this skill.


Empress's Might



TypeMaster LevelGame DescriptionFunctions
Passive1You can equip items with a higher level than your current level.Bypasses an item's level requirement by up to 10 levels.


LevelEffect
1Allows you to equip items 10 levels higher than your current level.


More Information
* Obtained by Quest: [url=http://global.hidden-street.net/quest/job/empresss-might-magician]Empress's Might[/url]
* Obtain the quest from Grendel at level 70. The drops required for this quest are extremely rare. With only a Spider Familiar, I was able to find one once every hour.


Oz's Flame Gear



TypeElementMaster LevelGame DescriptionFunctions
AttackFire5Summons Oz to create a wall of fire. Monsters inside the wall take continuous damage. Skill level can be increased depending on your level.Deals initial damage to one enemy in front of you once, and this initial hit inflicts DoT. Summons Flame Gears upon use. Monsters within the gears will be burned in anywhere from 0~7 seconds. As with all DoT, Flame Gears' DoT will not kill the enemy, only reduce its HP to 1.


LevelMP CostInitial DamageDurationDoTDoT Duration
131220%12 seconds40%4 seconds
232235%19 seconds55%5 seconds
333250%26 seconds70%6 seconds
434265%33 seconds85%7 seconds
535280%40 seconds100%8 seconds


More Information
* Obtained by Quest: [url=http://global.hidden-street.net/quest/job/power-of-the-spirit-of-fire]Power of the Spirit of Fire[/url] for level 1. Level 2, 3, 4, and 5.
* Note: Power of the Spirit of Fire [1] requires level 70 and Empress's Might to be completed. At level 80, 90, 100, and 110, you can unlock part 2, 3, 4, and 5 respectively. You will have to visit Oz in Ereve to start this quest.


Will of the Alliance



TypeMaster LevelGame DescriptionFunctions
Passive1Strong force is released according to the Willpower of the Alliance.Permanently increases all Abilities by 5 and w.atk and m.atk by 5.


LevelEffects
1All Stats +5, w.atk and m.atk +5


More Information
* Upon reaching level 75, accept Teo's quest: [url=http://www.hidden-street.net/gms/quest/mysterious-discovery]Mysterious Discovery[/url]. Complete the quest line to receive this skill and the A Member of the Maple Alliance medal.



E. Hyper Skills

Note about Hyper Skills: You gain the following Hyper SP when your character reaches these levels:

LevelActivePassiveSkill-Enhancing
140-11
15011-
160-11
17011-
180--1
190-11
200111
Total365


Jump to: Only the green links work, sorry for the inconvenience!
[link=activehyper]Active Hyper Skills[/link]
  • [link=epicadventureskill]Epic Adventure[/link]
  • [link=infernoauraskill]Inferno Aura[/link]
  • [link=megiddoflameskill]Megiddo Flame[/link]
[link=passivehyper]Passive Hyper Skills[/link]
  • [link=hyperstrskill]Hyper STR[/link]
  • [link=hyperdexskill]Hyper DEX[/link]
  • [link=hyperintskill]Hyper INT[/link]
  • [link=hyperlukskill]Hyper LUK[/link]
  • [link=hypercriticalskill]Hyper Critical[/link]
  • [link=hyperaccuracyskill]Hyper Accuracy[/link]
  • [link=hyperhpskill]Hyper Health[/link]
  • [link=hypermpskill]Hyper Mana[/link]
  • [link=hyperfuryskill]Hyper Fury[/link]
  • [link=hyperdefenseskill]Hyper Defense[/link]
  • [link=hypermagicdefenseskill]Hyper Magic Defense[/link]
  • [link=hyperspeedskill]Hyper Speed[/link]
  • [link=hyperjumpskill]Hyper Jump[/link]
[link=skillenhancehyper]Skill-Enhancing Hyper Skills[/link]
  • [link=poisonmistreinforce]Poison Mist - Reinforce[/link]
  • [link=poisonmistaftermath]Poison Mist - Aftermath[/link]
  • [link=poisonmistcripple]Poison Mist - Cripple[/link]
  • [link=paralyzereinforce]Paralyze - Reinforce[/link]
  • [link=paralyzecripple]Paralyze - Cripple[/link]
  • [link=paralyzeextrastrike]Paralyze - Extra Strike[/link]
  • [link=misteruptionextrastrike]Mist Eruption - Extra Strike[/link]
  • [link=misteruptionguardbreaker]Mist Eruption - Guardbreaker[/link]
  • [link=misteruptioncooldowncutter]Mist Eruption - Cooldown Cutter[/link]


Active Hyper Skills


Epic Adventure

Type: Active
Master Level: 1
Level Requirement: 200
Game Description: Call upon the bravery deep within to increase damage output and max damage.
Functions: Increases damage and max damage. Affects all Adventurer party members within range. Can stack with all other Epic Adventure buffs. Cooldown of 2 minutes.
Range: [url=http://imageshack.us/a/img11/8585/qprw.png]Same as Maple Warrior[/url]
Skill Table:
LevelMP CostDamageMax DamageDurationCool Down Duration
1100+10%+5,000,0001 minute2 minutes


Note: "Affected" animation is currently not showing up in-game.

Review: Gives a nice slight damage boost, but the max damage increase doesn't matter unless you're hitting 50m @_@ I like to pair this skill with Infinity.

Inferno Aura

Type: Attack
Element: Neutral
Master Level: 1
Level Requirement: 150
Game Description: Channels the fire chakras to burst into flame, damaging nearby enemies.
Functons: Toggle this skill On/Off. Deals damage to all nearby enemies in every 2 seconds. Ignores Damage Reflect and Magic Cancel. There is no limit to the amount of the enemies attacked.
Range: [url=http://imageshack.us/a/img829/4373/p40e.png]Inferno Aura[/url]
Skill Table:
LevelMP CostDamage
1300500%


Note: This skill will turn off after a while if you're damaging monsters while not moving.

Review: SSS Rating: 6/10. This skill is similar to Explosion, but it's twice as slow. I don't always rely on it to replace Explosion when I need it, though. Why this skill is not Fire-elemental beats me It also still works when you're Seduced.

Megiddo Flame

Type: Attack
Element: Neutral
Master Level: 1
Level Requirement: 170
Game Description: Fires a blue flame that burns the enemy to the very soul.
Functions: Launches a projectile that hones in on one enemy and hits it 6 times. Ignores Damage Reflect and Magic Cancel. Inflicts DoT. Has a 20% chance to attack again. In the case that it attacks again, it will attack the enemy it first attacked, unless that enemy died. Then, it would move to another nearby enemy.
Range: [url=http://imageshack.us/a/img837/6658/tfe1.png]Megiddo Flame[/url]
Skill Table:
LevelMP CostDamageDoTDoT DurationChance to Attack AgainCool Down Duration
1500700%700%30 seconds20%1:30 min:sec


Note: If this skill attacks a second time, it will show damage but not actually do the damage. I've seen this skill attack up to 9 times in a row. This skill tends to aim somewhat high. This skill is also very fragile. If you cast this skill and Inferno Aura/Ifrit/something else kills the enemy before this skill hits, it will end and not move to another enemy.

Review: SSS Rating given the current state of this skill: 5/10. It's very buggy right now. Mostly used in boss fights. Make sure you clear the area of all mobs before casting on a boss, you never know which target this skill will choose. Again, why this skill is not Fire-elemental beats me


Passive Hyper Skills


Hyper STR

Master Level: 1
Level Requirement: 140
Game Description: Permanently increases STR.
Skill Table:
LevelEffect
1STR +50


Review: No need for this.

Hyper DEX

Master Level: 1
Level Requirement: 140
Game Description: Permanently increases DEX.
Skill Table:
LevelEffect
1DEX +50


Review: No need for this.

Hyper INT

Master Level: 1
Level Requirement: 140
Game Description: Permanently increases INT.
Skill Table:
LevelEffect
1INT +50


Review: You'll for sure be putting a point into this.

Hyper LUK

Master Level: 1
Level Requirement: 140
Game Description: Permanently increases LUK.
Skill Table:
LevelEffect
1LUK +50


Review: I advise you to put a point into this. 1) LUK does indeed give some damage. 2) It may help you wear the Lv. 163 Elemental Staves

Hyper Critical

Master Level: 1
Level Requirement: 198
Game Description: Permanently increases Critical Rate.
Skill Table:
LevelEffect
1Critical Rate +10%


Review: I advise putting a point into this.

Hyper Accuracy

Master Level: 1
Level Requirement: 158
Game Description: Permanently increases Accuracy.
Skill Table:
LevelEffect
1Accuracy +20%


Review: I don't advise putting a point into this because of how the accuracy formula works. it's firstly based on your level difference between you and the enemy, and if that succeeds, then it takes your accuracy into account.

Hyper Health

Master Level: 1
Level Requirement: 192
Game Description: Permanently increases Max HP.
Skill Table:
LevelEffect
1Max HP +15%


Review: You should put a point into this when you can. More HP = more survivability.

Hyper Mana

Master Level: 1
Level Requirement: 186
Game Description: Permanently increases Max MP.
Skill Table:
LevelEffect
1Max MP +15%


Review: You should put a point into this when you can. More MP is always great.

Hyper Fury

Master Level: 1
Level Requirement: 180
Game Description: Permanently increases Max DF.
Skill Table:
LevelEffect
1Max DF +50


Review: Mages don't even use Demon Force; it's something for Demon Slayers only.

Hyper Defense

Master Level: 1
Level Requirement: 165
Game Description: Permanently increases Weapon DEF.
Skill Table:
LevelEffect
1W.DEF +500


Review: You could put a point into this if you wanted or needed to.

Hyper Magic Defense

Master Level: 1
Level Requirement: 174
Game Description: Permanently increases Magic DEF.
Skill Table:
LevelEffect
1M.DEF +500


Review: You could put a point into this if you wanted more m.def, but we naturally have a lot anyways.

Hyper Speed

Master Level: 1
Level Requirement: 152
Game Description: Permanently increases Movement Speed.
Skill Table:
LevelEffect
1Movement Speed +10


Review: This skill gives 10% speed, which is noticeable. It will increase EXP gain if you're a very intense trainer.

Hyper Jump

Master Level: 1
Level Requirement: 146
Game Description: Permanently increases Jump.
Skill Table:
LevelEffect
1Jump +10


Review: Speed is better.

Skill-Enhancing Hyper Skills


Poison Mist - Reinforce

Master Level: 1
Level Requirement: 183
Game Description: Buffs Poison Mist Damage.
Skill Table:
LevelEffect
1Initial Damage +20%
TotalPoison Mist Initial Damage: 290%


Review: Don't put a point into this. You never use Poison Mist for the initial damage.

Poison Mist - Aftermath

Master Level: 1
Level Requirement: 162
Game Description: Increases duration of Poison Mist damage over time.
Skill Table:
LevelEffect
1Poison Mist DoT Duration +10 seconds
TotalPoison Mist DoT Duration: 25 seconds, 35 seconds with Max Burning Magic


Review: I don't think you'll need to put a point into this skill. It's only helpful if you're still Poison Mist training at this level and you can't reduce the enemy's HP to 1 with the normal duration of Poison Mist's DoT.

Poison Mist - Cripple

Master Level: 1
Level Requirement: 143
Game Description: Increases Poison Mist's damage over time damage.
Skill Table:
LevelEffect
1Poison Mist DoT +20%
TotalPoison Mist DoT: 200%, 260% with Max ME


Review: Similar to Poison Mist Reinforce, but more useful because it's more potential DPS on bosses. At level 143, I'd go ahead and put a point into it, but I wouldn't keep it there. After RED, this is likely to change.

Paralyze - Reinforce

Master Level: 1
Level Requirement: 168
Game Description: Increases the damage of Paralyze.
Skill Table:
LevelEffect
1Paralyze Damage +20%
TotalParalyze Damage: 281%


Review: I recommend putting a point into this until RED comes (if you'll be mostly bossing). Reason being that after RED, you won't be using Paralyze as a main attack on bosses.

Paralyze - Cripple

Master Level: 1
Level Requirement: 189
Game Description: Increases damage over time for Paralyze.
Skill Table:
LevelEffect
1Paralyze DoT +20%
TotalParalyze DoT: 200%


Review: Not really necessary, don't put a point into this.

Paralyze - Extra Strike

Master Level: 1
Level Requirement: 149
Game Description: Increases the number of attacks for Paralyze.
Skill Table:
LevelEffect
1Paralyze +1 Attack
TotalParalyze Attacks: 7


Review: More hits means more damage and more accuracy. Put a point into this.

Mist Eruption - Extra Strike

Master Level: 1
Level Requirement: 195
Game Description: Increases the number of attacks for Mist Eruption.
Skill Table:
LevelEffect
1Mist Eruption +1 Attack
TotalMist Eruption Attacks: 9


Review: Absolutely put a point into this. This is potentially another 1547% damage.

Mist Eruption - Guardbreaker

Master Level: 1
Level Requirement: 177
Game Description: Boosts the DEF ignored by Mist Eruption.
Skill Table:
LevelEffect
1Mist Eruption Ignore DEF +20%
TotalMist Eruption Ignore DEF: 60%


Review: Definitely put a point into this unless your Ignore DEF is around 99%.

Mist Eruption - Cooldown Cutter

Master Level: 1
Level Requirement: 155
Game Description: Reduces Mist Eruption cooldown.
Skill Table:
LevelEffect
1Mist Eruption Cooldown Duration -100%
TotalMist Eruption Cooldown: 0 seconds


Review: Put a point into this as soon as you can.


F. Skill Builds and Explanations

If you still need builds for the patch prior to RED, please pay a visit to @IImaplers' [url=http://www.basilmarket.com/MapleStory-Guide-FP-Skill-Distribution-Guide-420.html]FP Skill Distribution Guide[/url]! If you were following one of my builds prior to RED and would still like them, please PM me and request the one you were following. I'm more than happy to help you out

Note: For my builds, I provide a summary that shows the order in which SP are assigned and the results of the build, so that if you get lost you can just follow it to stay somewhat on track.

Jump to: Only the green links work, sorry for the inconvenience!
[link=1stjobbuilds]1st Job Magician Skill Builds[/link]
  • [link=thebasicbuild]The Basic Magician Build[/link]
[link=2ndjobbuilds]2nd Job Fire Poison Wizard Skill Builds[/link]
  • [link=thefizardbuild]The Fizard Build[/link]
  • [link=thepizardbuild]The Pizard Build[/link]
[link=3rdjobbuilds]3rd Job Fire Poison Mage Skill Builds[/link]
  • [link=thepoisonmisttrainingbuild]The Poison Mist Training Build[/link]
  • [link=theidealbuild]The Ideal Build[/link]
[link=4thjobbuilds]4th Job Fire Poison Archmage Skill Builds[/link]
  • [link=simplegrindingbuild]General Build[/link]
  • [link=bossingbuild]Bossing Build[/link]


1st Job Magician Skill Builds

Throughout 1st Job, you'll get a total of 64 SP out of 65 needed to max all skills.

Basic Magician Build

  • If you are having survivability issues, you may want to switch MP Boost for Magic Guard.

Level 10: 2 Energy Bolt, 3 Teleport
Level 11: 2 Teleport (Mastered), 1 Energy Bolt
Level 12: 3 Energy Bolt
Level 13: 3 Energy Bolt
Level 14: 3 Energy Bolt
Level 15: 3 Energy Bolt
Level 16: 3 Energy Bolt
Level 17: 2 Energy Bolt (Mastered), 1 MP Boost
Level 18: 3 MP Boost
Level 19: 3 MP Boost
Level 20: 3 MP Boost
Level 21: 3 MP Boost
Level 22: 3 MP Boost
Level 23: 3 MP Boost
Level 24: 1 MP Boost (Mastered), 2 Magic Guard
Level 25: 3 Magic Guard
Level 26: 3 Magic Guard
Level 27: 2 Magic Guard (Mastered), 1 Magic Armor
Level 28: 3 Magic Armor
Level 29: 3 Magic Armor
Level 30: 3 Magic Armor (Mastered)

Summary:
Lv. 10: 1 Energy Bolt, 3 Teleport
Teleport (Mastered)
Energy Bolt (Mastered)
MP Boost (Mastered)
Magic Guard (Mastered)
Magic Armor (Mastered)

Explanation: Established and experienced players will want to level fast, so Teleport and Energy Bolt are mastered first for convenience. Magic Guard won't be needed until the later levels in this job (unless you are having survivability issues), and all of the other skills aren't used until later jobs.


2nd Job Fire Poison Wizard Skill Builds

Throughout 2nd Job, you'll gain 94 SP out of 110 needed to max all skills.

Fizard Build

With the RED update, we have returned to the Fire build being the primary build. There's no denying it. Flame Orb mobs as much as Poison Breath, and hits twice, which doubles accuracy and facilitates training on higher-level monsters. Also, Ignite serves as a kind of DoT and it's only activated by Flame Orb.

Level 30: 1 Flame Orb, 1 Spell Mastery, 2 Magic Booster
Level 31: 3 Magic Booster
Level 32: 1 Magic Booster (6), 2 Spell Mastery
Level 33: 3 Spell Mastery
Level 34: 3 Spell Mastery
Level 35: 1 Spell Mastery (Mastered), 2 Flame Orb
Level 36: 3 Flame Orb
Level 37: 3 Flame Orb
Level 38: 3 Flame Orb
Level 39: 3 Flame Orb
Level 40: 3 Flame Orb
Level 41: 1 Flame Orb (19), 2 Magic Booster
Level 42: 2 Magic Booster (Mastered), 1 Ignite
Level 43: 3 Ignite
Level 44: 3 Ignite
Level 45: 3 Ignite (Mastered)
Level 46: 3 MP Eater (3)
Level 47: 3 Meditation
Level 48: 3 Meditation
Level 49: 3 Meditation
Level 50: 3 Meditation
Level 51: 3 Meditation
Level 52: 3 Meditation
Level 53: 2 Meditation (Mastered), 1 High Wisdom
Level 54: 3 High Wisdom
Level 55: 1 High Wisdom (Mastered), 2 Poison Breath
Level 56: 3 Poison Breath
Level 57: 3 Poison Breath
Level 58: 2 Poison Breath (Mastered), 1 MP Eater
Level 59: 3 MP Eater
Level 60: 3 MP Eater (Mastered)

Summary:
Level 60: 1 Flame Orb, 1 Spell Mastery, 2 Magic Booster
Magic Booster (6)
Spell Mastery (Mastered)
Flame Orb (19)
Magic Booster (Mastered)
Ignite (Mastered)
3 MP Eater
Meditation (Mastered)
High Wisdom (Mastered)
Poison Breath (Mastered)
MP Eater (Mastered)

Explanation: I believe that Flame Orb has become better than Poison Breath. Flame Orb now hits twice on six enemies, which allows us to train on higher-level monsters more easily (DoT accomplishes this for Poison Breath, as well). Furthermore, Flame Orb activates Ignite. Also, there are more Fire-weak enemies to train on. I left Magic Booster at 6 because at that level it lasts 2 minutes, which will suffice until you max Flame Orb. Spell Mastery gets 1 point immediately because it gives a 14% mastery with only one point.

Pizard Build

Use this build if you think Poison is cooler. It's easier to train with the Fizard build, though.

Level 30: 1 Poison Breath, 1 Spell Mastery, 2 Magic Booster
Level 31: 3 Magic Booster
Level 32: 1 Magic Booster (6), 2 Spell Mastery
Level 33: 3 Spell Mastery
Level 34: 3 Spell Mastery
Level 35: 1 Spell Mastery (Mastered), 2 Poison Breath
Level 36: 3 Poison Breath
Level 37: 3 Poison Breath
Level 38: 1 Poison Breath (Mastered), 2 Magic Booster
Level 39: 2 Magic Booster (Mastered), 1 MP Eater
Level 40: 2 MP Eater (3), 1 Meditation
Level 41: 3 Meditation
Level 42: 3 Meditation
Level 43: 3 Meditation
Level 44: 3 Meditation
Level 45: 3 Meditation
Level 46: 3 Meditation
Level 47: 1 Meditation (Mastered), 2 High Wisdom
Level 48: 3 High Wisdom (Mastered)
Level 49: 1 Flame Orb, 2 Ignite
Level 50: 3 Ignite
Level 51: 3 Ignite
Level 52: 2 Ignite (Mastered), 1 MP Eater
Level 53: 3 MP Eater
Level 54: 3 MP Eater (Mastered)
Level 55: 3 Flame Orb
Level 56: 3 Flame Orb
Level 57: 3 Flame Orb
Level 58: 3 Flame Orb
Level 59: 3 Flame Orb
Level 60: 3 Flame Orb (19)

Summary:
Lv. 60: 1 Poison Breath, 1 Spell Mastery, 2 Magic Booster
Magic Booster (6)
Spell Mastery (Mastered)
Poison Breath (Mastered)
3 MP Eater
Meditation (Mastered)
High Wisdom (Mastered)
1 Flame Orb,
Ignite (Mastered)
MP Eater (Mastered)
Flame Orb (19)

Explanation:
Get Magic Booster to 6 so that it's at a comfortable 2 minutes. Then master Spell Mastery for more reliable damage. Poison Breath will be your main attack for this build, so I leave Flame Orb unmastered and Ignite and MP Eater for the end.


3rd Job Fire Poison Mage Skill Builds

Throughout 3rd Job, you'll gain 124 SP out of 130 needed to max all skills.

The Poison Mist Training Build

Use this build if you've recently taken 2-3+ attacks to kill a monster. This build assumes that all of your damage comes from Poison Mist, and that you use Explosion and Teleport Mastery only to finish monsters.

Level 60: 1 Explosion, 1 Teleport Mastery, 1 Viral Slime, 1 Burning Magic
Level 61: 3 Poison Mist
Level 62: 3 Poison Mist
Level 63: 3 Poison Mist
Level 64: 3 Poison Mist
Level 65: 3 Poison Mist (15)
Level 66: 3 Element Amplification
Level 67: 3 Element Amplification
Level 68: 3 Element Amplification
Level 69: 1 Element Amplification (Mastered), 2 Burning Magic
Level 70: 3 Burning Magic
Level 71: 3 Burning Magic
Level 72: 1 Burning Magic (Mastered), 2 Poison Mist
Level 73: 3 Poison Mist (Mastered)
Level 74: 3 Viral Slime
Level 75: 3 Viral Slime
Level 76: 3 Viral Slime (Mastered)
Level 77: 3 Arcane Overdrive
Level 78: 3 Arcane Overdrive
Level 79: 3 Arcane Overdrive
Level 80: 1 Arcane Overdrive (Mastered), 2 Teleport Mastery
Level 81: 3 Teleport Mastery
Level 82: 3 Teleport Mastery
Level 83: 1 Teleport Mastery (Mastered), 2 Elemental Decrease
Level 84: 3 Elemental Decrease
Level 85: 3 Elemental Decrease
Level 86: 2 Elemental Decrease (Mastered), 1 Elemental Adaptation
Level 87: 3 Elemental Adaptation
Level 88: 3 Elemental Adaptation
Level 89: 3 Elemental Adaptation
Level 90: 3 Elemental Adaptation
Level 91: 3 Elemental Adaptation
Level 92: 3 Elemental Adaptation
Level 93: 1 Elemental Adaptation (Mastered), 2 Mana Burn
Level 94: 3 Mana Burn
Level 95: 3 Mana Burn
Level 96: 2 Mana Burn (Mastered), 1 Explosion
Level 97: 3 Explosion
Level 98: 3 Explosion
Level 99: 3 Explosion
Level 100:3 Explosion (14)

Summary:
Lv. 100: 1 Explosion, 1 Teleport Mastery, 1 Viral Slime, 1 Burning Magic
Poison Mist (15)
Element Amplification (Mastered)
Burning Magic (Mastered)
Poison Mist (Mastered)
Viral Slime (Mastered)
Arcane Overdrive (Mastered)
Teleport Mastery (Mastered)
Elemental Decrease (Mastered)
Elemental Adaptation (Mastered)
Mana Burn (Mastered)
Explosion (14)

Explanation:
Putting 1 point into Explosion and Teleport Mastery at Lv. 100 will give you some skills to train with until Lv. 101 and some finishers for Poison Mist Training. 1 Point also into Viral Slime for similar Poison Mist Training and 1 into Burning Magic to give Poison Mist 5 more seconds of DoT, which will really help it out in its early levels. Then put points into Poison Mist until you have 15 in that skill. Next, after putting points into Poison Mist for a few levels, I have you stop it at level 15 for a bit (and it will be normally effective at this level) so that you have some time to master Element Amplification (which now affects DoT) and Viral Slime. Elemental Decrease, Elemental Adaptation, and Mana Burn come last because they won't be useful until 4th Job. Since this build assumes you rely on DoT to kill monsters, Explosion is a non-essential skill in this build and therefore left at 14.

The Ideal Build

This build assumes that you deal enough damage to 1-2 hit KO the enemies you are training on.

Level 60: 2 Explosion, 1 Teleport Mastery, 1 Arcane Overdrive
Level 61: 3 Explosion
Level 62: 3 Explosion
Level 63: 3 Explosion
Level 64: 3 Explosion (14)
Level 65: 3 Element Amplification
Level 66: 3 Element Amplification
Level 67: 3 Element Amplification
Level 68: 1 Element Amplification (Mastered), 2 Arcane Overdrive
Level 69: 3 Arcane Overdrive
Level 70: 3 Arcane Overdrive
Level 71: 1 Arcane Overdrive (Mastered), 2 Teleport Mastery
Level 72: 3 Teleport Mastery
Level 73: 3 Teleport Mastery
Level 74: 1 Teleport Mastery (Mastered), 2 Mana Burn
Level 75: 3 Mana Burn
Level 76: 3 Mana Burn
Level 77: 2 Mana Burn (Mastered), 1 Viral Slime
Level 78: 3 Viral Slime
Level 79: 3 Viral Slime
Level 80: 3 Viral Slime (Mastered)
Level 81: 3 Poison Mist
Level 82: 3 Poison Mist
Level 83: 3 Poison Mist
Level 84: 3 Poison Mist
Level 85: 3 Poison Mist
Level 86: 3 Poison Mist
Level 87: 2 Poison Mist (Mastered), 1 Elemental Decrease
Level 88: 3 Elemental Decrease
Level 89: 3 Elemental Decrease
Level 90: 3 Elemental Decrease (Mastered)
Level 91: 3 Elemental Adaptation
Level 92: 3 Elemental Adaptation
Level 93: 3 Elemental Adaptation
Level 94: 3 Elemental Adaptation
Level 95: 3 Elemental Adaptation
Level 96: 3 Elemental Adaptation
Level 97: 2 Elemental Adaptation (Mastered), 1 Burning Magic
Level 98: 3 Burning Magic
Level 99: 3 Burning Magic
Level 100: 3 Burning Magic (Mastered)

Summary:
Lv. 100: 2 Explosion, 1 Teleport Mastery, 1 Arcane Overdrive
Explosion (14)
Element Amplification (Mastered)
Arcane Overdrive (Mastered)
Teleport Mastery (Mastered)
Mana Burn (Mastered)
Viral Slime (Mastered)
Poison Mist (Mastered)
Elemental Decrease (Mastered)
Elemental Adaptation (Mastered)
Burning Magic (Mastered))

Explanation: Pretty simple build here. 1 into Arcane Overdrive early for that quick +12% critical rate. Each skill comes after the next in terms of damage. Explosion is left unmastered because it has no use beyond 3rd Job and it is plenty powerful at 14. Viral Slime will be a good part of your training regime. It will attack a platform for you and at the same time, it will keep up the spawn on the platforms you are visiting.


4th Job Fire Poison Archmage Skill Builds


Note: All 4th Job skills require 255 SP total. You will have gained 255 SP when you reach level 140.

Another Note: You need mastery books to raise the skill's mastery levels. 10 is the end result if you have not used a Mastery Book 20; 20 is the result if you've only used a Mastery Book 20; and 30 is the result if you've used a Mastery Book 30. Mastery Books can be bought from Luna in Henesys and Illiad in Leafre. Mastery Book 20 costs 3M mesos and Mastery Book 30 costs 5M mesos, and each has a 100% chance to raise each skill's [select one from a list] maximum mastery level to 20 and 30, respectively.

Simple Grinding Build - Includes Hyper Skills


Level 100: 1 Paralyze, 1 Myst Eruption, 1 Meteor Shower, 1 Fervent Drain (Automatic)
Level 101: 1 Arcane Aim, 1 Flame Haze, 1 Paralyze (2)
Level 102: 3 Paralyze (5)
Level 103: 6 Paralyze (11) (Needs Paralyze 20)
Level 104: 3 Paralyze (14)
Level 105: 3 Paralyze (17)
Level 106: 6 Paralyze (23) (Needs Paralyze 30)
Level 107: 3 Paralyze (26)
Level 108: 3 Paralyze (29)
Level 109: 1 Paralyze (Mastered), 5 Buff Mastery (5)
Level 110: 5 Buff Mastery (Mastered), 1 Myst Eruption (2)
Level 111: 4 Myst Eruption (6)
Level 112: 4 Myst Eruption (10)
Level 113: 8 Myst Eruption (18) (Needs Myst Eruption 20)
Level 114: 4 Myst Eruption (22) (Needs Myst Eruption 30)
Level 115: 4 Myst Eruption (26)
Level 116: 4 Myst Eruption (Mastered), 4 Arcane Aim (5)
Level 117: 4 Arcane Aim (9)
Level 118: 4 Arcane Aim (13) (Needs Arcane Aim 20)
Level 119: 8 Arcane Aim (21) (Needs Arcane Aim 30)
Level 120: 8 Arcane Aim (29)
Level 121: 1 Arcane Aim (Mastered), 4 Ifrit (4)
Level 122: 5 Ifrit (9)
Level 123: 10 Ifrit (19) (Needs Ifrit 20)
Level 124: 5 Ifrit (24) (Needs Ifrit 30)
Level 125: 5 Ifrit (29)
Level 126: 1 Ifrit (Mastered), 9 Meteor Shower (10)
Level 127: 5 Meteor Shower (15) (Needs Meteor Shower 20)
Level 128: 5 Meteor Shower (20)
Level 129: 10 Meteor Shower (Mastered)
Level 130: 10 Flame Haze (11) (Needs Flame Haze 20)
Level 131: 6 Flame Haze (17)
Level 132: 6 Flame Haze (23) (Needs Flame Haze 30)
Level 133: 7 Flame Haze (Mastered), 5 Infinity (5)
Level 134: 6 Infinity (11) (Needs Infinity 20)
Level 135: 6 Infinity (17)
Level 136: 12 Infinity (29) (Needs Infinity 30)
Level 137: 1 Infinity (Mastered), 5 Maple Warrior (5)
Level 138: 6 Maple Warrior (11) (Needs Maple Warrior 20)
Level 139: 12 Maple warrior (23) (Needs Maple Warrior 30)
Level 140: 7 Maple Warrior (Mastered), 5 Hero's Will (Mastered) (All regular SP assigned)

[Hyper Skills]
Level 140: 1 Hyper INT, Save 1 Skill-Enhancing SP
Level 150: 1 Inferno Aura, 1 Hyper LUK
Level 155: 1 Myst Eruption - Cooldown Cutter
Level 160: 1 Paralyze - Extra Strike, Save 1 Passive SP
Level 165: 1 Hyper Defense
Level 170: 1 Megiddo Flame, Save 1 Passive SP
Level 180: 1 Myst Eruption - Guard Breaker
Level 186: 1 Hyper Mana
Level 190: Save 1 Passive SP, Save 1 Skill-Enhancing SP
Level 192: 1 Hyper Health
Level 200: 1 Epic Adventure, 1 Hyper Critical, 1 Myst Eruption - Extra Strike, Echo of Hero (Mastered, through quest)

Summary:
Lv. 100: 1 Paralyze, 1 Myst Eruption, 1 Meteor Shower
Lv. 101: 1 Arcane Aim, 1 Flame Haze
Paralyze (Mastered)
Buff Mastery (Mastered)
Myst Eruption (Mastered)
Arcane Aim (Mastered)
Ifrit (Mastered)
Meteor Shower (Mastered)
Flame Haze (Mastered)
Infinity (Mastered)
Maple Warrior (Mastered)
Hero's Will (Mastered)

Explanation:
This is only a general build that focuses on grinding now and bossing later. Maple Warrior comes last considering the value of other skills. Myst Eruption comes earlier in this build if you want to use it as a mobbing tool, but if not then put it last.

Bossing Build - Includes Hyper Skills


Level 100: 1 Paralyze, 1 Myst Eruption, 1 Meteor Shower, 1 Fervent Drain (Automatic)
Level 101: 1 Flame Haze, 1 Arcane Aim, 1 Paralyze (2)
Level 102: 3 Paralyze (5)
Level 103: 6 Paralyze (11) (Needs Paralyze 20)
Level 104: 3 Paralyze (14)
Level 105: 3 Paralyze (17)
Level 106: 6 Paralyze (23) (Needs Paralyze 30)
Level 107: 3 Paralyze (26)
Level 108: 3 Paralyze (29)
Level 109: 1 Paralyze (Mastered), 5 Buff Mastery (5)
Level 110: 5 Buff Mastery (Mastered), 1 Arcane Aim (2)
Level 111: 4 Arcane Aim (6)
Level 112: 4 Arcane Aim (10)
Level 113: 8 Arcane Aim (18) (Needs Arcane Aim 20)
Level 114: 4 Arcane Aim (22) (Needs Arcane Aim 30)
Level 115: 4 Arcane Aim (26)
Level 116: 4 Arcane Aim (Mastered), 4 Ifrit (4)
Level 117: 4 Ifrit (8)
Level 118: 4 Ifrit (12) (Needs Ifrit 20)
Level 119: 8 Ifrit (20)
Level 120: 8 Ifrit (28) (Needs Ifrit 30)
Level 121: 2 Ifrit (Mastered), 3 Infinity (3)
Level 122: 5 Infinity (8)
Level 123: 10 Infinity (18) (Needs Infinity 20)
Level 124: 5 Infinity (23) (Needs Infinity 30)
Level 125: 5 Infinity (28)
Level 126: 2 Infinity (Mastered), 8 Maple Warrior (8)
Level 127: 5 Maple Warrior (13) (Needs Maple Warrior 20)
Level 128: 5 Maple Warrior (18)
Level 129: 10 Maple Warrior (28) (Needs Maple Warrior 30)
Level 130: 2 Maple Warrior (Mastered), 5 Hero's Will (Mastered), 3 Myst Eruption (4)
Level 131: 6 Myst Eruption (10)
Level 132: 6 Myst Eruption (16) (Needs Myst Eruption 20)
Level 133: 12 Myst Eruption (28) (Needs Myst Eruption 30)
Level 134: 2 Myst Eruption (Mastered), 4 Flame Haze (5)
Level 135: 6 Flame Haze (11) (Needs Flame Haze 20)
Level 136: 12 Flame Haze (23) (Needs Flame Haze 30)
Level 137: 6 Flame Haze (29)
Level 138: 1 Flame Haze (Mastered), 5 Meteor Shower (6)
Level 139: 12 Meteor Shower (18) (Needs Meteor Shower 20)
Level 140: 12 Meteor Shower (Mastered) (Needs Meteor Shower 30)

[Hyper Skills]
Level 140: 1 Hyper INT, Save 1 Skill-Enhancing SP
Level 150: 1 Inferno Aura, 1 Hyper LUK
Level 155: 1 Myst Eruption - Cooldown Cutter
Level 160: 1 Paralyze - Extra Strike, Save 1 Passive SP
Level 165: 1 Hyper Defense
Level 170: 1 Megiddo Flame, Save 1 Passive SP
Level 180: 1 Myst Eruption - Guard Breaker
Level 186: 1 Hyper Mana
Level 190: Save 1 Passive SP, Save 1 Skill-Enhancing SP
Level 192: 1 Hyper Health
Level 200: 1 Epic Adventure, 1 Hyper Critical, 1 Myst Eruption - Extra Strike, Echo of Hero (Mastered, through quest)

Summary:
Lv. 100: 1 Paralyze, 1 Myst Eruption, 1 Meteor Shower
Lv. 101: 1 Flame Haze, 1 Arcane Aim, 1 Paralyze
Paralyze (Mastered)
Buff Mastery (Mastered)
Arcane Aim (Mastered)
Ifrit (Mastered)
Infinity (Mastered)
Maple Warrior (Mastered)
Myst Eruption (Mastered)
Flame Haze (Mastered)
Meteor Shower (Mastered)

Explanation:
At levels 100 and 101, you'll gain the essentials. Everything else is mastered in an order that promotes high damage growth. Since you'll master everything by 140, there is no strategic placement for Flame Haze or Myst Eruption since you won't be using them until you get the ME cooldown cutter at Lv. 155, so they come last. Until then, spam Paralyze. Hero's Will comes at Lv. 130 so that you can try Easy Horntail with better success. If you'd like to leave it last, that's great too.


#VI. Job Advancement Processes


General notes about Job Advancements:
  • 1st Job occurs at 10, 2nd Job occurs at 30, 3rd Job occurs at 60, and 4th Job occurs at 100.
  • Once you reach the level that allows you to job advance, you must assign all SP awarded prior to making the job advancement. In other words, you can't carry over SP from another job.


A. First Job Advancement

The First Job Advancement for Magicians currently occurs at level 10. It used to occur at level 8. This is because back in the day, players had to assign their AP manually, meaning you had to know what you were doing from level one (I added a bunch of points into STR when I first started out @_@). Magicians had to add to INT and LUK. At those levels, you have only physical attacks to fight with whose power is determined by STR. So, Magicians ended up dealing less damage than all the other jobs. To balance this, the job advancement level was lowered to 8. This also explains why all of the Magician overalls are two levels below the rest of the same set. Anyways, here's the process:


Grendel the Really Old

After you reach level 10 on Maple Island, a lightbulb icon will appear on the left side of your screen on top of the orange-haired guy (his name is Tot). Click on it, and click on the quest [Job Advancement] Magicians of Ellinia. You will speak with Grendel the Really Old (also known as Hines), the Magician Job Instructor. After he's done talking, click on the Yes button to be teleported to the Magic Library in Ellinia. Talk to Grendel once again to be advanced to First Job - Magician!


B. Second Job Advancement

The Second Job Advancement occurs at level 30. Once you reach level 30, you will get a lightbulb icon on the left side of the screen. It's Grendel, and he wants you to come see him at the Magic Library. Once you're at the Magic Library, talk to Grendel and start the quest "The 3 Arcane Paths." Then choose "Path of Fire and Poison."

Grendel will then send you to the test site, where you have to obtain 30 marbles by killing monsters. Things to note are that these enemies are a slightly higher level than you are, so you won't hit all the time, and they hit 120+ damage. Also note that not all of the monsters drop marbles. You have a 30 minute timer which is more than enough time to collect all of the marbles.

Once you've collected all the marbles, leave the map to return to the Magic Library. Talk to Grendel again and you will be advanced to 2nd Job - Fire/Poison Wizard!

Other:
  • When you advance to 2nd Job, you'll gain 4 SP, 5 AP, and the Junior Adventurer medal.


C. Third Job Advancement

The Third Job Advancement occurs at level 60 (before Tempest, it was 70). The advancement is now a little less involved than it used to be. Upon reaching level 60, you will get a lightbulb icon on the side of your screen for the quest [url=http://www.hidden-street.net/gms/quest-story/chiefs-of-el-nath-0]Chiefs of El Nath[/url]. It's Grendel again, and this time he tells you to go meet Robeira in the [url=http://imageshack.us/a/img829/5596/ya15.png]Chief's Residence[/url] in El Nath.


Robeira

Talk to Robeira and you'll start the quest [url=http://www.hidden-street.net/gms/quest-story/mage-fire-poison]Mage, Fire Poison[/url]. She tells you to touch the Holy Stone and retrieve a Black Charm. When you click on the Holy Stone, you will be transported to the area where Grendel the Really Old's Clone lies, and you'll have to defeat him for the Black Charm.

Steps to get there:
  • Find and click on the Danger Zone Taxi in El Nath and pay the 45k meso fee.
  • You will be transported (or you can walk) to El Nath: Ice Valley II.
  • Climb up the rope to find Jeff the Dungeon Guide. He will let you into the dungeon if you're over level 50.
  • Enter [url=http://imageshack.us/a/img11/1259/iq.png]This Portal[/url].
  • At the bottom of the map, you'll find the Holy Stone. Click it to enter.

Keep travelling to the right and enter the portal at the end of the hall. You'll be in the chamber that holds Grendel the Really Old's Clone.

Boss Battle: Grendel the Really Old's Clone

Grendel's Clone is a level 70 boss, meaning you'll have a 20% miss rate on him. He has 80,000 HP. He uses 4 skills: Explosion, Ice Strike, Shining Ray, and Seal (don't forget to bring all cures for this!). He can summon Tauromacis which are Poison-immune. You can use Flame Orb (or Energy Bolt if you're a Pizard) to easily take them out. Fun Fact: The animations that Grendel's Clone uses for Explosion, Ice Strike, and Shining Ray are the original animations of those skills.

Once you defeat him, he'll drop a Black Charm. Take that back to Robeira and you'll advance to 3rd Job - Fire Poison Mage!

Other:
  • When you advance to 3rd job, you will receive 4 SP, 5 AP, and the Veteran Adventurer medal.
  • At level 60 you can get a [link=hogmount]Hog Mount[/link].


D. Fourth Job Advancement

The Fourth Job Advancement occurs at level 100 (120 before Tempest). Upon reaching level 100, there will be a light bulb icon on the left side of your screen. It's Robeira, and she tells you to visit the bishop Gritto in Leafre: Forest of the Priest.


Gritto

Quickest way to get there:
  • Head to Leafre. Take the Danger Zone Taxi to the Entrance of the Dragon Forest for 55k mesos. Warning: there are Lv. 127 Blue Dragon Turtles in that map, and Lv. 110+ monsters on the way to the map.
  • Head left to Leafre: Forest: Crossroad, then enter the top right portal to move to Leafre: Valley of the Antelope.
  • Once you're in the map, head to the top right again and enter the mouth of the tree with the face. [url=]Here[/url].

Safest way to get there:
  • Head to Leafre, then head all the way right and enter the portal to move to Leafre: East Forest.
  • Follow the path all the way to Leafre: Valley of the Antelope.

Talk to Gritto. She will ask you to collect two items: Heroic Pentagon and Heroic Star. To obtain the Heroic Pentagon, you must defeat Manon. To obtain the Heroic Star, you must defeat Griffey. Talk to Gritto again and ask to be transported to Manon or Griffey (order doesn't matter).

Boss Battle: Manon



This Manon is level 100 and has 2,500,000 HP. He is Fire-resistant (-50% damage when using Fire spells), so use Elemental Decrease. Manon can Dispell your buffs except for Magic Guard, and he can lower your HP and MP to 1. I recommend using Poison Breath, Poison Mist, Teleport Mastery, and Viral Slime to apply DoT, then spam Explosion. Once defeated, he will drop the Heroic Pentagon.

Boss Battle: Griffey



This Griffey is level 100 and has 2,500,000 HP. He is Poison-weak (+50% damage when using Poison spells). He can cast 1/1, a spell that Stuns, and Dispell your skills except for Magic Guard. Like Manon, use Viral Slime, Teleport Mastery, Poison Breath, and Poison Mist to apply DoT, then spam Explosion. Once defeated, he will drop the Heroic Star.

Bring these items back to Gritto and you'll advance to 4th Job - Fire/Poison Archmage!

Other
  • When you advance to 4th job, you'll receive 4 SP, 5 AP, and the Master Adventurer medal.
  • At level 120, you can upgrade your Hog mount to a Silver Mane.


E. Level 200

Congratulations on reaching level 200!! Here are some things to do when you reach it:

  • Talk to Dalair to receive your Wiseman medal
  • Obtain the skill [link=echoofheroskill]Echo of Hero[/link]
  • Return to Gritto to upgrade your Silver Mane to Red Draco
  • Have a party!


#VII. Training Areas


Here is a list of some training areas that I've stuck to over the years. I've also recently come across [url=http://www.hidden-street.net/forum/threads/50108-Lex-s-1-200-Guide]Lex's 1~200 Training Guide[/url] (Note: a lot of it is out of date). I found it very agreeable and I considered it while making this guide, so check that out too.

Updated for v. 150: A lot of this was messed up because of the update to monster levels/exp. I still need to get out there to find the EXPs per monster and check out the post-200 training spots and fill in some areas that have limited training spots. But for now, all of the information I had prior to this update has been updated.

Some things to know about this training guide:
  • I will never have you train on monsters that are strong or immune to Fire or Poison magic until you get Elemental Decrease.
  • Some of these training areas are to be used with some of my skill builds and vice versa.
  • Follow the tutorial on Maple Island to level up from 1 to 8.
  • Monsters in Red are weak to Fire, and monsters in Green are weak to Poison.
  • Monsters in Blue are strong against either Fire or Poison, so your attacks need to be neutralized with Elemental Decrease.
  • Try to train on monsters a few levels higher than you.


A. First Job Training

The Low-Budget Build is based on these training spots. The Established Player's Build also works well here. I only picked areas with good spawn. Also, I tried to keep it in Ellinia so that you can discover your home

Lv. 8~10
  • Slimes Lv. 7, 80 HP, 12 EXP (Ellinia: Chimney Tree: Close to the Wind)

Lv. 10~12
  • Bubblings Lv. 10, 125 HP, 17 EXP (Ellinia: Chimney Tree: Close to the Birds)

Lv. 12~20
  • Fairies Lv. 13, 200 HP, 27 EXP (Ellinia: Chimney Tree: Close to the Sky)
  • Mixed Golems Lv. 17, 300 HP, 30 EXP (Henesys: Golem's Temple: Golems' Castle Ruins - Mini Dungeon)

Lv. 20~30
  • Evil Eyes Lv. 26, 580 HP, 47 EXP (Ellinia: North Forest: Giant Tree)
  • Maladies Lv. 30, 900 HP, 72 EXP (Ellinia: Cursed Forest: Forest of Evil Energy 2) - Not recommended for the Low-Budget Build. (Temporarily unavailable)

Other:
You can gain a few levels by completing the starter quests around Ellinia. Grendel the Really Old will start this quest chain. You can also complete some of Tot's Quests (He's the orange-haired guy on the left side of your screen). He will show you around the game and give you some free stuff like hair coupons, smegas (super megaphones). Every 10 levels starting at 20 and up to 60 he will give you the appropriate equips for free. I strongly recommend doing his quests if you are a beginner.


B. Second Job Training

Lv. 30 ~ 40
  • Ellinel Fairy Academy - Quests

Lv. 40~50
  • Golden Beach: Quests and Monsters Lvs. 46~56

Notes: Golden Beach can be reached by talking to Pilot Irvin in Six Path Crossway.

Lv. 50~60
  • Golden Beach: Monsters Lvs. 46~56


C. Third Job Training

Lv. 60~70
  • Copper Drakes Lv. 66, 16000 HP, 302 EXP (Sleepywood: Swamp: Silent Swamp)
  • Luster Pixies Lv. 74, 28000 HP, ? EXP (Orbis: Cloud Park IV)

Notes: To reach Water Goblins and Samihos, talk to Spinel in any town and ask to be transported to Mushroom Shrine. From there, you can follow the map. Poopas and Freezers and Sparkers are recommended for the Poison Mist Training Build only, as they are both strong to Fire.

Lv. 70~80
  • Luster Pixies Lv. 74, 28000 HP, ? EXP (Orbis: Cloud Park IV)
  • Seacles and Cicos, Lv. 76, 34000 HP, ? EXP (Aqua Road: Blue Seaweed Road: Hidden Street: Fish Resting Spot)
  • Poopas Lv. 79, 46000 HP, ? EXP (Aqua Road: Crystal Gorge)
  • Freezers and Sparkers Lv. 80, 50000 HP, ? EXP (Aqua Road: Forked Road: West Sea) Recommended for the Poison Mist Training Build only, as they are strong to Fire.
  • White Fangs Lv. 81, 54000 HP, ? EXP (El Nath: Ice Valley II)

Notes: Zeta Grays can fly, but they tend to huddle around platforms, making Explosion great here. Because they fly, it's not recommended for the Poison Mist Training Build.

Lv. 80~90
  • White Fangs Lv. 81, 54000 HP, ? EXP (El Nath: Ice Valley II)

Lv. 90~100
  • Romeo and Juliet PQ
  • Homuns Lv. 94, 106000 HP, ? EXP (Magatia: Zenumist Research Institute: Lab - Unit 201)
  • Triple Rumos Lv. 93, 102300 HP, ? EXP (Magatia: Zenumist Research Institute: Lab - Unit 103)
  • Roids Lv. 95, 110000 HP, ? EXP (Magatia: Alcadno Research Institute: Lab - Area C1: Hidden Street: Critical Error)

Notes: R&J PQ can be found in Magatia.


D. Fourth Job Training

Lv. 100~110
  • Evolution Lab
  • Hankies Lv. 105, 165750 HP, ? EXP (Leafre: Steep Hill)
  • Harps Lv. 106, 173250 HP, ? EXP (Leafre: Entrance to Sky Nest)
  • Pink Teddies Lv. 112, 335085 HP, ? EXP (Ludibrium: Sky Terrace 2)

Notes: At Lv. 100, you can start Evolution Lab. For info on what this is/how to train here, refer to [url=http://www.basilmarket.com/MapleStory-Guide-Evolution-World-Guide-453.html]this guide[/url].

Lv. 110~120
  • Evolution Lab
  • Pink Teddies Lv. 112, 335085 HP, ? EXP (Ludibrium: Sky Terrace 2)
  • Toy Trojans Lv. 113, 348075 HP, ? EXP (Ludibrium: Sky Terrace 5 or Cloud Terrace 5)
  • Buffies and Lazy Buffies Lv. 117 and 118, 406890 HP and 421170 HP, 3339 and 3414 EXP (Ludibrium: Warped Path of Time 1)
  • Ghost Pirates Lv. 118, 421170 HP, 3414 EXP (Ludibrium: Warped Path of Time 3)
  • Death Teddies Lv. 118, 421170 HP, 3414 EXP (Ludibrium: Forgotten Path of Time 3)
  • Spirit Vikings Lv. 119, 437235 HP, 3510 EXP (Ludibrium: Warped Path of Time 4)
  • Dual Ghost Pirates Lv. 119, 437235 HP, 3510 EXP (Ludibrium: Warped Path of Time 3: [url=http://imageshack.us/a/img690/6913/yxy0.png]Hidden Street: Unbalanced Time[/url])
  • Master Death Teddies Lv. 119, 437235 HP, 3510 EXP (Ludibrium: Forgotten Path of Time 3: [url=http://imageshack.us/a/img580/7906/gjvw.png]Hidden Street: Lost Time[/url])
  • Gigantic Spirit Vikings Lv. 120, 453600 HP, 3608 EXP (Ludibrium: Warped Path of Time 4: [url=http://imageshack.us/a/img687/3743/ses0.png]Hidden Street: Twisted Time[/url])
  • Grim Phantom Watches Lv. 120, 453600 HP, 3608 EXP (Ludibrium: Forgotten Path of Time 4: [url=http://imageshack.us/a/img541/4209/qpzw.png]Hidden Street: Forbidden Time[/url])
  • [BOSS] - Papulatus Clock Lv. 125, 23M HP, 596K EXP, turns into Papulatus, Lv. 120, 5.25M HP, ??? EXP (Totals ~18% at Lv. 122) Requires Quest chain.

Notes: [url=http://www.basilmarket.com/MapleStory-Guide-Evolution-World-Guide-453.html]this guide[/url], Buffies and Lazy Buffies are in a huge Ludibrium map, which makes Poison Mist training great.

Lv. 120~130
  • Evolution Lab
  • Fantasy Theme World - Quests
  • Dragon Rider PQ
  • [BOSS] - Papulatus Clock Lv. 125, 23M HP, 596K EXP, turns into Papulatus, Lv. 120, 5.25M HP, ??? EXP (Totals ~18% at Lv. 122) Requires Quest chain.
  • Gigantic Spirit Vikings Lv. 120, 453600 HP, 3608 EXP (Ludibrium: Warped Path of Time 4: [url=http://imageshack.us/a/img687/3743/ses0.png]Hidden Street: Twisted Time[/url])
  • Grim Phantom Watches Lv. 120, 453600 HP, 3608 EXP (Ludibrium: Forgotten Path of Time 4: [url=http://imageshack.us/a/img541/4209/qpzw.png]Hidden Street: Forbidden Time[/url])
  • Wooden Target Dummies Lv. 126, 562860 HP, ? EXP (Mu Lung: Practice Field: Advanced Level)
  • Blue Dragon Turtles Lv. 127, 387600 HP, ? EXP (Leafre: Entrance to Dragon Forest)
  • Krus and Captains Lv. 130 and 131, 684450 and 723000 HP, ? and ? EXP (Herb Town: Red-Nose Pirate Den 2)
  • Rextons Lv. 131, 720300 HP, ? EXP (Leafre: Dragon Forest II)

Notes: The Fantasy Theme World quests are similar to the Chryse quests -- they ask for a bunch of items. I'm not sure how good the exp is here, but it's another option. Dragon Rider PQ gives great EXP even up to 200 (where it's about 1% per PQ). You can do this up to 10 times a day.

Lv. 130~140
  • Evolution Lab
  • Green Cornians Lv. 136, 915750 HP, ? EXP (Leafre: Dragon Forest I: [url=http://imageshack.us/a/img29/7276/y44q.png]Hidden Street: The Hidden Dragon Tomb I[/url])
  • Dark Cornians Lv. 142, 1178775 HP, ? EXP (Leafre: Dragon Forest I: [url=http://imageshack.us/a/img594/8758/u52h.png]Hidden Street: The Hidden Dragon Tomb II[/url])

Notes: Incredible spawn here. Good spot to use Poison Mist Training.

Lv. 140~150
  • Evolution Lab
  • Dimension Invasion PQ
  • Temple of Time Quests - you'll need to complete a quest to unlock each map in ToT.
  • Memory Monks Lv. 142, 1178775 HP, ? EXP (Temple of Time: Time Lane: Memory Lane 1)
  • Memory Guardians Lv. 146, 1373850 HP, ? EXP (Temple of Time: Time Lane: Memory Lane 3)
  • Chief Memory Guardians Lv. 148, 1478250 HP, ? EXP (Temple of Time: Time Lane: Memory lane 5)
  • Skelegons and Skelosauruses Lv. 147 and 153, 1425600 and 1825200 HP, ? and ? EXP (Leafre: The Dragon Nest Left Behind: Mini Dungeon: The Restoring Memory)

Notes: Dimension Invasion PQ is good EXP until about 165, and it also can get you some gloves with up to 12 M.Atk. At this level you can start the Temple of Time quests. You'll need to kill 333 of each monster on a map to unlock the next one. You'll notice that I left out a few ToT maps. This is because they are smaller than the others. The bigger ones are better because there is more spawn and more effectiveness for Poison Mist for those who need it. Watch out on Memory Lane 5; the boss Dodo (Lv. 150) occasionally spawns.

Lv. 150~160
  • Dimension Invasion PQ
  • Evolution Lab
  • Qualm Monk Trainees Lv. 153, 1825200 HP, ? EXP (Temple of Time: Time Lane: Road of Regrets 2)
  • QualmGuardians Lv. 155, 2020200 HP, ? EXP (Temple of Time: Time Lane: Road of Regrets 3)
  • Chief Qualm Guardians Lv. 157, 2218500 HP, ? EXP (Temple of Time: Time Lane: Road of Regrets 5)

Note: Watch out on Road of Regrets 5; the boss Lilynouch (Lv. 159) occasionally spawns. He uses an annoying Rush-type skill (pushes you away) and can use damage reflect.

Lv. 160~170
  • Dimension Invasion PQ - until Lv. 165
  • Oblivion Monks Lv. 160, 3379200 HP, ? EXP (Temple of Time: Time Lane: Road to Oblivion 1)
  • Oblivion Monk Trainees Lv. 162, 3675000 HP, ? EXP (Temple of Time: Time Lane: Road to Oblivion 2)
  • Oblivion Guardians and Chief Oblivion Guardians Lv. 164 and 166, 3981200 and 4298700 HP, ? and ? EXP (Temple of Time: Time Lane: Road to Oblivion 4)
  • Chief Oblivion Guardians Lv. 166, 4298700 HP, ? EXP (Temple of Time: Time Lane: Road to Oblivion 5)
  • Official Knight B Lv. 170, 21,500,000 HP (Knight Stronghold: Second Drill Hall) Party Play starting at Lv. 165

Notes: Watch out on Road to Oblivion 5; the boss Lyka (Lv. 168) occasionally spawns. He can seduce you. At level 165, you can start training with a party at Second Drill Hall. You'll get additional 50% EXP for each member of your party. Just note that there are no safe spots in this map, and that party monsters can't be paralyzed or stunned.

Lv. 170~180
  • Official Knight B Lv. 170, 21,500,000 HP (Knight Stronghold: Second Drill Hall) Party Play
  • Hall of Honor - Party Play starting at Lv. 179

Notes: At both areas, you'll gain an additional 50% EXP for each member of your party. Party monsters cannot be paralyzed or stunned.

Lv. 180~190
  • Hall of Honor - Party Play
  • Swollen Stumps Lv. 190, 1,460,000 HP, 15325 EXP (Twilight Perion: Deserted Southern Ridge)
  • Pillaging Fire Boars Lv. 194, 1,600,000 HP, 16807 EXP (Twilight Perion: Gale Plateau)
  • Sinister Wooden Mask Lv. 194, 1,620,000 HP, 16807 EXP (Twilight Perion: Forsaken Excavation Site 1)

Lv. 190~200
  • Hall of Honor - Party Play
  • Swollen Stumps Lv. 190, 1,460,000 HP, 15325 EXP (Twilight Perion: Deserted Southern Ridge)
  • Pillaging Fire Boars Lv. 194, 1,600,000 HP, 16807 EXP (Twilight Perion: Gale Plateau)
  • Sinister Wooden Mask Lv. 194, 1,620,000 HP, 16807 EXP (Twilight Perion: Forsaken Excavation Site 1)
  • Sinister Rocky Mask Lv. 195, 1,660,000 HP, 17173 EXP (Twilight Perion: Forsaken Excavation Site 2)
  • Sinister Steel Mask Lv. 196, 1,690,000 HP, 17538 EXP (Twilight Perion: Forsaken Excavation Site 4)
  • Ancient Mixed Golems Lv. 198, ??? HP - Party Play (Twilight Perion: Warrior Grounds) - Starting at Lv. 193

Lv. 200~250
  • Hall of Honor - Party Play
  • Swollen Stumps Lv. 190, 1,460,000 HP, 15325 EXP (Twilight Perion: Deserted Southern Ridge)
  • Pillaging Fire Boars Lv. 194, 1,600,000 HP, 16807 EXP (Twilight Perion: Gale Plateau)
  • Sinister Wooden Mask Lv. 194, 1,620,000 HP, 16807 EXP (Twilight Perion: Forsaken Excavation Site 1)
  • Sinister Rocky Mask Lv. 195, 1,660,000 HP, 17173 EXP (Twilight Perion: Forsaken Excavation Site 2)
  • Sinister Steel Mask Lv. 196, 1,690,000 HP, 17538 EXP (Twilight Perion: Forsaken Excavation Site 4)
  • Ancient Mixed Golems Lv. 198, ??? HP - Party Play (Twilight Perion: Warrior Grounds)


E. Poison Mist Training

Poison Mist's original purpose was to ease training by weakening monsters. Poison Mist training was more relevant pre-Big Bang, where it would allow for training on high-level monsters because the DoT was based on the monster's HP. Now it's based on your magic damage range.

Use Poison Mist for training if:
  • You want to train on monsters at least 5 levels above your own level
  • You take 3 or more hits to kill these monsters

How Poison Mist Works
Poison Mist poisons (or applies DoT) to any monster inside of the mist. This DoT is based on your range. The DoT from Poison Mist cannot kill a monster, it only reduces its HP to 1. This means that after you have given Poison Mist time to reduce the monster's HP to 1, it will only take 1 successful hit to kill the monster.

How to train using Poison Mist in training
After you kill all the monsters in a section or a platform, use Poison Mist, then move on to the next and repeat. Some things to keep in mind:
  • Try to pick large maps.
  • Try to space the Mists so that they don't overlap, and try to cover as much of the platform as possible.
  • Travel the map in a circle or regular cycle to maximize the effects of Poison Mist.

Dual-Channelling
Call me crazy for resurrecting the idea of Dual-Channel Misting, but I think it's possible, even if the circumstances are extremely specifc. Dual-Channel Misting is the method of Poison Mist training on two maps. The idea is that when you mist one map, you change channels and mist that map. When you return to the first map, Poison Mist will have already reduced the monsters' HP to 1. Clean up, Mist, and hop over to the other channel and repeat. This doubles spawn and therefore EXP gain is also doubled. But, there are a few problems with Dual-Channelling.

Try Dual-Channelling if:
  • You want to train on monsters at least 5 levels above your own level
  • You take 3 or more hits to kill these monsters
  • You want to train on a small map.
  • You generally don't disconnect after changing channels too many times.

Why is Dual-Channelling only effective on small maps? On large maps, you'll be away from a Poison Mist for a bit while you take care of other monsters. On a small map, your cycles are quicker, meaning Poison Mist doesn't have time to either take effect or do its job of reducing the monsters' HP to 1. With Dual-Channelling, you'll double your spawn and EXP gain and give effectiveness to Poison Mist on small maps. Speed is also a large part of this training method, so use speed equips.

There are some big obstacles that prevent this from being effective for a lot of people. The first is that most people tend to disconnect when they change channels a lot. Logging back in again wastes time and EXP. The second is that there are a lot of large maps that are viable for training with less hassle.


#VIII. Equipment


This section is tricky because it's the largest but requires the least amount of attention. So, I may or may not keep parts of this section. Just testing it out for now.


A. Weapons and Secondary Weapons

Jump to:
[link=staves]Staves Reference[/link]
[link=wands]Wands Reference[/link]
[link=secondaryweps]Secondary Weapons[/link]
[link=elementalweapons]Elemental Weapons[/link]

What is the difference between staves and wands?
There are only small general differences between the two. Staves tend to have slower attack speeds than wands. Keep in mind this only matters for Explosion. Also, a wand belonging to the same set as a staff will be obtainable 2 levels earlier than the staff. This trend stops at level 130, and from here on, wands and staves from the same set will have the same level requirement but wands will retain the 2 lower magic attack.


Staves Reference

Staves (Staffs is correct, too) are usually upgradeable every 5 levels. Here I will just explain some staves that need explaining. All staves have a (1.0) weapon multiplier. For a complete list of staves, click here.

Staff Speed
Staff speed plays a factor only in Explosion's casting speed. It does not affect any other spell. For specifics, see the Explosion skill in the Skills and Statistics section. Assume that most staves have a slow speed. Here are staves with fast speeds that are easy-ish to obtain (Poison/Pyogo Mushroom, etc. are left out):
  • All Elemental Staves
  • Bain Wings (Lv. 58) - Balrog PQ
  • Evil Wings (Lv. 65) - Recommended for early 3rd Job

Reverse and Timeless Staves

Reverse Aeas Hands also come in Timeless, Fearless, Abyss, and Loveless variants. These staves, like all reverse, timeless, etc. equips have item levels. These item levels require EXP. The Reverse staff has 3 levels, requiring 70, 75, and 80 item EXP. The Timeless staff has 5 levels and requires 80, 90, 100, 110, and 120 item EXP. I believe that levelling a Reverse Aeas Hand from 1 to 2 requires the same amount of EXP as levelling from 120 to 121. I'm not positive, though. Levelling a staff increases its stats as well. Upon levelling a staff, it will gain:
  • 1~4 M.Atk
  • 1~2 INT
  • 0~1 LUK

Upon reaching their max levels, Reverse and Timeless staves have a 10% chance to add 1 level to Paralyze, as long as it's equipped. The total skill level of Paralyze cannot exceed 30. To get one, you'll need to craft one using the Smithing skill. These will make nice mid-game staves.

Laevateinn

The Laevateinn staff is obtainable through Dragon Rider PQ. It's a durability item that gives special bonuses for being a Fire/Poison Archmage. The durability decreases as you use it and if you die. If it reaches 0%, it won't disappear, but you won't be able to use it. Just take it to an item creator NPC in most towns to repair it for a small fee. You can't use scrolls on durability items, only tablets that you can get from Dragon Rider PQ among other places.

If your job is a Fire/Poison Archmage:
  • Critical Rate +5%
  • Minimum Critical Damage +20%

End-Game Staves
Here are what most consider to be end-game staves:
  • Dragon Tail War Staff Lv. 140, 163 M.Atk
  • Loveless Aeas Hand Lv. 135, 174 M.Atk
  • Elemental Staff 5 or 6 Lv. 163, 178 M.Atk
  • Fafnir Mana Crown Lv. 150, 204 M.Atk
  • SweetH20 Staff Lv. 160, 210 M.Atk
  • Terminus Mesmerizer Lv. 160, 215 M.Atk


Wands Reference

Wands are upgradeable usually every 5 levels. They are usually equippable 2 levels less than the rest of the sets because of the 1st Job Advancement at Lv. 8. The Beginner's Wand (first weapon you obtain) is Lv. 8, causing this trend. All wands have a (1.0) weapon multiplier. For a list of wands, click here.

Wand Speed
Wand speed plays a factor only in Explosion's casting speed. It does not affect any other spell. For specifics, see the Explosion skill in the Skills and Statistics section. Assume that most wands have a normal speed. There are no easily obtainable wands that have a fast weapon speed, so I recommend using fast staves when you reach 3rd Job for Explosion.

Reverse and Timeless Wands

Reverse Enreal Tears also come in Timeless, Fearless, Abyss, and Loveless variants. These wands, like all reverse, timeless, etc. equips have item levels. These item levels require EXP. The Reverse wand has 3 levels, requiring 70, 75, and 80 item EXP. The Timeless wand has 5 levels and requires 80, 90, 100, 110, and 120 item EXP. I believe that levelling a Reverse Enreal Tear from 1 to 2 requires the same amount of EXP as levelling from 120 to 121. I'm not positive, though. Levelling a wand increases its stats as well. Upon levelling a wand, it will gain:
  • 1~4 M.Atk
  • 1~2 INT
  • 0~1 LUK

Upon reaching their max levels, Reverse and Timeless wands have a 10% chance to add 1 level to Paralyze, as long as it's equipped. The total skill level of Paralyze cannot exceed 30. To get one, you'll need to craft one using the Smithing skill. These will make nice mid-game wands.

End-Game Wands
Here are what most consider to be end-game wands:
  • Loveless Enreal Tear Lv. 135, 172 M.Atk
  • Dragon Tail Arc Wand Lv. 140, 161 M.Atk
  • Fafnir Mana Taker Lv. 150, 201 M.Atk
  • SweetH20 Wand Lv. 160, 208 M.Atk
  • Terminus Enchanter Lv. 160, 213 M.Atk


Secondary Weapons

Secondary weapons for F/P Mages are a recent addition to MapleStory. They are an easy way to get a 3rd tier potential in the shield slot. Furthermore, because they are considered weapons (and Shields are not), they are more likely to get weapon potentials. Talk to Neville in any town to purchase them.

Note: Shields are still a good option because not only can you achieve a 3rd tier potential on them, but you can also upgrade them using scrolls. Unfortunately, shield scrolls for M.Atk are hard to come by. For a list of Magician shields, click here.

Rusty Book - Strophe

Level Requirement: 30
Potential Tier: 1
Stats: INT +4, LUK +4, 1 M.Atk
Cost: 80,000 mesos

Rusty Book - Antistrophe

Level Requirement: 60
Potential Tier: 2
Stats: INT +6, LUK +6, 2 M.Atk
Cost: 330,000 mesos

Rusty Book - Epode

Level Requirement: 100
Potential Tier: 3
Stats: INT +10, LUK +10, 3 M.Atk
Cost: 580,000 mesos

Rusty Book Epode - from Evolution World

Level Requirement: 100
Potential Tier: 3
Stats: INT +10, LUK +10, 5 M.Atk
Cost: 300 Evolving Coins, purchased from the coin shop in the Evolution World.


B. Elemental Weapons

The elemental weapons come to us from Japan MapleStory. There is no straightforward reason as to why they were implemented, but it's most evident that they were created to balance Archmages and Bishops because of the damage bonuses to Fire/Poison/Ice/Lightning spells and damage penalties to Holy spells and spells of conflicting elements.

What do the numbers mean?
  • Numbers 1 and 5 are Fire elemental and are compatible with Fire/Poison Mages.
  • Numbers 2 and 6 are Poison elemental and are compatible with Fire/Poison Mages.
  • Numbers 3 and 7 are Ice elemental and are incompatible with Fire/Poison Mages.
  • Numbers 4 and 8 are Lightning elemental and are incompatible with Fire/Poison Mages.

Damage bonuses and penalties
  • Fire weapons give +10% damage to Fire spells and +5% damage to Poison spells.
  • Poison weapons give +10% damage to Poison spells and +5% damage to Fire spells.
  • Ice and Lightning weapons are incompatible with F/P Mages because they give a 25% damage penalty for using skills of Fire and Poison magic.
  • The damage bonuses/penalties do not apply to DoT.

Competition for the Lv. 163 Staves
Here are the classes that are after specific Lv. 163 staves:
  • Elemental Staff 5: F/P AM, Evan, Battle Mage
  • Elemental Staff 6: F/P AM, Evan, Battle Mage
  • Elemental Staff 7: I/L AM, Battle Mage
  • Elemental Staff 8: I/L AM, Battle Mage

Which elemental weapons should I use?
Fire/Poison Mages can use weapons with numbers 1,2,5, and 6. Don't use weapons with numbers 3,4,7, or 8 as they will reduce your damage by 25%.
  • 3rd Job F/P Mages should look for Fire weapons. DoT is not affected by the damage bonuses and Explosion (Fire) will be your main attacking skill.
  • 4th Job F/P Archmages should look for Poison weapons. You will rely on Mist Eruption (Poison) for most of your damage.

Why do the staves still require LUK?
With the Tempest patch, secondary stat requirements on equips were removed. On the elemental staves, the LUK requirement still exists. This is because GMS received the patch from KMS, who does not have elemental weapons, meaning that there was no fix for the elemental staves in the Tempest patch. Nexon America did not bother to fix the few equips that remained, so now we're stuck with the LUK requirement. Don't worry, though, it's not that difficult to get enough LUK

Nexon America tried to be sneaky
Originally, these weapons gave a 25% damage bonus to the primary element and a 10% bonus to the secondary element. Here's a timeline of events:
  • 1 - Nexon America removed the 25/10% boosts and didn't tell anyone.
  • 2 - Players quickly figured this out and demanded a fix.
  • 3 - Nexon America brought back the bonuses, but this time 10/5%.
  • 4 - It was discovered some weapons had their elements mixed up. For example, the ES6 had 10% to Fire and 5% to Poison
  • 5 - One day, it was discovered that the weapons had been fixed for a while and without notice.

Problem with other weapons anvilled to look like elemental weapons - Thanks to @ixk0okie
When you anvil (CS item) a weapon to look like your elemental weapon, your damage will appear incorrectly to only you. Other players will be able to see your real damage. I'm not exactly sure why this is the case, but I'm guessing that it's because the damage bonuses do not appear on the item UI. I have two examples here:

Example 1 - You're a F/P Archmage who anvilled your ES2 to another staff, so that it looks like the ES2. You see that you do 100k damage per line of Paralyze. In actuality, you'll be doing 90k damage per line of Paralyze.

Example 2 - You're a Bishop who anvilled your ES2 to another staff because you like the looks of the ES2. You see that you do 75k damage per line of Angel Ray. In actuality, you'll be doing 100k per line of Angel Ray.

Here are some tables for more visual people:

Elemental Wand 1

LevelElementFire DamagePoison DamageOther Element DamageLUK Req.
70Fire+10%+5%-25%None


Elemental Wand 2

LevelElementFire DamagePoison DamageOther Element DamageLUK Req.
70Poison+5%+10%-25%None


Elemental Wand 5

LevelElementFire DamagePoison DamageOther Element DamageLUK Req.
130Fire+10%+5%-25%None


Elemental Wand 6

LevelElementFire DamagePoison DamageOther Element DamageLUK Req.
130Poison+5%+10%-25%None


Elemental Staff 1

LevelElementFire DamagePoison DamageOther Element DamageLUK Req.
103Fire+10%+5%-25%105


Elemental Staff 2

LevelElementFire DamagePoison DamageOther Element DamageLUK Req.
103Poison+5%+10%-25%105


Elemental Staff 5

LevelElementFire DamagePoison DamageOther Element DamageLUK Req.
163Fire+10%+5%-25%165


Elemental Staff 6

LevelElementFire DamagePoison DamageOther Element DamageLUK Req.
163Fire+5%+10%-25%165



C. Armor

You can find nearly all Magician equips here.

Jump to:
[link=Tot]Tot's Know-How[/link]
[link=speedequips]Speed Equipment[/link]
[link=armorsets]Armor Sets[/link]
[link=hats]Hats[/link]
[link=gloves]Gloves[/link]
[link=shoes]Shoes[/link]
[link=capes]Capes[/link]
[link=accessories]Accessories[/link]


Tot's Know-How

An easy way to explore Maple, get free levels, free equips and other items is by completing Tot's Know-How quests. He's the orange-haired guy on the left side of your screen.

To get free equipment, all you have to do is level. You don't need to do any of his quests. He gives free, untradeable equips at levels 20, 30, 40, 50, and 60.


Speed Equips

Speed Training has been proven before to increase your EXP gain. 1 Speed = 1% Speed, and your Speed cannot exceed 140%.

Recommended speed equips:
  • Red, Orange, Pink, or Blue Whitebottom Shoes Lv. 26 - 3 Speed, 15k mesos from the Street Vendor in Henesys
  • Bathrobe Lv. 20 - 10 Speed, 30k mesos from the Sauna in Showa Town ([url=http://www.youtube.com/watch?v=cABbkUFeYyI]How to get there[/url])
  • Icarus Cape 2 Lv. 42 - 10 Speed, complete Icarus and the Flying Pill quest.
  • The One Who's Touched the Sky medal Lv. 20 - 5 Speed, complete [url=http://global.hidden-street.net/quest/title/the-one-whos-touched-the-sky]this quest[/url].
  • Nimble Ring I Lv. 60 - 5 Speed, easily made through Accessory Crafting
  • Collective Speed: 138% Speed

Note: You can use 100% Scrolls for Shoes for Speed on the Whitebottom shoes to get a total of 8 Speed. These scrolls cost 35k mesos each and can be bought from Vega in Ludibrium or Norman in Leafre.


Armor Sets


Green General and Purple Senior Suits
Monsters around level 30 and 60 can drop Green General and Purple Senior boxes, respectively. There are 4 kinds of boxes: Shoes, Gloves, Overall, and Hat. These boxes will give you the magician version of these equips, since you are a magician. Green General equips always come with hidden potential and are Rare upon reveal. Purple Senior equips always come with hidden potential and are Epic upon reveal. There are no set effects.

Reverse and Timeless Equips - Lv. 118~120
Reverse and Timeless equips make good mid-game equips. They have item levels that require item EXP, which you get while training with these equips equipped. Reverse items have 3 levels and Timeless items have 5. I believe that levelling a Reverse item from 1 to 2 requires the same amount of EXP as levelling your player from 120 to 121, but I'm not positive. Upon levelling, both Reverse and Timeless equips will gain 0~1 INT, 0~2 LUK, and 0~1 M.Atk. Upon levelling to their max levels, Reverse and Timeless equips have a 10% chance to gain the ability to increase the levels of your skills. Note that the skill levels cannot exceed 30. Here they are with the skills they can affect:

There are no set effects.

Alma Von Leon Set - Lv. 120
The only problem with this set is getting the medallions to buy it. You'll usually get 2 medallions from one Von Leon kill, which you can only do once a day. And you'll need some more experience players to kill him. Then, you need to get Purification Totems to purify these medals--50 for 1 Silver and 100 for 1 Gold--and these Totems don't have a high enough drop rate. Overall, the effort to get these items is too much for the stats.

For set parts and effects, click here.

If you are willing to spend the time to get something, I only recommend getting the staff or wand, as it makes a nice mid-game weapon. They also come with hidden potential and are Epic upon reveal. They cost 5 Gold Medallions.

Dragon Tail Mage Set - Lv. 140 (Empress Mage Set)
Most of the parts for this are affordable for the middle class. The cape and shoulder are the most expensive parts. Even when clean, this set can be very helpful. Many suggest using an Elemental Staff 5 or 6 instead of the Dragon Tail War Staff.

For set effects, click here.

And this is where I stop for equips. Pretty much anything better than Empress is way pricey, and if you have the money for them, I'm assuming you also have the experience and you wouldn't need a guide.


Hats


Marbas Hat - Lv. 40
The [url=http://www.basilmarket.com/MapleStory-item-Marbas-Hat-4083.html]Marbas Hat[/url] is a sort of weaker version of a Zakum helmet. It adds 12 INT and a bit of defense. Warning: it will make you look ugly You can get this from a chain quest that you would normally get from Lucci, but she's no longer around. I think you have to talk to Grendel for this one.

Zakum Helmet - Lv. 50
The Zakum Helmet drops from Zakum, a Lv. 110 boss. It's a bit better than the Marbas Hat stats-wise. This is a popular hat for all players. You won't be able to get one yourself until about Lv. 105~110, where you'll finally be able hit Zakum, so you'll have to ask another player to take you on a run before then. If you want it. But see a Zakum guide for that or make a friend This helm comes with a cool effect, too. Root Abyss helms are a bit rarer, but similar.

Chaos Zakum Helmet - Lv. 100
The Chaos Zakum Helmet has more All Stats than its predecessor, and it also comes with 10% HP and MP, which is nice. I recommend trying for this one over the regular helm.


Gloves

Gloves aren't really a Mage's thing. It's much easier to put W.Atk on gloves than it is M.Atk. So here are some gloves that come with M.Atk:

Flamekeeper Cordon - Lv. 50
These gloves give 8 M.Atk and drop rarely from Firebrands. Not worth it in the long run, but they're an option if you want something extra before 140.

Dimension Gloves - Lv. 140
These gloves come with 12 All Stats and 8 M.Atk, 7 slots.
Obtainable from the Dimension Invasion PQ
I recommend trying for the High Quality version instead.

High Quality Dimension Gloves
These gloves come with 18 All Stats and 12 M.Atk, 7 slots.
Available from the Dimension Invasion PQ
These have the highest amount of M.Atk you can get on a glove. These are the best option unless you have Dragon Tail Mage Gloves for the Dragon Tail Set.


Capes


Purple Adventurer Cape - Lv. 50
The Purple Adventurer Cape (PuAC for short) comes with an average 7 M.Atk. It's a bit rare and it only comes from Gachapon.

Purple Gaia Cape - Lv. 65
Similar to the PuAC, but it comes with 1 less M.Atk for some reason. Rare and comes from Gachapon.


D. Accessories

This is a really short section.

Earrings
I have only one quick tip for Earrings! You can get an easy 5 M.Atk on earrings by purchasing 100% Earring for INT (really +1 M.Atk) scrolls from El Moth in Ellinia. They cost 35k mesos each. You can buy cheap earrings from the Street Vendor in the Henesys Market. This should slightly boost up your damage.


E. Potions and Use Items

Here are some recommendations as far as potions go. Please see also: Mr. Basil's [url=http://www.basilmarket.com/MapleStory-Guide-Guide-to-Potions-418.html#bestformoney]Guide to Potions[/url].

Jump to:
[link=generaltips]General Tips[/link]
[link=potionsection]Potion Recommendations[/link]
[link=potionmixnmatch]Potion Mix n' Match[/link]
[link=otheruseitems]Other Use Items[/link]


General Tips


HP and MP Bar Alert
You can adjust the percent at which your HP and MP bar flashes. Just go to System> System Options> HP and MP Warning Display. This has a couple uses. One is for your pet. If it has an Auto MP or Auto HP item, this setting allows you to choose at which percent your pet will automatically heal you. Another is to be smart about pot usage. Let's say you're using Ginger Ales, which heal 75% of your HP and MP. You might want to set your HP and MP bar alerts to 25% so that you know when you're getting the most out of your Ginger Ales.

Jr. Boogie Familiar
Recommended!!!
Summon these from your Crusader Codex, and they will regenerate your MP by a large amount every 5 seconds or so.
The Jr. Boogie Familiar drops from Jr. Boogies which can be found in Perion: South Rocky Mountain maps. They drop very frequently and the monsters are low level, so obtaining them should be no problem.

Herbalism and Alchemy Professions
Lv. 30 Required
Once you're Lv. 30, you have the option to make your own HP and MP (among others) potions! The potions that you can make with early levels of Alchemy are cheap to make. This is also a good way to start raising your traits. The higher-level recipes require high-level oils which are better used on something else like EXP Potions, etc.

Event Spoils
Most events in MapleStory nowadays give Reindeer Milks (5000 HP) and Sunrise Dews (4000 MP). Don't throw these out! Use them to your advantage, especially if you're struggling to afford pots.


Potion Recommendations


White Potion and Mana Elixirs
Recommended Lv. 8~30
I recommend this HP/MP potion combination for very low levels. White Potions heal 300 HP and Mana Elixirs heal 300 MP.

White Potions or Unagis and Sorcerer Elixirs
Recommended Lv. 30~50
White Potions should still be viable as you level up because you don't really gain that much HP. If you need more, Unagis are 1,100 mesos each and heal 1000 HP. You'll probably use Unagis for a while. Sorcerer Elixirs cost 1,500 mesos each from Miki the Merchant in New Leaf City. They heal 1500 MP.

Unagis and Ginseng Roots
Recommended MP: 5000+
This is a combination that can last. Ginseng Roots heal 40% HP and MP and cost 2,100 mesos each from Miki the Merchant in NLC. Rely on Unagis to heal your HP as it will save you Ginseng Roots. If you don't like having 2 different keys to heal HP and MP with (like me), go with Ginseng Roots only. You can use Ginseng Roots all the way to 200, but I don't recommend using Unagis at higher levels when you have around 5k HP (clicking 5 times to heal 100% HP at high levels is a no-no).


Potion Mix n' Match

This section is mainly for higher levels, or the levels that I didn't cover in the previous section. How do you know how much MP you'll need a potion to heal? If you find that monsters are starting to take 1/3 or 1/2 or even 3/4 of your HP/MP, you'll want a potion that can restore your HP and MP bars quickly. If this isn't the case, you can afford to use potions that would take a long time to fully restore your HP and MP bars. Use a %MP potion with any HP potion. A lot of players like to use %HP and MP with any HP potion.

Barbarian Elixirs - HP
Recommended HP: 3,000 ~ 4,500
Barbarian Elixirs heal 1500 HP and cost 1,500 mesos from Miki in NLC.

Reindeer Milks - HP
Recommended HP: 5,000 ~ 10,000
Reindeer Milks drop from most bosses and in large-ish quantities. They heal 5000 HP.

Mana Bulls - MP
Recommended MP: 5,000+
Mana Bulls heal 60% MP cost 2,800 mesos from Miki in NLC.

Ginseng Roots - HP and MP
Ginseng Roots heal 40% HP and MP and cost 2,100 mesos from Miki in NLC.

Ginger Ales - HP and MP
Ginger Ales heal 75% HP and MP and cost 3,800 mesos from Miki in NLC.


Other Use Items

Here are some other use items that you might want to keep with you.

All-Cure Potion
All-Cure Potions are vital for bossing. The most important status effect they get rid of is Seal. They do not cure Slow, Seduce, or anything that Hero's Will can't cure. You can buy these from Alcaster in El Nath after you complete a [url=http://global.hidden-street.net/quest/el-nath-mt-aquaroad/in-search-of-the-book-of-ancient]lengthy chain quest[/url]. If you haven't completed these quests, Holy Waters are another option. They only heal Seal, though. You can buy these in Ellinia and Ludibrium general stores.

Onyx Apple
The most noteworthy boost that Onyx Apples give is +100 M.Atk for 10 minutes. The only way to get these is from the bonus stage of Amoria PQ, which requires you to be married. These are rare.

Ssiws Cheese
These give +220 M.Atk for 2 minutes. You can find these in the bonus stage of Crimsonwood Keep PQ. 2-3 usually drop each run.

Wizard Elixir
Wizard Elixirs give +20 M.Atk for 8 minutes. You can buy these from Miki in NLC for 5,000 mesos.

T-1337 Insane Potion Forging
Now that iTCG forging is back and relatively easy to do, see here for how to make these insane potions below:

  • ElectroJuice
Gives +50 M.Atk for 10 minutes.

  • GigaJuice
Gives +700 M.Atk (Wow!) for 10 seconds

  • JigaJuice
Gives +1000 M.Atk (Oh my Empress!) for 5 seconds


F. Mounts

Mounts are tamable mobs that you can ride around with. They boost your speed and jump, but need to be fed every so often. Buy revitalizers to feed them.

Jump to:
[link=hog]Lv. 60 Hog[/link]
[link=silvermane]Lv. 100 Silver Mane[/link]
[link=reddraco]Lv. 200 Red Draco[/link]


Hog

Required Level: 60

When you reach level 60, travel to Aqua Road and find Kenta. Talk to him and he will give you a quest (it won't show up as available in the quest window). He'll ask you to get 5 Pheromone and 5 Kenta's Report. Talk to him again and ask to try to protect the watch hog. You will be transported to an area with treasure chests and a hog.


Kenta

You'll have 5 minutes to collect all the items. Break open the chests to find the Reports, and the hog will randomly drop Pheromones. When you drop down to defend the hog, 3 Grays will be spawned and they will attack the hog. You'll have to kill these to protect the hog, which has a HP bar. Collect all of the items before the hog dies and talk to Kenta to be transported out of the room. You'll receive a Saddle. Talk to Kenta again and accept the quest Pheromone Perfume. He'll ask you to go to Leafre and find Chief Tatamo.


Chief Tatamo

Talk to Tatamo and he'll as for 20M mesos in return for the pheromone perfume. Pay him, and return to Kenta. Complete the quest to get the Monster Riding skill and a Hog mount. Equip the Saddle and the Mount, and use the Monster Riding skill to ride your Hog. You'll have to feed him Revitalizers every so often to keep him from slouching and to level him up to 3 for the Silver Mane.


Hog Mount
Speed: 150%
Jump: 120%


Silver Mane

Required Level: 100
Required Hog Level: 3

When you reach level 100, head back over to Aqua Road and talk to Kenta. He'll ask you to collect 500 Pin Hov's Charms and 500 Cracked Shells.
  • Pin Hov's Charm are dropped by Green Hobis (Lv. 105 and Poison-resistant) in Leafre: Cranky Forest
  • Cracked Shells are dropped by Blue Dragon Turtles (Lv. 127 and Fire-weak) in Leafre: Entrance to Dragon Forest.

Return to him with your Saddle and Hog unequipped. He will ask for a donation of 50M mesos. After you give him the mesos and the items, he will upgrade your Hog to a Silver Mane.


Silver Mane Mount
Speed: 170%
Jump: 120%


Red Draco

Required Level: 200

When you reach level 200, head over to where Gritto resides. Make sure your Silver Mane is unequipped. Talk to Gritto to receive the Red Draco, no items or mesos needed!


Red Draco Mount
Speed: 180%
Jump: 120%


#IX. Method



A. Skill Tactics

Here I will tell you how to use your skills.


Telecasting

We can't jump while using our skills, but we can Teleport while using them. Telecasting is the act of Teleporting while casting a skill. There are two different ways to Telecast. The original way is used in normal-monster situations. The other way is used for bossing.

Original Way to Telecast
Simply cast your attacking skill then Teleport. You can cast your skill in front of a monster then Teleport around it. You will be on the other side of the monster by the time your attack skill hits it. It's very useful for speed. Also, if you cast before you teleport any way, forward or backward, you can keep facing your original direction. This might require a little bit of practice to get right every time. This is very useful for avoiding mobs/bosses and saving some HP and time while not having to turn around.

Boss Telecasting
While your Mist Eruption is on cool down, you may want to Telecast for extra damage. To do this, hold the Up arrow key, cast Paralyze (or any other skill) and then Teleport. You'll stay in place, and Teleport Mastery will do extra damage while you cast Paralyze. If you don't want to continuously telecast, you should at least use it to apply DoT for Mist Eruption.


Skill Tactics

In this section, I will explain how you can use some skills.

Jump to:
1st Job:
  • [link=magicguardtactics]Magic Guard[/link]
2nd Job:
  • [link=flameorbtactics]Blazing Arrow[/link]
  • [link=poisonbreathtactics]Poison Breath[/link]
  • [link=spellboostertactics]Magic Booster[/link]
3rd Job:
  • [link=slimevirustactics]Viral Slime[/link]
  • [link=teleportmasterytactics]Teleport Mastery[/link]
  • [link=explosiontactics]Explosion[/link]
  • [link=poisonmisttactics]Poison Mist[/link]
  • [link=elementaldecreasetactics]Elemental Decrease[/link]
4th Job:
  • [link=flamehazetactics]Flame Haze[/link]
  • [link=meteorshowertactics]Meteor Shower[/link]
  • [link=misteruptiontactics]Mist Eruption[/link]
  • [link=paralyzetactics]Paralyze[/link]
  • [link=infinitytactics]Infinity[/link]
  • [link=heroswilltactics]Hero's Will[/link]
Hyper Skills:
  • [link=megiddoflametactics]Megiddo Flame[/link]
  • [link=infernoauratactics]Inferno Aura[/link]
  • [link=epicadventuretactics]Epic Adventure[/link]

1st Job

Magic Guard

This should be the first thing to cast when you log on, or at least when you go into a map full of monsters. Personally, I macro'd this with Meditation and Magic Armor, which need to be recast more often than Magic Guard, so that I don't have to worry about forgetting to recast it.

2nd Job

Flame Orb

Flame Orb is better than Poison Breath in RED, because it attacks twice the same amount of mobs that Poison Breath does, therefore increasing accuracy. It also activates Ignite, which gives a DoT-like effect.

Poison Breath

Training with Flame Orb will be faster. But this skill is used as a reliable DoT source for Mist Eruption, so unlike Flame Orb, this will be used after 2nd Job. Cast this prior to casting Mist Eruption to increase damage.

Magic Booster

Always have this on when training or bossing. More casts per minute means more damage per minute. Also, it's better to cast this while hanging on a rope or climbing a ladder because the delay is significantly decreased for some reason. Casting this while standing will feel so slow.

3rd Job

Viral Slime

Viral Slime is to be used in place of Poison Mist. It accomplishes the same tasks as Poison Mist, plus it kills the enemies instead of reducing their HP to 1. Use this on larger platforms with more mobs. This skill is not a reliable source of DoT for Mist Eruption as it has a cooldown, but you may use it to increase your DoT and ME's damage. It's also useful for keeping up the spawn on other platforms.

Teleport Mastery

Teleport Mastery is a great addition to our skill books. Use this in Original/Boss Telecasting (see the above subsection), but it might be a good idea to turn this off if a boss regularly uses Damage Reflect. If you're not careful, you can die for merely teleporting. Here's another scenario for TM: Say I'm attacking a mob of 6 in front of me. A 7th monster, not part of this mob, is closing in directly behind me. I could either A) turn around to kill that monster before it hits me or B) quickly Teleport up to stun/kill that monster before it hits me while I'm still attacking the mob in front of me (also see Boss Telecasting for more specific info). It's a really cool alternative that will save you some time/HP. With RED, this skill now has a 4-second DoT effect. Thankfully, with Burning Magic, the DoT duration is longer, so you don't have to worry about Erupting a Mist in time. Still, you should use this on a boss

Explosion

Use Explosion in 3rd Job as your main attacking skill. The range is very nice and now it's the same at level 1 as it is at level 20. Use this to clean up monsters after Poison Mist has taken its toll on them. In 4th Job, this skill will still be useful. I use it to quickly take out large mobs that I happen to be in the middle of. You can also team up this skill with Ifrit and Inferno Aura to train at Link 3 in the Evolution World. They work quite nicely together. I also don't believe that you should rely on Inferno Aura to replace Explosion, as Explosion is almost twice as fast, therefore more reliable.

Poison Mist

First, see the [link=trpoisonmist]Poison Mist Training[/link] section of VI. Training. That will tell you how to use Poison Mist to train effectively. Note that the Poison Mist Training methods can also be used as a very effective anti-KSing measure. You can also use Poison Mist if you want to try bossing in 3rd Job. To do this, cast Poison Mist on a boss along with Poison Breath and Teleport Mastery, and spam Explosion. Poison Mist also makes Mist Eruption possible, and it can also give a 35% damage increase to ME. Now Flame Haze automatically casts Poison Mist, so you have less buttons to press while bossing and less time consumption.

Elemental Decrease

The only thing I have to say for this is to not get in the habit of keeping it on all the time, you might miss out on bonus damage

4th Job

Flame Haze

Flame Haze is mostly used during bossing situations to apply DoT and cast a Poison Mist. Flame Haze is a 2-in-1 skill, meaning it casts Poison Mist and Flame Haze at the same time. This is great because now we can keep our ranged distance from bosses. It also is a 2-in-1 DoT applier, which is very helpful for Mist Eruption. Using Mist Eruption also resets Flame Haze's cooldown. Furthermore in bossing situations, Flame Haze can Incapacitate the enemy, meaning it can't deal touch damage. I think this is now a responsibility F/P AMs have to keep their party members safe. Definite musts for Incapacitation are Horntail's Legs and Tail (which are known for their high touch damage), Zakum's bodies, Red Nirg (Classic CWKPQ boss), among most other bosses.

Meteor Shower

Meteor Shower should only be used to reach monsters on platforms above you. It's not worth the delay to use it to attack monsters around you on the same platform. Look at it this way: In the time it takes you to climb up the ladder to reach a platform and kill the monsters, you could probably cast Meteor Shower 1.5 times if it wasn't on cool down. That's time saved. But if you're attacking monsters on the same platform, you could have cast Paralyze maybe 3 or 4 times in the time it takes you to cast Meteor Shower. It can also be very useful in clearing boss summons. With RED, Meteor now has a Final Attack effect. Try to make sure that you're using this skill every time the cool down is up for the Final Attack effect.

Mist Eruption

This is a longer section. See Mist Eruption's skill information for more info on how this works. There are two ways to use Mist Eruption, the first being a second Ultimate skill to kill many monsters with. Simply set up to 6 Mists in a way that covers a lot of area but is still accessible by the activation range, and explode near the epicenter of these Mists. The tactics for Meteor Shower also apply to this method. Secondly, Mist Eruption is essential in bossing. What you'll need to do is apply 5 DoT effects to the boss. These 5 DoT effects should come from Poison Mist, Paralyze, Teleport Mastery (replace this with Flame Gear, if you have it), Flame Haze, and Poison Breath, as they have no cool downs. Use Flame Haze instead of Poison Mist as it casts Mist for you and applies the two DoTs. Use Teleport Mastery last as it has the shortest duration. Then boom for mega damage! Keeping track should be no problem knowing that each DoT will last for around 20 seconds. Also, try to get as many Eruptions in as possible when you're at the end of Infinity.

Paralyze

Use Paralyze in 4th Job as your main attacking skill. It has a nice range and mobbing capability that you should take advantage of. Also take advantage of the Paralysis effect by Paralyzing (same thing as Freezing) enemies to avoid being hit. Also gives Mist Eruption a 35% damage increase.

Infinity

Make regular use of Infinity. It's supposed to multiply your damage by 2, but it only goes up to 1.6 for some reason. You might want to pair it with Epic Adventure because the durations, cooldowns, and purposes closely match. You might also want to activate this while travelling for some stance, decreasing your travel time.

Hero's Will

Use Hero's Will when you have become Seduced. You'll have a problem if a boss 1/1s you before it Seduces you because you'll have no MP to cast Hero's Will, and you'll have 1 HP, which means you're going to die from the next thing that hits you.

Hyper Skills

Megiddo Flame

Megiddo Flame is currently broken Only the first hit will actually do damage. Anyways, you can use this skill to reach a single monster that's out of reach. You can also use it most effectively during a bossing situation. I think it's most effective when a boss is nearly dead and it decided at the last minute to use Magic Cancel or Damage Reflect. Instead of having to wait (frustratingly) for the Magic Cancel/DR to end, you can just cast Megiddo Flame as a final blow. It's also used in the same situation minus the last-minute stuff, especially if you're at the end of Infinity. Normally, you'd be trying to get as many Mist Eruptions as you can at the end of Infinity, but if the boss decides it's a good time to cancel magic or DR, now's the perfect time to use Megiddo Flame. I don't recommend using it while a boss is not using Magic Cancel or Damage Reflect. Megiddo Flame is more of a last-resort skill, so save it for a moment when you need it.

Inferno Aura

Don't replace Explosion with this skill. Explosion is more reliable. Just have this skill on while training for extra damage. Simple. When you're bossing, always stay near the boss whether you're buffing or the boss used Magic Cancel or Damage Reflect. This skill still does damage even when you're Seduced.

Epic Adventure

I usually pair this with Infinity because of the similar cooldown duration/buff duration/purpose. You could also use this when Infinity's on cool down, whatever you want. It doesn't really matter. Just use it when you can.


B. Etiquette

Here I will tell you how to be a respectful Mapler with your skills.


General Etiquette

In general, just use common sense. The golden rule is, in fact, golden. Remember that Fire/Poison Mages are a rare breed. Don't give our class a bad reputation. Furthermore, if you see another Fire/Poison Mage somewhere in the Maple world, always be kind and offer a helping hand

Please also see these guides:
  • @Varun619's [url=http://www.basilmarket.com/MapleStory-Guide-Maple-Ethics-186.html]Maple Ethics[/url] guide.
  • @Amuro's [url=http://www.basilmarket.com/MapleStory-Guide-Improving-the-Maple-Community-423.html]Improving the Maple Community[/url] guide.


Skill Etiquette


Meditation
It's a good idea to give Meditation to any of your Bishop, Evan, Battle Mage, Luminous, or Kanna party members in order to boost their damage.

Teleport Mastery, Ifrit, Inferno Aura
Turn these off when you're travelling. If you happen upon a map that someone is training on, these skills will damage the monsters. This isn't considered true KSing, but it is rude. You don't need them for travelling, anyway. Except for Inferno Aura, which can be useful in clearing monsters out of your way if you can 1 hit KO them. Still, just be mindful.

Poison Mist
Poison Mist is considered visually annoying to a lot of players. Since Misting the whole map is not necessary when training on party monsters (which have millions of HP), don't do it. Also, in most bossing scenarios you won't need to do it. It is okay to Mist the whole map if you're with a party that's training on normal monsters in a large map, they'll just have to deal with it. But only if you really need to. If it's a small map, there's likely no need since your party can cover it all at once. If you just have one Mist out at a time and someone complains about it, too bad for them!

Flame Haze
Take responsibility and take advantage of FH's Incapacitate effect to help out your bossing party. See the skill tactics for this skill for more info.

Maple Warrior
If you're in a party and someone has a higher level Maple Warrior than you, don't cast it. If you do, everyone's damage will decrease. If you have Maple Warrior 30, you should regularly buff your party members. Be mindful that your Maple Warrior will last longer than theirs (providing you have some points in Buff Mastery).


C. Keyboard and Macros


Jump to:
[link=Keyboardtips]Keyboard Tips[/link]
[link=keyboardsetups]Keyboard Setups[/link]
[link=macrotips]Macro Tips[/link]
[link=quickslots]Quick Slots[/link]


Keyboard Tips

In order to use skills instantly, you'll need to drag their icons from the skill window onto the keyboard setup. Here are some organizational tips:
  • Assign potions to a key(s) close to where your hand rests. You'll want them to be easily accessible at all times.
  • Assign Teleport to a position in which you can use it simultaneously with an attacking skill.
  • Group all of your buffs together. It's safe to put these farther from your base hand position.
  • For 4th Job, group all of your DoT skills together so that it's easy to use with Mist Eruption.
  • Try to keep the Quests, World Map, Monster Book, Medals, and Profession buttons out of the way of your base hand position, as they can take a long time to load.


Keyboard Setups

Here will go some keyboards I will hopefully have collected from other F/P Mages. If you have one you'd like to share, please PM me Waiting for RED...

Keyboard Setups:


Macro Tips

How to make a macro: Open your skill tab and press the orange Macro button at the bottom. There are 6 macros of up to 3 skills that you can make. Drag skills into the slots to link them together. Then drag the macro icon onto your keyboard to use. You can name this macros, then check the "shout skill name" box and save to shout the macro name when you use it. Note that you can't add skills with cool downs or key-downs to macros.

Buff Macro Tips
I recommend macroing your buffs. Here are some suggestions:
  • Organize buffs by similar purposes
  • Organize buffs by similar durations
  • Always put Magic Guard first in order so that it's always easily accessible.
  • Put Maple Warrior in a macro by itself and choose to shout the skill name. Make this skill name your MW's level to make aware your party members.


Quick Slots

Quick Slots are very helpful. They can give you a visual of your skills' cooldowns, letting you know when they're available or not. You can change which keys your Quick Slots are set to. To do this, open up your Keyboard Settings. Then press the Change Quick Slots button which is right under the spacebar. Click a button, and it will turn red. While it's red, press the key you want to change your Quick Slot to. Voila!

Skills I recommend putting on Quick Slots:
  • Elemental Adaptation
  • Viral Slime
  • Myst Eruption - Very Important
  • Meteor Shower
  • Flame Haze
  • Megiddo Flame
  • Hero's Will
  • Infinity
  • Epic Adventure
  • Echo of Hero


#X. Frequently Asked Questions

For this section, I browsed the F/P Forum for FAQs.

Which character cards should I use as a F/P Mage?
Here are some that are useful:
  • Lv. 100 Aran - 70% chance to restore 6% HP with every cast
  • Lv. 100 Evan - 70% chance to restore 6% MP with every cast
  • Lv. 100 Mechanic - 15% Buff Duration
  • Lv. 100 Marksman - +3% Critical Rate

Which Link Skills are helpful for FPs?
You can gain a Link Skill by levelling the character to which it belongs to Lvs. 70, 120, and 210 for Link Skill Lvs. 1, 2, and 3 respectively. I list Lv. 2 stats because Lv. 120 is the last reasonable level for link skill levels.
  • Cannoneer's Pirate Blessing Lv. 2: +25 All Stats, +10% HP and MP
  • Demon Avenger's Wild Rage Lv. 2: +10% Damage (affects magic damage range)
  • Demon Slayer's Fury Unleashed Lv. 2: +10% Boss Damage
  • Jett's Core Aura Lv. 1: Gives All Stats and M.Atk random bonuses, change them with Star Dust
  • Kaiser's Iron Will Lv. 2: +15% Max HP
  • Luminous's Light Wash Lv. 2: Ignores 15% PDR and MDR
  • * Mercedes' Elven Blessing Lv. 1: +10% EXP, click to teleport to Elluel. Lv. 2 is only +15%.
  • Mihile's Guardian of Light Lv. 2: 100% Power Stance for 90 seconds - Really Recommended
  • Phantom's Deadly Instict Lv. 2: +15% Critical Rate
  • Xenon's Hybrid Logic Lv. 2: +10% All Stats

Should I use 6-piece Empress with an Ele Staff 5 or 6 or should I use 7-piece Empress if both are clean?
I think you should go with the 6-piece Empress with the Ele Staff. The 7-piece set effect is 15% HP and MP and 10 M.Atk. Clean Ele Staves have a little more than 10 M.Atk over the Dragon Tail weapons and 10% damage to the main element. It'll increase your damage more than the full Empress set.

Is it worth it to Boss Telecast?
Boss Telecasting is important because Teleport Mastery applies DoT. I don't imagine you'll have enough time to do it when you're applying all of your DoTs and spamming Mist Eruption.

What range do I need to kill Zakum?
I think a 15k range is sufficient. You'll be able to kill him in about 15-20 minutes.

Elemental Staff 5 or 6?
Your main source of damage will be Mist Eruption, so ES6 is optimal. If you plan on just grinding, a fire weapon might be more helpful as you'll be using Paralyze more often.

Is a UA FP Mage worth it?
Ultimate Adventurers are no longer available for creation.

What is the difference between FPs and ILs?
See [link=ourilcounterparts]this section[/link].

How does Myst Eruption work?
See Myst Eruption in Skills and Statistics.

Is it just me or is Megiddo Flame not doing damage?
You're right. When Megiddo Flame attacks for a second time, it shows damage but does none.

What's the best way to increase my damage?
Always start with your weapon.


#XI. Credits and Acknowledgements



A. Contributors



B. Sources

Sites and Databases

Other Guides
  • [url=http://guidescroll.com/2011/07/maplestory-firepoison-mage-guide/]Flenaris's FP Mage Guide[/url] - original is gone, this is the most intact version. Inspiration
  • [url=http://www.basilmarket.com/MapleStory-Guide-Comprehensive-I-L-Guide-366.html]Kalemora's Comprehensive IL Guide[/url] - I/L Mage info
  • [url=http://www.basilmarket.com/MapleStory-Guide-Fire-Poison-Magician-Guide-454.html]Cccurrified's Fire Poison Magician Handbook[/url] - Buff Mastery specifics
  • [url=http://www.basilmarket.com/show/guide/420/0/FP_Skill_Distribution_Guide.html]IImapler's FP Skill Distribution Guide[/url] - except the Skill Builds. I did not look at them when making my own.
  • [url=http://www.basilmarket.com/MapleStory-Guide-Mage-Info-and-Equips-317.html]BBD's Mage Info and Equips[/url] - Formulas
  • [url=http://www.hidden-street.net/forum/threads/50108-Lex-s-1-200-Guide]Lex's 1-200 Training Guide[/url] - Training spots
  • [url=http://www.neoseeker.com/Games/Products/PC/maple_story/faqs.html]Various Old Guides[/url] - History

Specific Sources
  • [url=http://orangemushroom.wordpress.com/2012/08/22/kms-ver-1-2-171-beginning-of-evolution-hyper-skills/#more-4051]Hyper Skill Info[/url]
  • [url=http://www.gamefaqs.com/boards/924697-maplestory/65113359]3rd Job Advancement Info[/url]
  • [url=http://www.youtube.com/watch?v=gWE9yr4EVn4]4th Job Advancement Info[/url]
  • [url=http://www.basilmarket.com/forum/2005609/1/#34500610]Ultimate Adventurer Info[/url]
  • [url=http://www.southperry.net/showthread.php?t=40017]Ultimate Adventurer Info[/url]
  • @Bleve's [url=http://www.youtube.com/watch?v=usWYmuPq4Q8]Poison Mist and Flame Gear stacking info[/url]

Written by

Sungoon

Contents

Amazing banner by: @Broccoleh <3##I. Introduction#A. Overview#B. Version History**Current Version: 2.05.01**#C. About the Author#D. See Also#E. Legal##II. The Fire Poison Mage#A. Overview#B. Types of Fire Poison Mages#C. Our Ice Lightning Counterparts##III. Things You Must Know#A. What DoT is and how it works#C. How to Properly Use Myst Eruption##IV. A History and PurposeA. Before Third JobB. Before Fourth JobC. Before Big BangD. Big Bang and BeyondE. MapleStory RED##V. Skills and Statistics Information#A. Statistics Information**Abilities****Damage-Related Stats****Other Stats**#B. Formulas**Magic Damage Range****Critical Damage****Ignore Defense****Mist Eruption**#C. Ability Point Builds#D. SkillsEnergy Bolt[section=name]MP Boost[section=name]Teleport[section=name]Magic Armor[section=name]Magic Guard[section=name]Flame OrbPoison BreathElemental DrainHigh WisdomIgniteMP EaterSpell MasteryMeditationMagic Booster (Formerly Spell Booster)ExplosionPoison MistViral SlimeTeleport MasteryArcane OverdriveBurning MagicElement AmplificationElemental DecreaseElemental Adaptation (Fire, Poison)Mana BurnFlame HazeMeteor ShowerMyst EruptionParalyzeArcane AimBuff Mastery[section=name]Infinity[section=name]Maple Warrior[section=name]Hero's Will[section=name]**Other Skills**Echo of Hero[section=name]Empress's Might[section=name]Oz's Flame Gear[section=name]Will of the Alliance[section=name]#E. Hyper SkillsActive Hyper SkillsPassive Hyper SkillsSkill-Enhancing Hyper Skills#F. Skill Builds and Explanations**1st Job Magician Skill Builds**##VI. Job Advancement Processes#A. First Job Advancement#B. Second Job Advancement#C. Third Job Advancement#D. Fourth Job Advancement#E. Level 200##VII. Training Areas#A. First Job Training#B. Second Job Training#C. Third Job Training#D. Fourth Job Training#E. Poison Mist Training##VIII. Equipment#A. Weapons and Secondary Weapons**Staves Reference****Wands Reference****Secondary Weapons**#B. Elemental Weapons#C. Armor**Tot's Know-How****Speed Equips****Armor Sets****Hats****Gloves****Capes**#D. Accessories#E. Potions and Use Items**General Tips****Potion Recommendations****Potion Mix n' Match****Other Use Items**#F. Mounts**Hog****Silver Mane****Red Draco**##IX. Method#A. Skill Tactics**Telecasting****Skill Tactics**#B. Etiquette**General Etiquette****Skill Etiquette**#C. Keyboard and Macros**Keyboard Tips****Keyboard Setups****Macro Tips****Quick Slots**##X. Frequently Asked Questions##XI. Credits and Acknowledgements#A. Contributors#B. Sources MapleStory Classes Bowman, Magician, Pirate, Thief, Warrior General Basics, Character Cards, Experience to next level, Fashion, Formulas Guides Bowman, General, Mage, Other, Pirate Items Beginner, Bowman, Common, Item Sets, Mage Monsters Bosses, Elemental Weaknesses, First Job, Fourth Job, Second Job Skills Beginner, Bowman, Mage, Pirate, Thief Fun Anime Anime Recommendations, Useful Programs Games Adventure, Android, Fighting, FPS, iOS Manga Manga Recommendations, Useful Programs Music Chill, EDM, Hip Hop, J-Pop, Vocaloid Trap TV Shows Supernatural, The Walking Dead Creativity Art and Drawing Programs and Tools, Tips, Tricks and Links Movie Editing Programs and Tools, Tips, Tricks and Links Music Making and Playing Metal, Piano, Tips, Tricks and Links Tech Computers Adobe After Effects Games MapleStory

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