MapleStory guides, forums, screens, videos, auctions and new friends await! Signup or login
MapleStory Guide: Aran
Comments: 121, Likes: 85
Author
Guide Details
Likes: 85
Recent Updates
Dec 21 2012
Updated for Tempest
BasilMarket Contributors
This guide contains builds for every revamp since before Big Bang

Thanks to HannnKi for the amazing banner!

Most recent revamp


The most recent update to Arans was in:

Introduction


Hey everyone! Welcome to my Aran guide! This guide has been in progress since way back in the summer before Arans were released, when I was working on an Aran in KMS, and here we are all these years later! Please feel free to criticize and leave any input you like, after all, the guide is meant to help the community, so the community always has to pitch in!
Also, an important note, PLEASE, don't steal my work without asking! You're free to tell people to check it out, I recommend that, in fact I plea for it, but don't take my work and claim it as your own, that's just mean.
I'd like to thank all the English community of KMS for all their help with teaching me the ins and outs of a game that's in a different language, giving me the opportunity to experience new classes before their release in North America, and indirectly making this guide a reality.

So here we are, the guide to the Aran class!

What's an Aran?


An Aran is the first Legend class in MapleStory. The Legends (or Heroes) were five adventurers with unique abilities, and banded together to seal away the big bad Black Mage. They were sealed in ice by the Black Mage's last curse, and Aran was the first to be released from it. Aran uses Pole-Arms to attack it's enemies, and goes through a series of key combinations to use it's skills. As an example, the first offensive skill you gain, Double Swing is cast by pressing the basic attack key twice. Or a more advanced skill, works by pressing the basic attack key three times, then pressing the direction you want to go once, and then pressing the attack key again. Aran is a warrior-type class, and can also utilize the ice element in it's later job advances. Arans' maximum level is 200.
Also, conveniently, all their job advancements take place in their hometown of Rien. Seeing as how Aran's lost his memory, every job advancement is in a "dream like" state, and the edges of your screen become fuzzy, a fun little novelty.

Aran Exclusive Items


Arans have had some very interesting (and extremely cool) special items made only for them.

Combo Mania, Master, and King Medals. These medals are only available for a limited time, one month to be exact, Combo Maniac adds +1 to each stat, and you get it by hitting 50 combos, Combo Master adds +2 to each stat and it's from hitting 200 combos. Combo King is the best one, it adds +3 to all stats and 50 HP, you get it by receiving 500 combos. No Longer Available

Lilin's Ring. Made available on multiple occasions, it's level 70 and gives +3 to all stats and +3 weapon attack. You can transfer it between characters on your account! But it's untradeable so you can't give it to other people No Longer Available

Aran Chair. There's two Aran chairs, a little Bamboo one you get during your first job tutorials, and a larger one given to you after completion of the Silent Crusade quest chain. This second one is an untradeable chair that shows Aran standing next to you.

Aran mounts. Arans have some of the nicest looking mounts in the game.
The quest guide I have posted further down will tell you how to get most of these. Be aware that since Aran is still new to KMS, that there is not much info on the level 150 or 200 mounts, seeing as there's only one level 200.

Pros And Cons


Well every job has these, I put a few of the major ones I faced to help you guys in your decision, so here are the ones that I find have the most problem with Arans.
PROS
-Monster damage reducing and healing skills
-Burn less potions than most/all classes in the game because of drain.
-Powerful in both bossing and training conditions
-Easy to train
-Tons of buffs that benefit both your damage and how much you get hit.
-Some of the farthest reaching melee moves in the game.

CONS
-Need to be killing constantly to keep up combos (although you won't die without them)
-Kind of repetitive
-The very definition of a 'key basher' class
-Certain key combinations can be difficult and require practice to perfect

I'm sure there are many more pros and cons, but these are my personal views, I'm sure that by making your own Aran, you'll tell quite soon whether you like it or not, and if you don't, well hey, you got to try a new class right?

Common Aran Misconceptions


I've seen many question threads and "I know everything about arans and you guys know nothing" threads going around these days, and most of them are incorrect. I've created this section to tell the truth about those threads.
Misconceptions:
Misconception: Arans need to have a high combo to be good, otherwise they suck and can't do anything
The Truth: To even imply that it's hard to maintain combos is insane. It's almost impossible to lose your combo unless you actually try to, and if you do, you have a skill that gives you 150 free ones every 30 seconds. So yes, they make you stronger; no, they're not a liability.
Misconception: Arans must be weak and hard to level, seeing as how other classes can just hold down a key.
The Truth: First of all, from experience, I can say that Arans are pretty much never EVER weak. They also train incredibly fast, yeah, you need to actively press skills to keep up your combo, and utilizing skills like Final Toss requires practice, but they still attack insanely fast and hit a huge number of mobs! Besides, at least this way you're involved with your character, and isn't that why you're playing anyway?
Misconception: Arans must be so overpowered, just another bandwagon class with a bad rep.
The Truth: No, this isn't true, Arans are actually rather underpopulated. there's not many of them out there, but that doesn't mean they're weak, just misunderstood!
Misconception: Aran can share CS inventories
The Truth: Sadly, no they CAN'T share CS inventories (my poor Kino pet )
Misconception: Arans are only good when they mob
The Truth: Well, I don't even see how this has any relevance. It's not like they do more damage in mobs. If you mean it's easier to build combos in mobs, well that's obvious, but again, it's never HARD to sustain or build combos.
Misconception: Arans are a new class, so they must have their own equips
The Truth: Exception being the Aran Medals and Mounts, Arans share all their actual equips with warriors.
Misconception: Above, does that mean arans are a warrior class?
The Truth: Well, technically, Aran is a special warrior with unique abilities that faced the Black Mage many years ago. However, all their job advancements and quests are separate from Explorer warriors.
Misconception: You can have as many Lilin's Rings on one character as you like
The Truth: Nope, the Lilin's Ring item is labled "One-Of-A-Kind" Which means only one per character. But, if you delete your Aran, and create another one, you may have a second Ring, but you can't use both on the same character, meaning you can have one ring for all your characters, but not four rings for one.
Misconception: An Aran should max Tempest right away, it's SOOO Godly!
The Truth: Alright, look. Tempest is a great skill and all, but it shouldn't be a top priority. In fact, it should be last priority. You have so many other skills, and when exactly are you even going to use an ultimate? I know some people prefer to max Tempest over Combo Barrier, that is a legitimate option and entirely up to you, depends what you like more, being able to survive easier at bosses, or dealing more damage.
Misconception: Arans must suck if they're a short range class with low hp...
The Truth: Arans don't have that much lower HP than other warrior, and it's compensated with their defensive buffs like Combo Barrier. They don't really need to have enormous amounts of HP.
Misconception: Once you add a point to Combo Fenrir, you can no longer use Combo Smash. Ever.
The Truth: Well, no. Remember that Combo Smash has a 15 Combo minimum limit, and Combo Fenrir has a 50 Combo requirement, so until you reach 50, you can still use Smash, but after 15, you can't use it anymore. This applies to all Combo Skills.
Misconception: Obviously your main attack skills should be your first priority always! Why max buffs so early?
The Truth: You see, + Weapon Attack has a greater boost on your overall damage than the damage buffs to specific skills do. This is the reason skills like Might and Maha's Blessing are maxed earlier. Mastery skills and damage multiplying skills like Sudden Strike are also maxed before main attack skills, because they boost your damage a lot more.
Misconception: Overswing? Final Blow? Final Toss? AAAAAAH TOO MANY OPTIONS! I don't know what's best and I'm just gonna stick to Overswing because Final Toss sucked in 3rd job and Final Blow is probably a useless finisher.
The Truth: The biggest question that plagues Arans. What skill combo yields the greatest damage output? Well to put it bluntly, Spamming Final Toss in 4th job is the absolute best choice unless you've got enough funding to have a 6 digit maximum attack range. Now, this combo is quite difficulty for a lot of people to pull off, because it requires you to spam up+down+attack constantly and in that order as fast as you possibly can, and most people mess up a lot. Try it out, and if you can't do it as well as you want to, the next best option is Overswing with Final Blow. Now Final Blow may seem slow and clunky, but it does an insane amount of damage and ignores some PDR, and that more than makes up for it's lack insane speed. All of that said, Overswing should always be up there as one of your main attacks, sheerly because of it's large horizontal range and ease of use. For a more quantitative approach to this dilemma, check out this thead.

How do I create an Aran?


To create an Aran, just log in normally, and click "create a character." From here, you'll see many tabs with pictures of different characters, click Aran, select your preferences, and you're off!

Skill Information


Arans have to hunt Zakum for certain skills once they reach 4th job. These skills are:
Fourth Job Skill Books: Combo Barrier, Combo Tempest, Final Blow, High Defense

First Job Advancement


So you've made an Aran! You've created your character, and to your surprise, YOU'RE LEVEL 200! Omgnowaii right? Well don't worry, that's not the end. Leave the tent you're in and go talk to the girl in the ship(same girl in Ellin Forest, go figure) She'll tell you to go find some kid that got lost, so move to the left and through the portal, and kill the seriously beefed up versions of Leafre Monsters, each time, you'll be awarded with the unlocking of a certain skill. Reach the end, talk to the boy, and go back to the girl in the ship, after this, you'll get a cutscene that shows the arans being frozen by the black magician, you'll then wake up in an icy cave, talk to the girl NPC there, go through the tutorial, and congrats! You're a level 10 Aran!
Character Cards and other passive HP boosts won't let you complete the tutorial. In order to finish you'll need to remove these buffs.

Second Job Advancement!


Congrats! You've made it to 30! Now head back to Rien. Remember that HUGE POLE-ARM NPC that was your job instructor? Well he isn't anymore, there's now some gold dude there instead of him, named Maha, he's apparently the soul of the HUGE POLE-ARM NPC, talk to Lilin and then Him to start your job advancement, go to the map with the huge cave at the end of it(it's obvious on your world map) and enter it. You'll be in Mu Lung, and also dreaming. Talk to the panda guy, and head to the far left map, get 30 drops from the bears, and head back to the panda guy, he'll take the items, and tell you to go back to Maha, talk to him and BOOM you're 2nd job!

Third Job Advancement!


Post Chaos: This advancement has been changed so that you no longer need any crystals or ores, due to the removal of Maker
Well, you've officially beat me! I started this guide being only level 59 in KMS, haha!

For the job advance, go back to Rien and talk to Lilin and Maha. Go to the dock of Rien to Lith Harbor, and you'll see a freaky cool Ninja Crow Bandit. Kill it and go back to Maha. Go back to the icy cave you went to for the 2nd Job advancement, except this time, you'll be in El Nath. Go down and talk to the extremely hyper(or possibly horny) Yeti and he'll tell you to go to the portal next to him. Go through and you'll have to kill the Ninja Crow again. This time it'll drop a red crystal. Take it to the Yeti, who will then EAT the crystal(The Hell?) And you'll have to make a new one.
So open up the Maker Skill, go to the ETC. Section, put in a Refined Dark Crystal and three of both Garnet and Diamond ores to create the crystal. Take it back to Maha and CONGRATZ, You're 3rd Job!

Fourth Job Advancement


Wow...congratulations, you have just reached a point of epic proness, you are now an Aran in Hope!

Now, head to Rien, and talk to Lilin, she'll tell you to talk to Maha, and you'll have to fight him. Beat him for your job advancement!

Skill Builds


Post Tempest Skill Builds
Recommended First Job Build
Lv10: +4 Double Swing (4)
Lv11: +1 Double Swing (5) +2 Combat Step (2)
Lv12: +3 Combat Step (5) MAX
Lv13-17 +2 Double Swing (20) MAX
Lv18: +1 Combo Ability (1) +2 Combo Smash (2)
Lv19-20: +3 Combo Smash (8)
Lv21: +1 Pole Arm Booster (1) +2 Combo Smash (10) MAX
Lv22-27: +3 Pole Arm Booster (19)
Lv27-30: +3 Combo Ability (10) MAX
Results:
Double Swing: MAX
Combat Step: MAX
Combo Smash: MAX
Combo Ability: MAX
Pole Arm Booster: 19
Reason: Well you start off with your main attack because��well it's your main attack, kind of self-explanatory��but anyway, max Combat Step next to boost your mobility. At this point you add one to Combo Ability when it opens up for those epic combos, and then max out Double Swing, as it provides constant damage, followed by Combo Smash to work as a nice finisher every 15 combos, and then booster. At last, you finish off with Combo Ability to boost your speed, weapon attack, and damage for those times when you don't use Combo Smash.

Recommended Second Job Build
Lv30: +3 Triple Swing (3) +1 Pole Arm Mastery (1)
Lv31-33: +3 Snow Charge (9)
Lv34: +2 Pole Arm Mastery (3) +1 Snow Charge (10) MAX
Lv35-36: +3 Pole Arm Mastery (9)
Lv37: +1 Combo Fenrir (1) +1 Triple Swing (4) +1 Pole Arm Mastery (10) MAX
Lv38-42: +3 Triple Swing (19)
Lv43: +2 Final Charge (2) +1 Triple Swing (20) MAX
Lv44: +2 Final Charge (4) +1 Physical Training (1)
Lv45: +3 Physical Training (4)
Lv46: +2 Combo Drain (2) +1 Physical Training (5) MAX
Lv47-48: +3 Combo Drain (8)
Lv49: +1 Final Attack (1) +2 Combo Drain (10) MAX
Lv50-55: +3 Final Attack (19)
Lv56: +2 Combo Fenrir (3) +1 Final Attack (20) MAX
Lv57-58: +3 Combo Fenrir (9)
Lv59: +2 Body Pressure (2) +1 Combo Fenrir (10) MAX
Lv60: +3 Body Pressure (5) MAX
Results:
Triple Swing: MAX
Pole Arm Mastery: MAX
Snow Charge: MAX
Combo Drain: MAX
Body Pressure: MAX
Physical Training: MAX
Final Attack: MAX
Combo Fenrir: MAX
Final Charge: 4
Pole Arm Booster: 19
Reason: Well you start off with three Triple Swing to unlock Pole Arm Mastery, but you max Snow Charge out first because it gives you the most damage per point. You add one to Combo Fenrir in case you can't always one hit kill, and then move on to maxing Mastery and Triple Swing, and then a point in Final Charge for rush. After that's done, max Physical Training for the STR boost and then Drain. Once you're done with those skills, add 4 to Final Charge, don't max it yet because Triple Swing has a limited mob count anyway, and then max the rest.

Recommended Third Job Build
Lv60: +1 Full Swing (1) +1 Cleaving Attack (1) +1 Combo Critical (1) +1 Combo Recharge (1)
Lv61-63: +3 Maha's Blessing (9)
Lv64: +2 Full Swing (3) +1 Maha's Blessing (10) MAX
Lv65-66: +3 Full Swing (9)
Lv67: +2 Combo Critical (3) +1 Full Swing (10) MAX
Lv68-69: +3 Combo Critical (9)
Lv70: +2 Might (2) +1 Combo Critical (10) MAX
Lv71-76: +3 Might (20) MAX
Lv77-78: +3 Final Charge (10)MAX
Lv79: +1 Rolling Spin (1) +2 Combo Recharge (3)
Lv80-81: +3 Combo Recharge (9)
Lv82: +2 Cleaving Attack (3) +1 Combo Recharge (10)MAX
Lv83-84: +3 Cleaving Attack (9)
Lv85: +2 Judgement (2) +1 Cleaving Attack (10) MAX
Lv86-87: +3 Combo Judgement (8)
Lv88: +1 Rolling Spin (2) +2 Combo Judgement (10)
Lv89-93: +3 Rolling Spin (17)
Lv94: +1 Rolling Spin (18) +2 Final Toss (2)
Lv95-100: +3 Final Toss (20) MAX
Results:
Full Swing: MAX
Cleaving Blow: MAX
Combo Critical: MAX
Combo Recharge: MAX
Final Toss: MAX
Might: MAX
Maha's Blessing: MAX
Rolling Spin: 18
Polearm Booster: 19
Combo Judgement: 10
Reason: Well you start off with one in your main attack as usual, then add one to Cleaving Blow for massive PDR boost at level 1, 1 to Combo Critical for red numbers, and one to Recharge, because who doesn't love free combos? Next max out Maha's Blessing for the sheer amount of W.att for only 10 points, and then Full Swing, followed up with Critical. Afterwards, max out Might for a second w.att boost, get one in Rolling Spin to help you with combos, and then max out Combo Recharge to help you keep your combos up even more often. Max out Cleaving Attack next, because LHC will be right around the corner and that PDR ignore will really shine. Finish off with 10 in Jugement, 18 in Rolling Spin and max out Final Toss.

Recommended Fourth Job Build
Lv100: +1 Overswing (1) +1 Sudden Strike (1) +1 High Mastery (1) +1 Final Blow (1)
Lv101: +1 Advanced Final Attack (1) +2 Sudden Strike (3)
Lv102-103: +3 Sudden Strike (9)
Lv104: +2 Freeze Standing (2) +1 Sudden Strike (10) MAX
Lv105-106: +3 Freeze Standing (8)
Lv107: +1 High Mastery (2) +2 Freeze Standing (10)
Lv108-113: +3 High Mastery (20) MAX
Lv114-122: +3 Advanced Final Attack (28)
Lv123: +1 Overswing (2) +2 Advanced Final Attack (30) MAX
Lv124-132: +3 Overswing (29)
Lv133: +2 Final Blow (3) +1 Overswing (30) MAX
Lv134-142: +3 Final Blow (30) MAX
143: Max whatever you like from now on!
Results:
Everything is maxed

Reason: Well, you start off with one in Overswing, because like Full Swing, it replaces triple swing with a whole new animation, and adds more damage, and one to Final Blow because it's a very powerful finisher and looks wicked. . Then you add one to Sudden Strike, because it makes Final Charge and Final Toss spammable, which is amazingly helpful. Finish off your one point wonders with 1 in high mastery and advanced final attack, because they do a lot at level 1. Max out Sudden Strike because it gives you the absolute biggest bang for the least buck, and then get 10 in Freeze Standing for some stance, it really is amazing. Max out High Mastery, Advanced Final Attack, Overswing and Final Blow in that order, and then do whatever the hell you want to!
After you get past a certain level, you should know what you like and don't like. At this point, I leave the skill building up to you, and leave you with these last few words. Have fun with it!

Hyper Skill Build
[P] Passive Skill Boosts:
5 SP total
+1 Final Blow - Reinforce
+1 Combo Tempest - Bonus
+1 Final Blow - Bonus
+1 Combo Tempest - Release

+1 Final Blow - Guardbreak Only if you have under 100% PDR ignore
+1 Combo Recharge - Cooldown Cutter Only if you have 100% PDR ignore already


All Builds below are outdated for GMS.
If a specific job advancement is missing, simply look at the build set ABOVE the one you are using, because it means that it hasn't changed since then. For example, if you are in a version with Alliance Unbound, look at the Alliance Eternal build for first job only, because that one hasn't changed.
Post Alliance Unbound Skill Builds
Outdated:
Recommended First Job Build
Lv10: +1 Double Swing (1)
Lv11: +3 Double Swing (4)
Lv12: +2 Double Swing (6) +1 Combat Step (1)
Lv13: +3 Combat Step (4)
Lv14: +2 Double Swing (8) +1 Combat Step (5) MAX
Lv15: +2 Double Swing (10) +1 Combo Ability
Lv16-18: +3 Double Swing (19)
Lv19: +2 Combo Smash (2) +1 Double Swing (20) MAX
Lv20-21: +3 Combo Smash (8)
Lv22: +1 Pole Arm Booster (1) +2 Combo Smash (10) MAX
Lv23-27: +3 Pole Arm Booster (16)
Lv27-30: +3 Combo Ability (10) MAX
Results:
Double Swing: MAX
Combat Step: MAX
Combo Smash: MAX
Combo Ability: MAX
Pole Arm Booster: 16
Reason: Well you start off with your main attack because��well it's your main attack, kind of self-explanatory��but anyway, max Combat Step next to boost your mobility. At this point you add one to Combo Ability when it opens up for those epic combos, and then max out Double Swing, as it provides constant damage, followed by Combo Smash to work as a nice finisher every 15 combos, and then booster. At last, you finish off with Combo Ability to boost your speed, weapon attack, and damage for those times when you don't use Combo Smash.

Recommended Second Job Build
Lv30: +1 Triple Swing (1)
Lv31-33: +3 Snow Charge (9)
Lv34: +2 Triple Swing (3) +1 Snow Charge (10) MAX
Lv35-40: +3 Pole Arm Mastery (18)
Lv41: +1 Combo Fenrir (1) +2 Pole Arm Mastery (20) MAX
Lv42-46: +3 Triple Swing (18)
Lv47: +1 Final Charge (1) +2 Triple Swing (20) MAX
Lv48-50: +3 Combo Drain (9)
Lv51: +2 Physical Training (2) +1 Combo Drain (10) MAX
Lv52-53: +3 Physical Training (8)
Lv54: +1 Final Charge (2) +2 Physical Training (10) MAX
Lv55-56: +3 Final Charge (8)
Lv57: +1 Final Attack (1) +2 Final Charge (10) MAX
Lv58-63: +3 Final Attack (19)
Lv64: +2 Combo Fenrir (3) +1 Final Attack (20) MAX
Lv65-66: +3 Combo Fenrir (9)
Lv67: +1 Combo Fenrir (10) +2 Body Pressure (2)
Lv68-69 +3 Body Pressure (8)
Lv70: +1 Pole Arm Booster (17) +2 Body Pressure (10) MAX
Results:
Triple Swing: MAX
Pole Arm Mastery: MAX
Snow Charge: MAX
Combo Drain: MAX
Body Pressure: MAX
Final Charge: MAX
Physical Training: MAX
Final Attack: MAX
Combo Fenrir: 10
Pole Arm Booster: 17
Reason: Well you start off with one Triple Swing because it's your main attack, but you max Snow Charge out first because it gives you the most damage per point. You add one to Combo Fenrir in case you can't always one hit kill, and then move on to maxing Mastery and Triple Swing, and then a point in Final Charge for rush. After that's done, max out drain to eliminate the need for potions, and then Physical Training for the STR boost. Once you're done with those skills, max out Final attack, and then get 10 in Fenrir, but stop there. Work on Body Pressure last, and add one point to Booster because it's not worth it to put it in Fenrir.

Recommended Third Job Build
Lv70: +1 Full Swing (1)
Lv71: +1 Cleaving Attack (1) +1 Combo Critical (1) +1 Combo Recharge (1)
Lv72-74: +3 Maha's Blessing (9)
Lv75: +2 Full Swing (3) +1 Maha's Blessing (10) MAX
Lv76-80: +3 Full Swing (18)
Lv81: +1 Combo Critical (2) +2 Full Swing (20) MAX
Lv82-87: +3 Combo Critical (20) MAX
Lv88-93: +3 Might (18)
Lv94: +1 Rolling Spin (1) +2 Might (20) MAX
Lv95-100: +3 Combo Recharge (19)
Lv101: +2 Cleaving Attack (3) +1 Combo Recharge (20)MAX
Lv102-103: +3 Cleaving Attack (9)
Lv104: +2 Judgement (2) +1 Cleaving Attack (10) MAX
Lv105-110: +3 Combo Judgement (20) MAX
Lv111-113: +3 Rolling Spin (10)
Lv114-119: +3 Final Toss (18)
Lv120: +1 Pole Arm Booster (18) +2 Final Toss (20) MAX
Results:
Full Swing: MAX
Cleaving Blow: MAX
Combo Judgment: MAX
Combo Critical: MAX
Combo Recharge: MAX
Final Toss: MAX
Might: MAX
Maha's Blessing: MAX
Rolling Spin: 10
Polearm Booster: 18
Reason: Well you start off with one in your main attack as usual, then add one to Cleaving Blow for massive PDR boost at level 1, 1 to Combo Critical for it's epicness, and one to Recharge, because who doesn't love 55 free combos? Next max out Maha's Blessing for the sheer amount of W.att for only 10 points, and then Full Swing, followed up with Critical. Afterwards, max out Might for a second w.att boost, get one in Rolling Spin to help you with combos, and then max out Combo Recharge to help you keep your combos up eve n more often. Max out Cleaving Attack now, because LHC will be right around the corner and that PDR ignore will really shine. Finish off with 10 in Rolling Spin and max out Final Toss. End with one point in Booster because it's not worth it to put it in Rolling Spin.

Recommended Fourth Job Build
Lv120: +1 Overswing (1) +1 Sudden Strike (1) +1 High Mastery (1)
Lv121: +1 Final Blow (1) +1 Advanced Final Attack (1) +1 Sudden Strike (2)
Lv122-123: +3 Sudden Strike (8)
Lv124: +1 Freeze Standing (1) +2 Sudden Strike (10) MAX
125-127: +3 Freeze Standing (10)
Lv128-133: +3 High Mastery (19)
Lv134: +2 Advanced Final Attack (3) +1 High Mastery (20) MAX
Lv135-143: +3 Advanced Final Attack (30) MAX
Lv144-152: +3 Overswing (28)
Lv153: +2 Overswing (30) MAX
Lv154-200: If you REALLY need help past this point, you have some serious problems!
Results:
Overswing: MAX
Final Blow: MAX
High Mastery: MAX
Combo Barrier: MAX
Freeze Standing: MAX
High Defense: MAX
Sudden Strike: MAX
Hero's Will: MAX
Advanced Final Attack: MAX
Maple Warrior: 29
Combo Tempest: 19
Reason: Well, you start off with one in Overswing, because like Full Swing, it replaces triple swing with a whole new animation, and adds more damage. Then you add one to Sudden Strike, because it makes Final Charge and Final Toss spammable, which is amazingly helpful. Finish off your one point wonders with 1 in high mastery, because it does a lot at level 1, and one to Final Blow, because it's a very powerful finisher and looks wicked. Max out Sudden Strike because it gives you the absolute biggest bang for the least buck, and then get 10 in Freeze Standing for some stance, it really is amazing. Max out High Mastery, Advanced Final Attack, and Overswing in that order, and then do whatever the hell you want to!
After you get past a certain level, you should know what you like and don't like. At this point, I leave the skill building up to you, and leave you with these last few words. Have fun with it!
Many people like to leave Combo Barrier unmaxed and max out Tempest instead, this sacrifices some survivability for damage, but if that's what you want, go for it.


Post Alliance Skill Builds
Outdated:
Recommended Second Job Build
Lv30: +1 Triple Swing (1)
Lv31: +2 Triple Swing (3) +1 Pole Arm Mastery (1)
Lv32-37: +3 Pole Arm Mastery (19)
Lv38: +1 Triple Swing (4) +1 Body Pressure (1) +1 Pole Arm Mastery (20) MAX
Lv39-43: +3 Triple Swing (19)
Lv44: +1 Final Charge (1) +1 Combo Fenrir (1) +1 Triple Swing (20) MAX
Lv45-50: +3 Snow Charge (18)
Lv51: +1 Combo Drain (1) +2 Snow Charge (20) MAX
Lv52: +3 Combo Drain (4)
Lv53: +1 Combo Drain (5) +2 Physical Training (2)
Lv54-55: +3 Physical Training (8)
Lv56: +1 Combo Drain (6) + 2 Physical Training (10) MAX
Lv57-60: +3 Combo Drain (18)
Lv61: +1 Combo Fenrir (2) +2 Combo Drain (20) MAX
62-63: +3 Combo Fenrir (8)
Lv64: +1 Body Pressure (2) +2 Combo Fenrir (10)
Lv65-66: +3 Body Pressure (8)
Lv67: +1 Final Charge (2) +2 Body Pressure (10) MAX
Lv68-69: +3 Final Charge (8)
Lv70: +1 Pole Arm Booster (17) +2 Final Charge (10) MAX
Results:
Triple Swing: MAX
Pole Arm Mastery: MAX
Snow Charge: MAX
Combo Drain: MAX
Body Pressure: MAX
Final Charge: MAX
Physical Training: MAX
Combo Fenrir: 10
Pole Arm Booster: 17
Reason: Well you start off with one Triple Swing because it's your main attack, but you max Mastery out first because it gives you more damage per point. You add one to Body Pressure for it's awesome ability to work like "semi stance" and then move on to maxing Triple Swing, and then get a point in Combo Fenrir and Final Charge for their own uses. After that's done, the next skill that gives you the most damage per point is Snow Charge, so max that out too, and then get 5 in Combo Drain so that it heals a good 2% and lasts for a reasonable amount of time. Now you max out Physical Training for the STR boost, and then go back and finish off Drain to eliminate potion usage. After that's done, get Fenrir to 10 so that it hits 6 mobs, and acts as a nice finisher. Work on Body Pressure next to make it last longer, and finish off with maxing Final Charge and adding one point to Booster because it's not worth it to put it in Fenrir.

Recommended Third Job Build
Lv70: +1 Full Swing (1)
Lv71: +1 Cleaving Blow (1) +1 Combo Critical (1) +1 Combo Recharge (1)
Lv72-77: +3 Full Swing (19)
Lv78: +2 Cleaving Blow (3) +1 Full Swing (20) MAX
Lv79-83: +3 Cleaving Blow (18)
Lv84: +1 Combo Critical (2) +2 Cleaving Blow (20) MAX
Lv85-90: +3 Combo Critical (20) MAX
Lv91: +1 Combo Judgement (1) +2 Might (2)
Lv92-97: +3 Might (20) MAX
Lv98-103: +3 Combo Recharge (19)
Lv104: +2 Combo Judgement (3) +1 Combo Recharge (20) MAX
Lv105-109: +3 Combo Judgement (18)
Lv110: +1 Rolling Spin (1) +2 Combo Judgement (20) MAX
Lv111-113: +3 Rolling Spin (10)
Lv114-119: +3 Final Toss (18)
Lv120: +1 Pole Arm Booster (18) +2 Final Toss (20) MAX
Results:
Full Swing: MAX
Cleaving Blow: MAX
Combo Judgment: MAX
Combo Critical: MAX
Combo Recharge: MAX
Final Toss: MAX
Might: MAX
Rolling Spin: 10
Polearm Booster: 18
Reason: Well you start off with one in your main attack as usual, then add one to Cleaving Blow for the 18% mob damage boost, 1 to Combo Critical for it's epicness, and one to Recharge, because who doesn't love 55 free combos? Next max out Full Swing, followed by Cleaving Blow and then Critical. This is the best order. Afterwards, add one to Judgement since it's stronger than Fenrir, and then work on Might for the attack increase. Max out Combo Recharge next to increase the amount of combos you get and decrease the cooldown. Judgement comes next for it's damage buff, followed by 10 in Rolling Spin because it's much more useful than Toss in 3rd job. Then you max out Toss for it's uses in 4th job, and end with one point in Booster because it's not worth it to put it in Rolling Spin.

Recommended Fourth Job Build
Lv120: +1 Overswing (1) +1 Sudden Strike (1) +1 High Mastery (1)
Lv121: +1 Final Blow (1) +2 Overswing (3)
Lv122-130: +3 Overswing (30) MAX
Lv131-140: +3 High Mastery (30) MAX
Lv141-150: +3 Freeze Standing (30) MAX
Lv150-200: If you REALLY need help past this point, you have some serious problems!
Results:
Overswing: MAX
Final Blow: MAX
High Mastery: MAX
Combo Barrier: MAX
Freeze Standing: MAX
High Defense: MAX
Sudden Strike: MAX
Hero's Will: MAX
Maple Warrior: 29
Combo Tempest: 19
Reason: Well, you start off with one in Overswing, because like Full Swing, it replaces triple swing with a whole new animation, and adds more damage. Then you add one to Sudden Strike, because it makes Final Charge and Final Toss spammable, which is amazingly helpful, finish off level 120 with 1 in high mastery, because it does a lot at level 1. Next, add one to Final Blow, because it's a very powerful finisher and looks wicked. Then you max out Overswing and High Mastery, to make you stable and do more damage, followed by Freeze Standing so you don't get KB'd every second.
After you get past a certain level, you're basically committed to a class, and you know what you like and don't like. At this point, I leave the skill building up to you, and leave you with these last few words. Have fun with it!


Post Chaos Skill Builds
Outdated:
Recommended Second Job Build
Lv30: +1 Triple Swing (1)
Lv31: +2 Triple Swing (3) +1 Pole Arm Mastery (1)
Lv32-37: +3 Pole Arm Mastery (19)
Lv38: +1 Triple Swing (4) +1 Body Pressure (1) +1 Pole Arm Mastery (20) MAX
Lv39-43: +3 Triple Swing (19)
Lv44: +1 Final Charge (1) +1 Combo Fenrir (1) +1 Triple Swing (20) MAX
Lv45-50: +3 Snow Charge (18)
Lv51: +1 Combo Drain (1) +2 Snow Charge (20) MAX
Lv52-57: +3 Combo Drain (19)
Lv58: +2 Combo Fenrir (3) +1 Combo Drain (20) MAX
Lv59-63: +3 Combo Fenrir (18)
Lv64: +1 Body Pressure (2) +2 Combo Fenrir (20) MAX
Lv65-66: +3 Body Pressure (8)
Lv67: +1 Final Charge (2) +2 Body Pressure (10) MAX
Lv68-70: +3 Final Charge (11)
Results:
Triple Swing: MAX
Pole Arm Mastery: MAX
Snow Charge: MAX
Combo Drain: MAX
Body Pressure: MAX
Combo Fenrir: MAX
Final Charge: 11
Reason: Well you add your first point to your main attack (again self-explanatory) afterwards you max out Mastery to make you more stable, and add one to Body Pressure, as it's pretty much a one point wonder. Follow up with maxing Triple Swing, as it gives you the biggest boost in damage, with one in Final Charge to help you mob, and one in Combo Fenrir because it's stronger than Combo Smash even at level 1. Next you max Snow Charge to give you a permanent boost in damage. Work with Drain next, so you'll never have a need for potions, followed by Fenrir, to make it totally replace Combo Smash. The last skill you'll max is Body Pressure, as it's like a mini stance, and finish up with adding your last few points to Final Charge.

Recommended Third Job Build
Lv70: +1 Full Swing (1)
Lv71: +1 Cleaving Blow (1) +1 Combo Recharge (1) +1 Rolling Spin
Lv72-77: +3 Full Swing (19)
Lv78: +2 Cleaving Blow (3) +1 Full Swing (20) MAX
Lv79-83: +3 Cleaving Blow (18)
Lv84: +1 Combo Judgment (1) +2 Cleaving Blow (20) MAX
Lv85-90: +3 Combo Critical (18)
Lv91: +1 Combo Recharge (2) +2 Combo Critical (20) MAX
Lv92-97: +3 Combo Recharge (20) MAX
Lv98-103: +3 Combo Judgment (19)
Lv104: +2 Rolling Spin (3) +1 Combo Judgment (20) MAX
Lv105-109: +3 Rolling Spin (18)
Lv110: +1 Final Charge (12) +2 Rolling Spin (20) MAX
Lv111-112: +3 Final Charge (18)
Lv113: +1 Final Toss (1) +2 Final Charge (20) MAX
Lv114-119: +3 Final Toss (19)
Lv120: +1 Smart Knockback (1) +1 Polearm Booster (17) +1 Final Toss (20) MAX
Results:
Full Swing: MAX
Cleaving Blow: MAX
Combo Judgment: MAX
Combo Critical: MAX
Combo Recharge: MAX
Final Toss: MAX
Rolling Spin: MAX
Smart Knockback: 1
Polearm Booster: 17
Second Job: Final Charge: MAX
Reason:Start off with your first point in Full Swing for the same reason as before, followed by the majority of your one point wonders at 71. Cleaving Blow will instantly make you do 12% more damage per monster in a mob, and 1 point in Combo Recharge is amazing. Rolling Spin at level 1 also serves it's purpose of being a combo builder. After this, you max Full Swing, and move on to Cleaving Blow to boost your mobbing damage. Next, add one to Combo Judgment before starting with Combo Critical. Combo Critical will make you hold on to your combos longer, and Combo Judgment is your strongest Combo attack so far, even at level one, so it provides an amazing damage boost. Next, work up Combo Recharge, which will help this process even more, and then max out Combo Judgment, because, again, it's your best Combo Attack. Work up Rolling Spin next. It's an amazing skill now that's great for building up combos, as it attacks multiple monsters multiple times. Max Final Charge from second job after Rolling Spin, because to be honest, it's really the last good skill you can max at this point. Finish off with Final Toss, adding one point to Smart Knockback just to have it, and 1 point to Booster because it's a waste for anything else

Post Big Bang Skill Builds
Outdated:
Recommended First Job Build
Lv10: +1 Double Swing (1)
Lv11: +3 Double Swing (4)
Lv12: +2 Double Swing (6) +1 Combat Step (1)
Lv13: +3 Double Swing (9)
Lv14: +2 Double Swing (11) +1 Combo Ability (1) QUEST
Lv15: +3 Double Swing (14)
Lv.16: +2 Double Swing (16) +1 Combat Step (2)
Lv.17: +3 Combat Step (5)
Lv.18-21: Save Points(12)
Lv.22: +15 Booster (15) QUEST
Lv.23: +3 Double Swing (19)
Lv.24: +1 Double Swing (20) MAX +2 Combo Ability (3)
Lv.25: +3 Combo Ability (6)
Lv.26: +3 Combo Ability (9)
Lv.27: +1 Combo Ability (10) MAX +2 Combat Step (7)
Lv.28: +3 Combat Step (10)
Lv.29: +3 Combat Step (13)
Lv.30: +2 Combat Step (15) MAX +1 Pole-Arm Booster (16)
Reasoning: You max out Double Swing as soon as you can, accepting a few points in both Combo Ability and Combat Step for the sheer fun of it, put a few Combat Step in there because A. It's crazy fun, and B. it gives you a mobility boost, it's basically like the Dawn Warrior's Soul Rush, but you can't jump off the ground, and if you use it on a ledge, you'll go like CRAZY far. You save points for level 15 booster, because at level 15, it adds triple the speed it adds at level 1, unlike regular boosters, the amount you add to this one matters, so then you just add one point to it, because after the 15, it's useless and you have a spare point.
Recommended Second Job Build
Lv30: +1 Triple Swing (1)
Lv31: +2 Triple Swing (3) +1 Pole Arm Mastery (1) QUEST
Lv32-37: +3 Pole Arm Mastery (19) QUEST at lv37
Lv38: +2 Triple Swing (5) +1 Pole Arm Mastery (20) MAX
Lv39: +1 Triple Swing (6) Save Points (2)
Lv40-44: Save Points (17)
Lv45: +20 Combo Smash (20) MAX QUEST
Lv46-49: +3 Triple Swing (18)
Lv50: +1 Combo Drain (1) +2 Triple Swing (20) MAX
Lv51-53: +3 Combo Drain (10)
Lv54: +2 Combo Drain (12) +1 Final Charge (1) QUEST
Lv55-56: +3 Combo Drain (18)
Lv57: +1 Final Charge (2) +2 Combo Drain (20) MAX
Lv58-63: +3 Final Charge (20)
Lv64: +2 Body Pressure (2) +1 Final Charge (21)
Lv64-70: +3 Body Pressure (20) MAX
Results:
Combo Smash: 20/20 (MAX)
Triple Swing: 20/20 (MAX)
Combo Drain: 20/20 (MAX)
Body Pressure: 20/20 (MAX)
Pole Arm Mastery: 20/20 (MAX)
Final Charge: 21/30
Reason: Well, you need 3 Triple Swing for Mastery, and it adds a third attack to double swing, so it's good to have that, then get 19 mastery, and as you should know, it has only -1 accuracy from max mastery, so it's good enough. From here, save points for Combo Smash, it's GODLY, it's a ranged mob attack that does like 5k if you have like NO funding, it'll do around 10k at level 60 if you have nice equips! After that, max out Drain, if you max it, you'll use almost NO potions. I, for example, used only 10 Unagis an hour at FoG. Add one point into Final Charge right at 54, because it's rusher skill! After that, continue to max out Drain and start working on getting 21 Final Charge but do NOT max it. Body Pressure comes next, this is like a nerfed PG, but it also makes it so monsters can't do touch damage to you!

Recommended Third Job Skill Build
Lv70: +1 Full Swing (1) QUEST
Lv71: +1 Full Swing (2) +1 Final Toss (1) +1 Combo Critical (1)
Lv72-77: +3 Full Swing (20) MAX
Lv78-83: +3 Snow Charge (18)
Lv84: +1 Combo Critical (2) +1 Snow Charge (20) MAX
Lv85-90: +3 Combo Critical (20) MAX
Lv91-93: +3 Final Charge (30) MAX
Lv94: +3 Combo Fenrir (3)
Lv95-103: +3 Combo Fenrir (30) MAX
Lv104-109: +3 Smart Knockback (18)
Lv110: +1 Final Toss (2) +2 Smart Knockback (20) MAX
Lv111-119: +3 Final Toss (29)
Lv120: +1 Rolling Spin (1) +1 Booster (17) +1 Final Toss (30) MAX
Results:
Full Swing: 20/20 (MAX)
Combo Critical: 20/20 (MAX)
Snow Charge: 20/20 (MAX)
Smart Knockback: 20/20 (MAX)
Final Toss: 30/30 (MAX)
Combo Fenrir: 30/30 (MAX)
Second Job Final Charge: 30/30 (MAX)
Rolling Spin: 1/20
First Job Polearm Booster: 17/20
Reason: Basically, Full Swing is a buff added to Triple Swing, it changes it around a little, making it stronger. So it qualifies as your main attack, so max it out fast. I added in those skills at level 71 because A. They own, they have high damage and are even useful at level 1, and B. They are loads of fun. (Final Toss flings KB'd monsters into the air! How cool is that?) Anyway, after that, max out Snow Charge, because it provides the same amount of damage as Combo Critical, but it's always constant, and doesn't rely on your combo count!. Then max out Combo Critical, Final Charge to hit more mobs and Fenrir for it's enormous damage. Follow up with Smart Knockback, it's not really that important now since you'll KB everything anyway, but you might as well get it��just in case. Next, max Toss, for just that extra damage when you need it, and put your last few points in Rolling Spin for the heck of it, or if you really don't want it, you could add the points to Polearm booster.

Recommended Fourth Job Build
Lv120: +1 Overswing (1) +1 Final Blow (1) +1 High Mastery (1)
Lv121-129: +3 Overswing (28)
Lv130: +1 High Mastery (2) +2 Overswing (30) MAX
Lv131-139: +3 High Mastery (29)
Lv140: + 2 Freeze Standing (2) +1 High Mastery (30) MAX
Lv141-149: +3 Freeze Standing (29)
Lv150: +1 Freeze Standing (30) MAX +2 in whatever
Results:
Overswing: MAX
Final Blow: MAX
High Mastery: MAX
Combo Tempest: MAX
Combo Barrier: MAX
Freeze Standing: MAX
Maple Warrior: MAX
High Defence: MAX
Hero's Will: 4/5
Reason: Well, you start off with one in Overswing, because like Full Swing, it replaces triple swing with a whole new animation, and adds more damage. Then you add one to Final Blow, because it's a very powerful finisher, and 1 in high mastery, because it does a lot at level 1. Then you max out Overswing and High Mastery, to make you stable and do more damage, followed by Freeze Standing so you don't get KB'd every second.
After you get past a certain level, you're basically committed to a class, and you know what you like and don't like. At this point, I leave the skill building up to you, and leave you with these last few words. Have fun with it!

Pre Big Bang Skill Builds
Outdated:
Recommended Third Job Skill Build
Lv70: +1 Full Swing (1) QUEST
Lv71: +1 Full Swing (2) +1 Final Toss (1) +1 Combo Critical (1)
Lv72-77: +3 Full Swing (20) MAX
Lv78-83: +3 Combo Critical (19)
Lv84: +1 Combo Critical (20) MAX +2 Snow Charge (2)
Lv85-90: +3 Snow Charge (20) MAX
Lv91-96: +3 Smart Knockback (18)
Lv97: +1 Final Charge (22) +2 Smart Knockback (20) MAX
Lv98-99: +3 Final Charge (28)
Lv100: +1 Combo Fenrir (1) +2 Final Charge (30) MAX
Lv101-109: +3 Combo Fenrir (28)
Lv110: +1 Final Toss (2) +2 Combo Fenrir (20) MAX
Lv111-119: +3 Final Toss (29)
Lv120: +1 Rolling Spin (1) +1 Booster (17) +1 Final Toss (30) MAX
Results:
Full Swing: 20/20 (MAX)
Combo Critical: 20/20 (MAX)
Snow Charge: 20/20 (MAX)
Smart Knockback: 20/20 (MAX)
Final Toss: 30/30 (MAX)
Combo Fenrir: 30/30 (MAX)
Second Job Final Charge: 30/30 (MAX)
Rolling Spin: 1/20
First Job Polearm Booster: 17/20
Reason: Basically, Full Swing is a buff added to Triple Swing, it changes it around a little, making it stronger. So it qualifies as your main attack, so max it out fast. I added in those skills at level 71 because A. They own, they have high damage and are even useful at level 1, and B. They are loads of fun. (Final Toss flings KB'd monsters into the air! How cool is that?) Anyway, after that, max out Combo Critical, because it gives you a substantial amount of damage, and then Snow Charge for that added boost. Start Smart Knockback next so you can 100% KB your mobs for faster EXP. max Final Charge here, so you can rush more mobs. Next max out Fenrir for it's enormous damage, followed by Toss, for just that extra damage when you need it, and put your last few points in Rolling Spin for the heck of it, or if you really don't want it, you could add the points to Polearm booster.
The job advancements not included did not change from the one above, just look at that one for those

Skill Quests *Only applies to BEFORE Chaos*


IMPORTANT NOTE: All quests with a Required symbol must be completed.

Tutorial(1-10)
Quests: 1 You'll find yourself inside a tent, go through the lolobstacle course and leave the tent, then head to the right, talk to Helena(Athena Pierce) Inside the Ship, she'll tell you one boy is missing, and you have to go and find him. Head to the left(following the arrows) and pass through the maps with seriously beefed up versions of Leafre monsters. In each of the three rooms, you'll gain a new skill. In the first room, you just get a regular swing, in the second, you get Overswing, and in the last room, you get Final Blow. The boy is in the last room. Pick him up and go back to the Ship
2 When you wake up inside the cave, talk to Lilin, and she'll tour you around Rien. Basically this is the average tutorial, with potion using, chair using, monster killing and etc.
3 From here, head to the right and you'll be in Rien. Talk to Lilin, who's in the middle of the town, and she'll tell you to kill a bunch of monsters, kill each set, then return to kill more. And now you're level 10!


First Job Quests

*Skill* Combo Ability
Quests: After this, head to the left side of town, and go to the shrine with a Penguin holding a pole-arm in front of it, talk to him, go inside the shrine and kill the monsters, after you finish all of his quests, he'll give you a new skill, Combo Ability!

Prerequisite Quests to Pole-Arm Booster
Quests: 1 Head to the Penguin Port, and go to Lith Harbor, now head to the house with a book on it's roof, go inside and talk to the NPC, requiring you to talk to another NPC in lith harbor, do what both of these NPC's want to finish.
2 Now you'll get a new quest that involves you to deliver a letter to Bruce in Henesys(the doctor guy) He'll tell you to kill some monsters. Go to the map they're located in and beat them to death with your PA.
3 Now he'll tell you to kill some more monsters. Rinse, repeat.
4. Must be level 18 to continue Go find Tru, who'll tell you to go to ellinia and talk to Rowen the Fairy. You'll have to kill some monsters.
5 From here, go find a freaky Leaf-like NPC around the maps of ellinia, talk to it then go back to Tru.
6 Now you must be level 19 Go back to Rowen and kill the monsters she wants.

*Skill* Pole-Arm Booster*
Quests: Now you must be level 22 Click the lightbulb on your head, and you'll warp to a special map. Talk to the Puppeteer and then you're done with the quest. Now go talk to Tru, who will tell you to go to Rien and talk to Lilin, after you do so, you'll be awarded with Polearm Booster!

Prerequisite to Job Advance Quests
Quests: 1 Must be level 23 to continue Talk to Tru and go to Perion, Talk to the Cygnus NPC there and kill the monsters she wants.
2 Must be level 24 to continue Now get another quest that requires you to break pots in the Excavation Site and get 5 items. Return when you do so.
3 Must be level 28 to continue Go to Tru who will tell you to talk to a new NPC to the far right of Sleepywood. Kill monsters for this NPC
4 Now talk to the dude and go to the Puppeteer's lair. When you get the message from the door, you're done, now go back to town.
5 Talk to the Mysterious Statue and do what he wants, and then head to Tru.
6 must be level 29 to continue Talk to Tru and he'll give you an untradable version of the level 30 Pole Arm and it's level 29 for whatever reason. Anyway, go back to the Puppeteer's lair, type in the code that you got(should be Francis is a genius Puppeteer! ) and you'll be inside! Now beat him and talk to Tru to finish.
Second Job Quests
Second Job Skill Quests

Level 31 Polearm Mastery:
Quests: Talk to Lilin, ho will tell you to go meet Tru in Lith, when you get there, he's tied up, talk to him and then the Puppeteer. Now you'll have to defeat him, After you beat him, talk to Tru and he'll give you polearm mastery!

Level 37 Combo Drain:
Quests: Go find Tru in Lith and head to the map he mentions. Complete the maze type area. Head down, and right before you reach the last set of ropes, go to the far right wall and go through it, if you go to the bottom, the arrows will tell you to go back. Just go through the wall directly above the dead end at the bottom. Now in the new room, you'll see a freaky messed up version of the Mysterious Statue in Sleepywood, talk to it and type in "Francis is a genius Puppeteer!" to be warped into a room to kill the Puppeteer....again After beating him, go talk to Tru and then to Lilin to get Combo Drain!

Level 45 Combo Smash:
Quests: Talk to Tru in Lith Harbor and he'll tell you to talk to Lisa, the fairy in Orbis beside the Entrance to the potion shop. After talking to her, go to the map that's mentioned. Go inside the portal at the top of this map. In this new room, Kill the Giant Nependeaths until you get the correct amount of drops from them (not the huge seeds, another drop) Return to Lisa, who'll tell you to talk to Spiruna in Cloud Park. (The cranky old woman inside the house about halfway through the series of maps) Go back to the Giant Nependeath map after talking to her, and climb the beanstalk to reach the top portal. Go through it and talk to the golem guy, and defeat him. Afterwards, head to Spiruna, and then Tru, and then Lilin to get Combo Smash!

Level 54 Final Charge:
Quests: You'll get a lightbulb over your head once you level up, it'll tell you to go to Mu Lung and talk to Mr. Do. He'll ask you to go talk to the panda in the blue robe that's writing on a big scroll around the top left of the map. He'll give you a scroll, and tell you that to create the special ink, and you'll have to get the supplies. After doing so, he'll give you eight bottles of ink. Double Click the scroll to make it appear on your screen, and drag the ink bottles to it one by one. After it's complete, go back to Mr. Do who'll tell you to go to the Mu Lung Dojo and talk to the Panda NPC inside it. He'll require some items from you. After doing so, go talk to him, and then go to the entrance to the Mu Lung Dojo, and head to the Far Right set of flags, press up on the Middle (green) one to be warped high to up the Dojo. Continue pressing up until you reach Mu Gong, the old Panda at the top. He'll warp you inside the Dojo and you'll have to beat him. After doing so, go back to him and he'll give you a new quest. Head to the final Training map(straw/wooden target dummies map) And find a pole with the word "Entrance" Etched into it with gold lettering. Double Click this pole, and type in "Actions speak louder than words" to be warped into a room with a Samurai NPC. Talk to him and fight him, after you win, head back to Mu Gong, once you're done talking to him,head back to Tru, and then Lilin to get Final Charge!

Prerequisite to level 70 Skill Quests (Level 63 and 68)
Quests: Must be level Level 63You'll get a Lightbulb from Tru, it'll tell you to go to Ellin Forest, at the top of Helios Tower (way up and through that time machine thingy). Do so, and then the second you enter, you'll get a popup from an NPC, telling you to go talk to Helena...or Athena Pierce, or whatever the hell they're going to change her name to next...maybe Steve. Anyway, talk to her, and she'll spazz out and tell you to go to the map with the Wild Boars on steroids and talk to the wannabe warrior there. He'll tell you he needs drops from monsters. Once you get them, talk to the warrior dude again to get one Key, go back to Athena Pierce and go inside the portal at the top of her room. Move your mouse around the bookshelf until you find an area you can click. Do so and that freaky dude that seems to get to EVERYWHERE before you do will say something cheesy as always and vanish. Head back to Athena Pierce, then go find Tru, then to the Bowman Instructor's House, talk to the evil dude there, kick his ass, talk to Athena Pierce who'll spazz again, then go to Tru, and then Lilin, and you're done.
Must be Level 68 You'll get a lightbulb from Tru, he'll tell you to go to Rien and talk to Lilin, do so, and you'll get a note, take it to Neinheart in Ereve who will totally ignore you and kick you out, and you're done!
Third Job Quest

Full Swing (The only one...)
Quests: Yeah, go to Ereve, talk to Neinheart, and he'll give you Full Swing! K you're done.
Mount Quests
Quests:
Level 50 Mount
Alright, you'll get a bubble from a penguin in Rien, so go find him. (He should be in a portal outside of town on the LEFT side) Anyway, he'll tell you he found a wolf cub, and needs for you to go make him special Wolf Cub Food from Nanuke in Aqua Road. Go find him (He'll be a whale on one of the maps outside the town of Aqua Road, press up on the ladder thingy near the whale to climb up on it) Well, Nanuke will tell you to go talk to Kenta and get her special vitamins for 10 Million Mesos, and also some drops. Do so and he'll give you the wolf cub formula. Now head back to Rien and get your wolf cub! Now you'll get another bubble over your head from Scadur the Hunter in El Nath. Go to him, and he'll tell you he'll teach you to ride your wolf for some drops. Get those, and he'll give you a saddle and the monster rider skill! Gratz on your first mount!

Level 100 Mount Get some drops and mesos

Level 150 Mount Get some drops, no mesos required!

Level 200 Mount You're level 200, YOU figure it out >:O

Recommended Training Areas


I'm going to be very blunt here. Now that Big Bang is here, now that Accuracy literally means nothing, you can train absolutely anywhere you want to. The golden rule is to usually train at mobs that are 5-15 levels above you, depending on your funding.

Now that said, there are some amazing training areas that just beat out everywhere else. I will list the absolute best places here. For all others, check your world map, it's got some nice features to help you out.

Level 10-20
-Blue Ribbon Pigs
-At level 18, go to your job instructor and complete your class-specific Demon Hunter quest. Not only will you get a free +12 stat hat out of the deal, you will level to 19 with 99.98%

Level 20-30
-Rotting Zombies
-Mixed Golems

Level 30-40
-Mushroom Castle (Helmet Pepes or Royal Guards)
-Kerning Square (Mannequins or CDs)

Level 40-50
-Kerning Square (CDs)
-Drakes
-Dead Scarecrows
-Truckers

Level 50-60
-Dead Scarecrows
-Robos and Master Robos
-Twisted Jesters

Level 60-70
-Twister Jesters
-Hoodoos and Voodoos

Level 70-80
-Iron Mutaes
-Mithril Mutaes
-Roids and Neo Huroids

Level 80-95
-Roids and Neo Huroids
-Galloperas
-Mysterious Path 3 (Selkie Jr. and Slimy)

Level 95-110
-Alien Base Corridor 6 (Aliens)

110+ Lionheart Castle

165+ Stronghold

Notable PQs:
20+: Dimensional Crack (LPQ)
60+: Ghost Ship (GSPQ)
100+: Magatia (MPQ) Grind Only
100+: Herb Town (PPQ)
Monster Carnival >You get a message over your head every 30 mins to enter, don't leave really hard to get maps for it though.

Finale

Well, this is my Arantastic Guide to the Aran! I know it's pretty long, kudos to you if you could read all of it. And if you think there's ANYTHING I forgot to mention, don't hesitate to tell me, either in the thread or by PM.
One more time, don't steal my work, I spent a lot of time on this thread, and I WILL search around for it, to make sure no one stole it, so don't think of it. Feel free to tell people to come and read this guide on basil, but do not claim it is your own, or post it without my permission anywhere else.

Last but most certainly not least, here's a shoutout to Phoenix23: who is an amazing contributor to both this guide and the Aran community as a whole.

Thank you, and good luck on your Arans!
All content on BasilMarket.com is Copyright 2005-2014 BasilMarket.com. Any use of BasilMarket.com content outside of BasilMarket.com is strictly forbidden.
Got any feedback?
Writing guides is not an easy task. Basil's guide authors spend a considerable amount of their own free time to share their knowledge and experience. If you like this guide, give it a thumbs up. Or if you have some time, show @iguy your appreciation by leaving a comment.