General

Luminous

The Ultimate Guide to Luminous

[b]Notes and Edits[/b]

[b]This is the same as my other guide, but it got locked, preventing me from updating, so i had to repost, so here it is[/b]

[b]LUMINOUS COMES OUT ON 29th WITH FIRST UPDATE OF TEMPEST! HALLELUJAH![/b]

[b]My bad! Luminous comes on the SECOND patch update if KMS is a valid source[/b]

[b]LUMINOUS IS CONFIRMED FOR DEC. 5TH! [/b]

[b]Can someone help me find my mistakes in my 2nd job builds? Everytime, i get a different total for Inviolability, and everyone tells me through experience it only goes to lvl 9, i keep going beyond that. If someome can help me find my mistakes, it would be appreciated[/b]

[b]An Edit to those who always get mad at me for telling them to put in points to Ordinary Magic guard, read this! (I have put it in 3 parts of this guide, for those who dont take this component to heart)[/b]
[b]To all people who say its a waste of money and MP potions to add in Ordinary Magic Guard, everyone seems to be forgetting a key component: If you have a Jr. Boogie 1 Familiar card, It "Continuously Restores a Large Amount of MP", which means about 10-15% of your max MP gets returned to you every 5-10 seconds. And also, with this little trick, it will never run out of Vitality: If you cc with any familiar out, before it goes away, it restores all vitality, meaning you should never need mp pots. And, now that familar cards do not expire after __ days, it is even better! So Hunt some Jr. Boogies Today! (Located in the two maps before you get to perion)[/b]

[b]TEMPEST IS HERE![/B]11-29-12

[b]Fixed Inviolability Mistakes[/b]

[header]Table Of Contents[/header]
Notes and edits
Table of contents (where you are now)
Introduction
Pros and Cons (to be added)
Storyline
beginning skills
1st job
1st job skills
1st job build (funded)
1st job build (unfunded)
2nd job
2nd job skills
2nd job build (balanced impractical, but useful)
2nd job build (balanced and practical)
3rd job
3rd job skills
3rd job build (fully balanced)
3rd job build (equal dark and light, then equilibrium)
4th job
4th job skills
4th job build (funded)
4th job build (unfunded)
Hyper Skills
Training guide - 1st job (lvls 10-30)
Training guide - 2nd job (lvls 30-60)
Training guide - 3rd job (lvls 60-100)
Training guide - 4th job (lvls 100-200)
To-be-accomplished list

[header]Introduction to Luminous: The Mage of Light and Dark[/header]

NOTE: Credit to @Pantheon for the name above

welcome to my first guide! i decided to base it off of luminous, because i just can't contain my excitement towards this new class. I was anticipating a pirate hero, and looking forward to it too, dont get me wrong, but that wont make me hate this class just because its not a pirate.

This guide is still a WIP (work in progress) because the names of skills have been changed, and I have FINALLY located certain mistakes, with help.


Luminous is the last hero, completing the Acronym:
Mercedes
Aran
Phantom
Luminous
Evan
thus spelling maple.

sadly, there is no pirate hero, but here's the story.

[header]Story line[/header]

Luminous is the last hero, a 2nd mage, who i think personally puts up the best fight against the black mage (you'll agree when you see the cutscene) He is the one who ultimately sealed the black mage, but in doing so, absorbed some of the black mage's power. He was now half light, half evil. He was then cursed by the remaints of the black mage's power, like all the rest of the heros. (who knows? maybe it came from luminous himself, controlled by the black mage?)

He then wakes up to a girl, who nurses him back to health. After you are healthy, you live with her for a while, but one day, you walk outside. Suddenly, the black mage's power overtakes you and you destroy everything in sight and hurt the girl. This is where your choice comes in. If you choose light luminous, you return the favor and rebuild everything and nurse HER back to health. If you pick dark luminous, you leave her and her baby (what? Needs confirmation) to die. Please note: there is a completely different quest line. I'm not sure of what happens, but they are different. It will affect your whole story as far as I'm aware. (credit to darkwierdo27)

NOTE: i dont speak korean, so past that, there is nothing i can tell you.
(LF<someone to translate Korean words of quest line into English for the guide. Will give credits!)

[header]Luminous Beginner Job Skill Build Guide[/header]

Sunfire
All light skills deals extra 50% damage and heals 1% of MaxHP.
According to @Yellondaz, the 50% extra damage is making it hit 2x more. For example, sylphid lancer would hit 8 times in light mode, where as in dark mode, would only hit 4 times.

Eclipse
All dark skills deals extra 50% damage and uses 0 MP.
According to @Yellondaz, the 50% extra damage is making it hit 2x more. For example, void pressure would hit 2 times in dark mode, Where as in light mode, it would only hit 1 time.

Equilibrium
While in Equilibrium state which lasts 7 seconds, you will gain all benefits below:
1) 50% stance (50% chance to prevent enemy knock-backing you).
2) All damage absorbed by you is reduce to 1.
3) All skill cooldown are ignored.
4) All skills cost 0 MP, deals 50% more damage and all [b]LIGHT SKILLS[/b] heal 1% of your DMG as MaxHP (thank you @dadude2140)
5) Equilibrium skills deals 100% damage.

Permeate
Ignores 10% enemy's defense.

Power of Light
Permanently increases insight to Level 20 and +20 INT (Intellect).

Light Blink
Teleports to a nearby monster if outside town or a random location within town.

*All skills are already maxed, no need to worry about them*

[header]First Job[/header]

[b]Luminous 1st Job Skill Build Guide
[/b]

Dark Falling (active) [dark magic] dark luminous only
[Dark Magic] Attacks 6 enemies in front of you with falling dark objects.
LV1: 16 MP, 88% Damage.
LV20: 22 MP, 107% Damage.

Twinkle Flash (Active) [light magic] light luminous only
[Light Magic] Attacks 5 enemies with an energy ball that penetrates in straight line.
LV1: -15 MP, 223% Damage.
LV20: -21 MP, 280% Damage.

Light Transforming (Active)
Use arrow keys to teleport to a location. You gain 1 second invincibility after teleportation. Also permanently increases your jump and speed ability.
LV1: -29 MP, Horizontal Range: 116, Vertical Range: 306. +1% Jump, +2% Speed.
LV10: -20 MP, Horizontal Range: 170, Vertical Range: 360. +10% Jump, +20% Speed.

Ordinary Magic Guard (Supportive)
A certain percentage of your damage taken goes to MP.
However if there's no MP, damage goes to HP instead.
LV1: 13% Damage Displaced to MP.
LV10: 85% Damage Displaced to MP.
PLEASE NOTE: this is no longer a cast able spell. It is always active, so max at your own risk!

Extend Mana (Supportive)
Temporarily boost MaxMP. Can stack with other boosting MaxMP skills.
LV1: -11 MP, +6% MaxMP, Lasts 85 seconds increase MaxMP by 6%.
LV20: -30 MP, +25% MaxMP, Lasts 180 seconds increase MaxMP by 25%.

Light Magic Enhancement (Passive) light luminous only
Permanently increases Light Magic damage.
LV1: +1% Light Magic Damage.
LV5: +5% Light Magic Damage.

� Dark Magic Enhancement (passive ) dark luminous only
Permanently increases Dark Magic damage
LV1: +1% Dark Magic Damage.
LV5: +5% Dark Magic Damage

[b]BEFORE I GO ON[/b]

[b]To all people who say its a waste of money and MP potions to add in Ordinary Magic Guard, everyone seems to be forgetting a key component: If you have a Jr. Boogie 1 Familiar card, It "Continuously Restores a Large Amount of MP", which means about 10-15% of your max MP gets returned to you every 5-10 seconds. And also, with this little trick, it will never run out of Vitality: If you cc with any familiar out, before it goes away, it restores all vitality, meaning you should never need mp pots. And, now that familar cards do not expire after __ days, it is even better! So Hunt some Jr. Boogies Today! (Located in the two maps before you get to perion)[/b]

[b]1st job Skill Build[/b]

[b](note that 1 skill point is auto assigned into your attacking skill and light transforming)[/b]

[b]Funded Build[/b]

lvl 10: +1 Twinkle Flash/Dark Falling (2) +1 Light Transforming (2) +1 Ordinary Magic Guard (1)
lvl 11: +3 Light Magic Enhancement/ Dark Magic Enhancement (3)
lvl 12: +2 Light Magic Enhancement/ Dark Magic Enhancement (5: MAX) +1 Extend Mana (1)
lvl 13: +3 Light Transforming (5)
lvl 14: +3 Light Transforming (8)
lvl 15: +2 Light Transforming (10: MAX) +1 Ordinary Magic Guard (2)
lvl 16: +3 Ordinary Magic Guard (5)
lvl 17: +3 Ordinary Magic Guard (8)
lvl 18: +2 Ordinary Magic Guard (10: MAX) +1 Twinkle Flash/ Dark falling (5)
lvl 19: +3 Twinkle Flash/ Dark falling (6)
lvl 20: +3 Twinkle Flash/ Dark falling (9)
lvl 21: +3 Twinkle Flash/ Dark falling (12)
lvl 22: +3 Twinkle Flash/ Dark falling (15)
lvl 23: +3 Twinkle Flash/ Dark falling (18)
lvl 24: +2 Twinkle Flash/ Dark falling (20: MAX) +1 Extend Mana (2)
lvl 25: +3 Extend Mana (5)
lvl 26: +3 Extend Mana (8)
lvl 27: +3 Extend Mana (11)
lvl 28: +3 Extend Mana (14)
lvl 29: +3 Extend Mana (17)
lvl 30: +3 Extend Mana (20: MAX)

[b]Summary:[/b]
Everything Is Maxed

[b]Explanation for funded build:[/b]
Add one point into your attacking skill for a little extra boost, followed up by 1 in light transforming for boost in speed and jump, and also greater mobility. Add one point into Ordinary Magic Guard as well, because even at level 1, it absorbs 13% of dmg as mp, which you will find you have a lot more of than hp. Next, Max Light Magic Enhancement for an extra 5% dmg, which, if you are a light luminous,or dark magic enhancement for dark luminous, will be very helpful in the beginning. Then, add one point into Extend Mana, because an extra 6% will be very useful for when you max Ordinary Magic Guard. Next, Max Light Transforming for extra mobility and jump, and also mobility between mobs. Then max Ordinary Magic Guard, which will do the most help at these levels, because the monsters you will be starting to kill will be either golems or Rotting Skeletons, both of which will do more damage than any other mob at this point. After that, Max Twinkle Flash/Dark falling for extra dmg on these mobs, as they also have more hp and defense. After these are at least level 10, you should be able to 1/hit KO these monsters. Afterwards, finish up Maxing Extend Mana for Extra mana which, with fully maxed Ordinary Magic Guard, will be a blessing.

[b]Un-Funded Build[/b]
10: +1 Twinkle Flash/Dark Falling (2) +1 Light Transforming (2) +1 Ordinary Magic Guard (1) or Save
11: +3 Light/Dark Magic Enhancement (3)
12: +2 Light/Dark Magic Enhancement (5) +1 Extend Mana (1)
13: +3 Extend Mana (4)
14: +3 Extend Mana (7)
15: +3 Extend Mana (10)
16: +3 Extend Mana (13)
17: +3 Extend Mana (16)
18: +3 Extend Mana (19)
19: +1 Extend Mana (20: MAX) +3 Ordinary Magic Guard (4) or Save
20: +3 Light Transforming (5)
21: +3 Light Transforming (8)
22: +2 Light Transforming (10:MAX)
23: +3 Twinkle Flash/Dark Falling (5)
24: +3 Twinkle Flash/Dark Falling (8)
25: +3 Twinkle Flash/Dark Falling (11)
26: +3 Twinkle Flash/Dark Falling (14)
27: +3 Twinkle Flash/Dark Falling (17)
28: +3 Twinkle Flash/Dark Falling (20)
29: +3 Ordinary Magic Guard (7) or Save
30: +3 Ordinary Magic Guard (10:MAX) or Save

[b]Summary:[/b]
Max everything, except Ordinary Magic Guard (Maybe) look at the note below for clarification.

[b]NOTE:[/b] All points added into Ordinary Magic Guard are added in leniently. They aren't really needed, and makes you drain MP alot, requiring more potions, requiring more money, but it adds to your survivalability. However, It isn't that hard to survive without it, and isn't a requirement. You can add them in wherever you want, but i would put them in as i did, so you gradually lose MP and gain survivalablility. But to all people who say its a waste of money and MP potions, everyone seems to be forgetting a key component: If you have a Jr. Boogie 1 Familiar card, It "Continuously Restores a Large Amount of MP", which means about 10-15% of your max MP gets returned to you every 5-10 seconds. And also, with this little trick, it will never run out of Vitality: If you cc with any familiar out, before it goes away, it restores all vitality, meaning you should never need mp pots. And, now that familar cards do not expire after __ days, it is even better

[b]Explanation:[/b]
Add one point into your attacking skill for a little extra oomph, And add one point into Light Transforming to make to teleport for a little less mana. Then max Extend Mana for more mana, meaning more attacking. less potting, to save money. Put in or save those magic guard points as they are in the build. Then Max Light Transforming to teleport further for less mp, increasing dmg. Then Max your Attacking Skill for more dmg, and EVEN FASTER killing. Then put in or save remaining points to Ordinary Magic Guard. And now, you are 2nd job.

[header]2nd Job[/header]

[b]2nd Job: intro[/b]
CONGRATS! you have reached 2nd job! its not much of a challenge, but this is where you get both light and dark magic and the light/dark magic gauge. This works in a way where for every light skill you use, it will push the meter closer to dark. when light is active, does an extra 50% dmg with all light skills and heals 1% of your max hp. When dark is active, All dark skills do an extra 50% dmg and use 0 mp. Both are great, and both attacking skills are great, so this will add more diversity to your luminous than probably any other class you've made so far. Now, on to the skills.

[b]2nd Job Skills[/b]

Sylphid Lancer (Active)
[Light Magic] A spear of light is summoned to attack 6 enemies 4 times.
LV1: -21 MP, 96% Damage.
LV20: -31 MP, 115% Damage.

Inviolability (Active)
[Light Magic] Summons a pillar of light to knockback 10 enemies 350 pixels away from you. It also has a chance to stun enemies while they are knockbacked from your location.
LV1: -10 MP, 55% Chance to Stun.
LV10: -15 MP, 100% Chance to Stun.

Void Pressure (Active)
[Dark Magic] Summon a giant dark orb which you can control its movement by holding left/right arrow keys to attack 8 nearby enemies around you. It will disappear after moving 350 pixels or being active for 10 seconds.
LV1: -5 MP, 111% Damage.
LV20: -15 MP, 168% Damage.
NOTE: Grants 100% Stance while in use, so you dont have to hit on sniping spots

Blessing of Darkness (Passive)
Automatically summons a dark sphere that encircles you if you are not attacked by enemies for a period of time. You can accumulate up to 3 dark spheres, each boosts your magic attack by a percentage of a Magic ATT cap. 1st Sphere: +50% of Cap / 2nd Sphere: +30% of Cap / 3rd Sphere: +20% of Cap. If you receive damage when dark sphere is present, it reduces damage by a certain percentage at the cost of one sphere.
LV1: Summon dark sphere if you're not harmed within 15 seconds.
LV1: Reduces 32% incoming damage. Sphere Damage Cap is 20 Magic ATT.
LV20: Summon dark sphere if you're not harmed within 5 seconds.
LV20: Reduces 70% incoming damage. Sphere Damage Cap is 30 Magic ATT.

Magic Booster (Supportive)
Temporarily reduces all skills attack delay.
LV1: -48 MP, Lasts 18 sec.
LV10: -30 MP, Lasts 180 sec.

Spell Mastery (Passive)
Permanently increases Magic Mastery, and Magic Attack.
LV1: +14% Magic Mastery, +1 Magic ATT.
LV10: +50% Magic Mastery, +10 Magic ATT.

High Wisdom (Passive)
Permanently increases your Intelligence.
LV1: +8 INT.
LV5: +40 INT.

[b]Slightly impractical, but gets the job done build [/b]

lvl 30: +1 Sylphid Lance (2) +1 Void Pressure (2) +1 Blessing of Darkness (1)
lvl 31: +3 Magic Booster (3)
lvl 32: +3 Magic Booster (6)
lvl 33: +3 Spell Mastery (3)
lvl 34: +3 Spell Mastery (6)
lvl 35: +3 Spell Mastery (9)
lvl 36: +1 Spell Mastery (10: MAX)
lvl 37: +3 High Wisdom (3)
lvl 38: +2 High Wisdom (5: MAX) +1 Bless of Darkness (2)
lvl 39: +3 Bless of Darkness (5)
lvl 40: +3 Bless of Darkness (8)
lvl 41: +2 Bless of Darkness (10) +1 Sylphid Lancer (3)
lvl 42: +2 Void Pressure (4) +1 Sylphid Lancer (4)
lvl 43: +2 Sylphid Lancer (6) +1 Void Pressure (5)
lvl 44: +2 Void Pressure (7) +1 Sylphid Lancer (7)
lvl 45: +2 Sylphid Lancer (9) +1 Void Pressure (8)
lvl 46: +2 Void Pressure (10) +1 Sylphid Lancer (10)
lvl 47: +2 Sylphid Lancer (12) +1 Void Pressure (11)
lvl 48: +2 Void Pressure (13) +1 Sylphid Lancer (13)
lvl 49: +2 Sylphid Lancer (15) +1 Void Pressure (14)
lvl 50: +2 Void Pressure (16) +1 Sylphid Lancer (16)
lvl 51: +2 Sylphid Lancer (18) +1 Void Pressure (17)
lvl 52: +2 Void Pressure (19) +1 Sylphid Lancer (19)
lvl 53: +1 Sylphid Lancer (20: MAX) +1 Void Pressure (20: MAX) +1 Magic Booster (7)
lvl 54: +3 Magic Booster (10: MAX)
lvl 55: +3 Blessing of Darkness (13)
lvl 56: +3 Blessing of Darkness (16)
lvl 57: +3 Blessing of Darkness (19)
lvl 58: +1 Blessing of Darkness (20: MAX) +2 Invoilability (2)
lvl 59: +3 Invoilability (5)
lvl 60: +3 Invoilability (8)

[b]Summary:[/b]
Max Everything except Invoilability (knock back skill), which is mainly used as a skill point dump.

[b]Explanation:[/b]
Add one into both Sylphid Lancer and Void Pressure for a little extra dmg. Like 1st job, they also have 1 point auto assigned to them. Then, add one point into Blessing of Darkness for the extra magic attack and dmg resist. Then, add 6 points into booster for 108 seconds of 2x casting speed.(booster has a cap of 10 with the same overall effects). Then max Mastery for extra Mastery and magic attack. (Mastery's cap is now 10 and still has same effects. WOOHOO!) Then max High wisdom for extra INT giving us more Magic attack and max mp. (High wisdom's cap is now also halved [5] and still has same effects WOOOHOOO!) Then, Add 9 points into Blessing of Darkness, for even better dmg resist and Magic Attack. Then, alternate adding 2 points into one attack, and 1 in the other. Alternate until both are maxed at lvl 53. Put the remaining point into booster and proceed to max it. Then, Max Blessing of darkness to increase resistance to dmg and magic attack, thereby finishing up all useful skills. Dump Rest of points into invoilablity.

NOTE: Invoilability seems like a good skill, since it is your knock-back skill, but it is rather useless. You can't use it to gather monsters, as it pushes them outwards to both sides, making it useless for gathering monsters, but decent for knocking away in between spell casts, i suppose, if there isn't a ladder nearby.

[b]My recommended guide (more practical)[/b]

lvl 30: +1 Sylphid Lancer (1-auto) +1 Void Pressure (1-auto) +2 Spell Mastery (2)
lvl 31: +3 Spell Mastery (5)
lvl 32: +3 Spell Mastery (8)
lvl 33: +2 Spell Mastery (10: MAX) +1 Magic Booster (1)
lvl 34: +3 Magic Booster (4)
lvl 35: +3 Magic Booster (7)
lvl 36: +3 Magic Booster (10: MAX)
lvl 37: +3 High Wisdom (3)
lvl 38: +2 High Wisdom (5: MAX) +1 Blessing Of Darkness (1)
lvl 39: +3 Blessing Of Darkness (4)
lvl 40: +3 Blessing Of Darkness (7)
lvl 41: +3 Blessing Of Darkness (10)
lvl 42: +3 Blessing Of Darkness (13)
lvl 43: +3 Blessing Of Darkness (16)
lvl 44: +3 Blessing Of Darkness (19)
lvl 45: +1 Blessing Of Darkness (20: MAX) +1 Sylphid Lancer (2) +1 Void Pressure (2)
lvl 46: +2 Sylphid Lancer (4) +1 Void Pressure (3)
lvl 47: +2 Void Pressure (5) +1 Sylphid Lancer (5)
lvl 48: +2 Sylphid Lancer (7) +1 Void Pressure (6)
lvl 49: +2 Void Pressure (8) +1 Sylphid Lancer (8)
lvl 50: +2 Sylphid Lancer (10) +1 Void Pressure (9)
lvl 51: +2 Void Pressure (11) +1 Sylphid Lancer (11)
lvl 52: +2 Sylphid Lancer (13) +1 Void Pressure (12)
lvl 53: +2 Void Pressure (14) +1 Sylphid Lancer (14)
lvl 54: +2 Sylphid Lancer (16) +1 Void Pressure (15)
lvl 55: +2 Void Pressure (17) +1 Sylphid Lancer (17)
lvl 56: +2 Sylphid Lancer (19) +1 Void Pressure (18)
lvl 57: +2 Void Pressure (20: MAX) +1 Sylphid Lancer (20: MAX)
lvl 58: +3 Inviolability (3)
lvl 59: +3 Inviolability (6)
lvl 60: +3 Inviolability (9)

[b]FIXED INVIOLABILITY[/b]

[b]Summary:[/b]
Max Everything except for inviolability, which is mainly going to be used as a skill dump

[b]Explanation:[/b]
One point is auto assigned into your attacking skills, and you are granted 3 sp, so you can go ahead and start with the basics. Max out mastery for more dmg, acc, and ma. att, Then max booster for 2x the casting speed. Add 5 points into High wisdom, maxing it, for more int, meaning more ma. att and therefore more dmg. Then max out Blessing Of Darkness for the passive effects of avoiding dmg when hit, or hitting harder and more accurately. Then, You alternately put 2 points into one light or dark skill, and one into the other, so that the levels of your skills are pretty much balanced, preventing you from being so much stronger in one level than the other. Lastly, dump all of your remaining sp into Inviolability.
[header]3rd Job[/header]

[b]Luminous 3rd job Intro[/b]

GRATS BRO! you just made it to the 3rd job at lvl 60! *high fives you* As you may have noticed, the advance levels have been altered (and im not complaining), so you will get to 4th job at lvl 100.
Also, You have unlocked Equilibrium mode! Equilibrium is a stage between transit of light and dark magics, available only after 3rd job. the benefits of equilibrium are some crazy strong attacks, and while under equilibrium mode, can use these without cooldown!
These are the awesome effects of equilibrium:
1) 50% stance (50% chance to prevent enemy knock-backing you).
2) All damage absorbed by you is reduce to 1.
3) All skill cooldown are ignored.
4) All skills cost 0 MP, deals 50% more damage and all [b]LIGHT SKILLS[/b] heal 1% of your DMG as MaxHP (thank you @dadude2140).
5) Equilibrium skills deals 100% damage.

Now that you're clued in, onto the skills!

[b]Luminous 3rd Job Skills:[/b]

Spectral Light (Active)
[Light Magic] Attack 8 enemies 4 times with ray of light. Hold down skill key to continuously unleash several rays of light and use Up/Down arrow keys to aim.
LV1: -8 MP, 102% Damage.
LV20: -14 MP, 121% Damage.

Shine Redemption (Active)
[Light Magic] Heal party members while damaging 6 enemies simultaneously.
LV1: 123% Damage, 25% HP Recovery.
LV20: 180% Damage, 500% HP Recovery.

Nox Spear (Active)
[Dark Magic] Attack 6 enemies twice with a dark spear piercing out from the ground.
LV1: -25 MP, 344% Damage.
LV20: -35 MP, 401% Damage.

Death Scythe (Active)
[Equilibrium] Attacks 10 enemies 4 times with 2 summoned Death Reaper wielding an enormous Death Scythe. The damage is influenced by both light and dark. Once summon, it proceeds with cooldown.
LV1: -40 MP, 292% Damage, Cooldown 29 sec.
LV20: -52 MP, 330% Damage, Cooldown 10 sec.

Anti-Magic Shell (Supportive + Passive)
Summons a barrier to protect you from status effects up to 3 times before it starts cooldown. It also permanently provides status effect and elemental damage resistance.
LV1: -29 MP, Cooldown 570 sec. +4% Resistance.
LV10: -20 MP, Cooldown 300 sec. +40% Resistance.

Light Shadow Guard (Supportive)
Temporarily boost physical and magical defenses and has a chance to ignore damage taken.
LV1: -8 MP, +120 Defense, 2% ignore damage, Lasts 72 sec.
LV10: -10 MP, +300 Defense, 20% ignore damage, Lasts 180 sec.

Party Meditation (Supportive)
Temporarily improves party member's magic attack. Can be used with Meditation.
LV1: -30 MP, +10 Magic Attack, Lasts 66 sec.
LV20: -36 MP, +40 Magic Attack, Lasts 180 sec.

Life Tidal (Passive)
Boost your damage or critical rate by comparing your current total percentage of HP and MP. If your HP% is more than MP%, boost damage. However, if your HP% is less than or equal to MP%, then boost critical hit rate.
LV1: +1% Damage OR +2% Critical Hit Rate.
LV20: +20% Damage OR +40% Critical Hit Rate.

[b]3rd Job Skill Builds[/b]

[b]Balanced Build[/b]

lvl 60: +1 Spectral Light (1) +1 Nox Spear (1) +1 Death scythe (1) +1 Shine Redemption (1)
lvl 61: +3 Life Tidal (3)
lvl 62: +3 Life Tidal (6)
lvl 63: +3 Life Tidal (9)
lvl 64: +3 Life Tidal (12)
lvl 65: +3 Life Tidal (15)
lvl 66: +3 Life Tidal (18)
lvl 67: +2 Life Tidal (20: MAX) +1 Party Meditation (1)
lvl 68: +3 Party Meditation (4)
lvl 69: +3 Party Meditation (7)
lvl 70: +3 Party Meditation (10)
lvl 71: +3 Party Meditation (13)
lvl 72: +3 Party Meditation (16)
lvl 73: +3 Party Meditation (19)
lvl 74: +1 Party Meditation (20: MAX) +2 Light Shadow Guard (2)
lvl 75: +1 Nox Spear (2) +1 Spectral Light (2) +1 Death Scythe (2)
lvl 76: +1 Nox Spear (3) +1 Spectral Light (3) +1 Death Scythe (3)
lvl 77: +1 Nox Spear (4) +1 Spectral Light (4) +1 Death Scythe (4)
lvl 78: +1 Nox Spear (5) +1 Spectral Light (5) +1 Death Scythe (5)
lvl 79: +1 Nox Spear (6) +1 Spectral Light (6) +1 Death Scythe (6)
lvl 80: +1 Nox Spear (7) +1 Spectral Light (7) +1 Death Scythe (7)
lvl 81: +1 Nox Spear (8) +1 Spectral Light (8) +1 Death Scythe (8)
lvl 82: +1 Nox Spear (9) +1 Spectral Light (9) +1 Death Scythe (9)
lvl 83: +1 Nox Spear (10) +1 Spectral Light (10) +1 Death Scythe (10)
lvl 84: +1 Nox Spear (11) +1 Spectral Light (11) +1 Death Scythe (11)
lvl 85: +1 Nox Spear (12) +1 Spectral Light (12) +1 Death Scythe (12)
lvl 86: +1 Nox Spear (13) +1 Spectral Light (13) +1 Death Scythe (13)
lvl 87: +1 Nox Spear (14) +1 Spectral Light (14) +1 Death Scythe (14)
lvl 88: +1 Nox Spear (15) +1 Spectral Light (15) +1 Death Scythe (15)
lvl 89: +1 Nox Spear (16) +1 Spectral Light (16) +1 Death Scythe (16)
lvl 90: +1 Nox Spear (17) +1 Spectral Light (17) +1 Death Scythe (17)
lvl 91: +1 Nox Spear (18) +1 Spectral Light (18) +1 Death Scythe (18)
lvl 92: +1 Nox Spear (19) +1 Spectral Light (19) +1 Death Scythe (19)
lvl 93: +1 Nox Spear (20: MAX) +1 Spectral Light (20: MAX) +1 Death Scythe (20: MAX)
lvl 94: +3 Light Shadow Guard (5)
lvl 95: +3 Light Shadow Guard (8)
lvl 96: +2 Light Shadow Guard (10: MAX) +1 Anti-Magic Shell (1)
lvl 97: +3 Anti-Magic Shell (4)
lvl 98: +3 Anti-Magic Shell (7)
lvl 99: +3 Anti Magic Shell (10: MAX)
lvl 100: +3 Shine Redemption (4)

[b]Summary:[/b]
Max Everything but Shine Redemption, which is a skill dump.

[b]Explanation:[/b]
First, add one point into each Spectral Light, Nox Spear, And Death Scythe, because, this time, 1 point was NOT auto assigned into them, so you must manually put it in, but there are 4 SP Given, so you can still have 1 point left over, which you put into Shine Redemption. Then max out Life tidal for either extra Crit Rate or DMG. Then Max out Party Meditation for Extra magic attack for the whole party! Then add 2 skill point into Light shadow guard for extra defense and damage ignore. Then procede to add 1 point alternately into each attacking skill, until both are maxed. The reason for this is so that one mode isn't more powerful than the other, for more balance damage. Then, max Light Shadow guard, followed by Anti-magic Shell. Finally, dump the rest of your points into Shine redemption, which is ultimately more useful than invoilability due to the hp restore, which it will restore about 100% of the DMG you just dealt, which will be about 132% according to my calculations. due to this, you wont really need hp pots during 3rd or 4th job as far as i am aware

[b]Balanced Light and Dark, Then Equilibrium Build[/b]

lvl 60: +1 Spectral Light (1) +1 Nox Spear (1) +1 Death Scythe (1) +1 Shine Redemption (1)
lvl 61: +3 Life Tidal (3)
lvl 62: +3 Life Tidal (6)
lvl 63: +3 Life Tidal (9)
lvl 64: +3 Life Tidal (12)
lvl 65: +3 Life Tidal (15)
lvl 66: +3 Life Tidal (18)
lvl 67: +2 Life Tidal (20: MAX) +1 Party Meditation (1)
lvl 68: +3 Party Meditation (4)
lvl 69: +3 Party Meditation (7)
lvl 70: +3 Party Meditation (10)
lvl 71: +3 Party Meditation (13)
lvl 72: +3 Party Meditation (16)
lvl 73: +3 Party Meditation (19)
lvl 74: +1 Party Meditation (20: MAX) +1 Nox Spear (2) +1 Spectral Light (2)
lvl 75: +2 Spectral Light (4) +1 Nox Spear (3)
lvl 76: +2 Nox Spear (5) +1 Spectral Light (5)
lvl 77: +2 Spectral Light (7) +1 Nox Spear (6)
lvl 78: +2 Nox Spear (8) +1 Spectral Light (8)
lvl 79: +2 Spectral Light (10) +1 Nox Spear (9)
lvl 80: +2 Nox Spear (11) +1 Spectral Light (11)
lvl 81: +2 Spectral Light (13) +1 Nox Spear (12)
lvl 82: +2 Nox Spear (14) +1 Spectral Light (14)
lvl 83: +2 Spectral Light (16) +1 Nox Spear (15)
lvl 84: +2 Nox Spear (17) +1 Spectral Light (17)
lvl 85: +2 Spectral Light (19) +1 Nox Spear (18)
lvl 86: +2 Nox Spear (20: MAX) +1 Spectral Light (20: MAX)
lvl 87: +3 Death Scythe (4)
lvl 88: +3 Death Scythe (7)
lvl 89: +3 Death Scythe (10)
lvl 90: +3 Death Scythe (13)
lvl 91: +3 Death Scythe (16)
lvl 92: +3 Death Scythe (19)
lvl 93: +1 Death Scythe (20: MAX) +2 Light-Shadow Guard (2)
lvl 94: +3 Light-Shadow Guard (5)
lvl 95: +3 Light-Shadow Guard (8)
lvl 96: +2 Light-Shadow Guard (10: MAX) +1 Anti-Magic Shell (1)
lvl 97: +3 Anti-Magic Shell (4)
lvl 98: +3 Anti-Magic Shell (7)
lvl 99: +3 Anti-Magic Shell (10: MAX)
lvl 100: +3 Shine Redemption (4)

[b]Summary:[/b]
Max Everything but Shine Redemption, which is a skill dump

[header]4th Job[/header]

[b]4th Job Intro:[/b]
CONGRATULATIONS! You've reached 100, the new 4th job lvl! From here on out, you should never be bored, with all of your attacking skills, modes, and will save on potions (except mp). You are also now worthy of more respect, as you have gotten half way to 200, and are 4th job.
PLEASE NOTE: ANY SKILL WITH A MAX LVL OF 30 REQUIRES A MASTERY BOOK! IF YOU CANT OBTAIN ONE, BE PATIENT, AS IM MAKING ONE FOR UNFUNDED PEOPLE! *note ends*

[b]4th Job Skills:[/b]

Light Reflection (Active)
[Light Magic] Attack 8 enemies 4 times with chain lightning.
LV1: -24 MP, 288% Damage.
LV30: -44 MP, 375% Damage.
[b]Lvl 20 and 30 Mastery Books required[/b]

Morning Starfall (Active)
[Dark Magic] Summons a shooting star from sky and crashes to the ground, rolling away from you while knocking back up to 8 enemies within its path. Star explodes upon coming to a standstill. This skill has a cooldown of 5 seconds.
LV1: -40 MP, 93% Damage, 283% Explosion Damage.
LV30: -50 MP, 180% Damage, 370% Explosion Damage.
[b]Lvl 20 and 30 Mastery Books required[/b]

Apocalypse (Active)
[Dark Magic] Open a crack from darkness, letting flames of hell burn 8 enemies.
LV1: -24 MP, 303% Damage.
LV30: -44 MP, 390% Damage.
[b]Lvl 20 and 30 Mastery Books required[/b]

Absolute Kill (Active)
[Equilibrium] Attack 2 enemies 6 times with 100% critical hit rate with a summoned a giant sword infused with light and dark energy that instantly kills them. Enemies who are immune to instant-death absorbs insane amount of damage!
LV1: -40 MP, 275% Damage, Cooldown 25 sec.
LV30: -55 MP, 333% Damage, Cooldown 10 sec.
[b]Lvl 20 and 30 Mastery Books required[/b]

Dark Crescendo (Supportive)
Temporarily allows you to have a chance to stack damage when hitting enemies.
LV1: -45 MP, Activation Rate: 51%, +1% Damage up to 10 times, Lasts 64 sec.
LV30: -80 MP, Activation Rate: 80%, +1% Damage up to 30 times, Lasts 180 sec.
[b]Lvl 20 and 30 Mastery Books required[/b]

Darkness Sorcery (Supportive)
Temporarily ignore a portion of enemy's defense and improve your critical hit rate.
LV1: -56 MP, 1% Defense Ignored, +1% Critical Hit Rate.
LV30: -56 MP, 30% Defense Ignored, +30% Critical Hit Rate.
[b]Lvl 20 and 30 Mastery Books required[/b]

Magic Mastery (Passive)
Permanently Increases Magic mastery, magic attack, and minimum critical damage.
LV1: 56% Magic Mastery, +1 Magic Attack, +1% Minimum Critical Damage.
LV30: 70% Magic Mastery, +30 Magic Attack, +15% Minimum Critical Damage.
[b]Lvl 20 and 30 Mastery Books required[/b]

Maple Warrior (Supportive)
Temporarily boost all stats by percentage.
LV1: -10 MP, +1% All Stats, Lasts 30 sec.
LV30: -70 MP, +15% All Stats, Lasts 900 sec.
[b]Lvl 20 and 30 Mastery Books required[/b]

Hero's Will (Active)
Removes all status effects such as Cursed/Seduce.
LV1: -30 MP, Cooldown 600 sec.
LV5: -30 MP, Cooldown 360 sec.

[b]Balanced Build For the Funded:[/b]

lvl 100: +1 Light Reflection (1) +1 Apocalypse (1) +1 Absolute Kill (1)
lvl 101: +1 Morning Starfall (1) +2 Magic Mastery (2)
lvl 102: +3 Magic Mastery (5)
lvl 103: +3 Magic Mastery (8)
lvl 104: +3 Magic Mastery (11)
lvl 105: +3 Magic Mastery (14)
lvl 106: +3 Magic Mastery (17)
lvl 107: +3 Magic Mastery (20)
lvl 108: +3 Magic Mastery (23)
lvl 109: +3 Magic Mastery (26)
lvl 110: +3 Magic Mastery (29)
lvl 111: +1 Magic Mastery (30: MAX) +2 Darkness Sorcery (2)
lvl 112: +3 Darkness Sorcery (5)
lvl 113: +3 Darkness Sorcery (8)
lvl 114: +3 Darkness Sorcery (11)
lvl 115: +3 Darkness Sorcery (14)
lvl 116: +3 Darkness Sorcery (17)
lvl 117: +3 Darkness Sorcery (20)
lvl 118: +3 Darkness Sorcery (23)
lvl 119: +3 Darkness Sorcery (26)
lvl 120: +3 Darkness Sorcery (29)
lvl 121: +1 Darkness Sorcery (30: MAX) +2 Dark Crescendo (2)
lvl 122: +3 Dark Crescendo (5)
lvl 123: +3 Dark Crescendo (8)
lvl 124: +3 Dark Crescendo (11)
lvl 125: +3 Dark Crescendo (14)
lvl 126: +3 Dark Crescendo (17)
lvl 127: +3 Dark Crescendo (20)
lvl 128: +3 Dark Crescendo (23)
lvl 129: +3 Dark Crescendo (26)
lvl 130: +3 Dark Crescendo (29)
lvl 131: +1 Dark Crescendo (30: MAX) +2 Maple warrior (2)
lvl 132: +1 Apocalypse (2) +1 Light Reflection (2) +1 Absolute Kill (2)
lvl 133: +1 Apocalypse (3) +1 Light Reflection (3) +1 Absolute Kill (3)
lvl 134: +1 Apocalypse (4) +1 Light Reflection (4) +1 Absolute Kill (4)
lvl 135: +1 Apocalypse (5) +1 Light Reflection (5) +1 Absolute Kill (5)
lvl 136: +1 Apocalypse (6) +1 Light Reflection (6) +1 Absolute Kill (6)
lvl 137: +1 Apocalypse (7) +1 Light Reflection (7) +1 Absolute Kill (7)
lvl 138: +1 Apocalypse (8) +1 Light Reflection (8) +1 Absolute Kill (8)
lvl 139: +1 Apocalypse (9) +1 Light Reflection (9) +1 Absolute Kill (9)
lvl 140: +1 Apocalypse (10) +1 Light Reflection (10) +1 Absolute Kill (10)
lvl 141: +1 Apocalypse (11) +1 Light Reflection (11) +1 Absolute Kill (11)
lvl 142: +1 Apocalypse (12) +1 Light Reflection (12) +1 Absolute Kill (12)
lvl 143: +1 Apocalypse (13) +1 Light Reflection (13) +1 Absolute Kill (13)
lvl 144: +1 Apocalypse (14) +1 Light Reflection (14) +1 Absolute Kill (14)
lvl 145: +1 Apocalypse (15) +1 Light Reflection (15) +1 Absolute Kill (15)
lvl 146: +1 Apocalypse (16) +1 Light Reflection (16) +1 Absolute Kill (16)
lvl 147: +1 Apocalypse (17) +1 Light Reflection (17) +1 Absolute Kill (17)
lvl 148: +1 Apocalypse (18) +1 Light Reflection (18) +1 Absolute Kill (18)
lvl 149: +1 Apocalypse (19) +1 Light Reflection (19) +1 Absolute Kill (19)
lvl 150: +1 Apocalypse (20) +1 Light Reflection (20) +1 Absolute Kill (20)
lvl 151: +1 Apocalypse (21) +1 Light Reflection (21) +1 Absolute Kill (21)
lvl 152: +1 Apocalypse (22) +1 Light Reflection (22) +1 Absolute Kill (22)
lvl 153: +1 Apocalypse (23) +1 Light Reflection (23) +1 Absolute Kill (23)
lvl 154: +1 Apocalypse (24) +1 Light Reflection (24) +1 Absolute Kill (24)
lvl 155: +1 Apocalypse (25) +1 Light Reflection (25) +1 Absolute Kill (25)
lvl 156: +1 Apocalypse (26) +1 Light Reflection (26) +1 Absolute Kill (26)
lvl 158: +1 Apocalypse (27) +1 Light Reflection (27) +1 Absolute Kill (27)
lvl 159: +1 Apocalypse (28) +1 Light Reflection (28) +1 Absolute Kill (28)
lvl 160: +1 Apocalypse (29) +1 Light Reflection (29) +1 Absolute Kill (29)
lvl 161: +1 Apocalypse (30: MAX) +1 Light Reflection (30: MAX) +1 Absolute Kill (30: MAX)
lvl 162: +3 Maple Warrior (5)
lvl 163: +3 Maple Warrior (8)
lvl 164: +3 Maple Warrior (11)
lvl 165: +3 Maple Warrior (14)
lvl 166: +3 Maple Warrior (17)
lvl 167: +3 Maple Warrior (20)
lvl 168; +3 Maple Warrior (23)
lvl 169: +3 Maple Warrior (26)
lvl 170: +3 Maple Warrior (29)
lvl 171: +1 Maple Warrior (30: MAX) +2 Morning Starfall (3)
lvl 172: +3 Morning Starfall (6)
lvl 173: +3 Morning Starfall (9)
lvl 174: +3 Morning Starfall (12)
lvl 175: +3 Morning Starfall (15)
lvl 176: +3 Morning Starfall (18)
lvl 177: +3 Morning Starfall (21)
lvl 178: +3 Morning Starfall (24)
lvl 179: +3 Morning Starfall (27)
lvl 180: +3 Morning Starfall (30: MAX)
lvl 181: +3 Free SP (As in, no uses yet)
lvl 182: +3 Free SP (As in, no uses yet)
lvl 183: +3 Free SP (As in, no uses yet)
lvl 184: +3 Free SP (As in, no uses yet)
lvl 185: +3 Free SP (As in, no uses yet)
lvl 186: +3 Free SP (As in, no uses yet)
lvl 187: +3 Free SP (As in, no uses yet)
lvl 188: +3 Free SP (As in, no uses yet)
lvl 189: +3 Free SP (As in, no uses yet)
lvl 190: +3 Free SP (As in, no uses yet)
lvl 191: +3 Free SP (As in, no uses yet)
lvl 192: +3 Free SP (As in, no uses yet)
lvl 193: +3 Free SP (As in, no uses yet)
lvl 194; +3 Free SP (As in, no uses yet)
lvl 195: +3 Free SP (As in, no uses yet)
lvl 196; +3 Free SP (As in, no uses yet)
lvl 197: +3 Free SP (As in, no uses yet)
lvl 198: +3 Free SP (As in, no uses yet)
lvl 199: +3 Free SP (As in, no uses yet)
lvl 200: +3 Free SP (As in, no uses yet)

[b]Un-Funded Balanced Build[/b]

lvl 100: +1 Light Reflection (1) +1 Apocalypse (1) +1 Absoulute Kill (1)
lvl 101: +1 Morning Starfall (1) +2 Magic Mastery (2)
lvl 102: +3 Magic Mastery (5)
lvl 103: +3 Magic Mastery (8)
lvl 104: +2 Magic Mastery (10: MAX until mastery booked to 20) +1 Darkness Sorcery (1)
lvl 105: +3 Darkness Sorcery (4)
lvl 106: +3 Darkness Sorcery (7)
lvl 107: +3 Darkness Sorcery (10: MAX Until mastery booked to 20)
lvl 108: +3 Dark Crecsendo (3)
lvl 109: +3 Dark Crecsendo (6)
lvl 110: +3 Dark Crecsendo (9)
lvl 111: +1 Dark Crecsendo (10: MAX Until Mastery Booked to 20)
lvl 112: +2 Light Reflection (3) +1 Apocalypse (2)
lvl 113: +2 Apocalypse (4) +1 Light Reflection (4)
lvl 114: +2 Light Reflection (6) +1 Apocalypse (5)
lvl 115: +2 Apocalypse (7) +1 Light Reflection (7)
lvl 116: +2 Light Reflection (9) +1 Apocalypse (8)
lvl 117: +2 Apocalypse (10: MAX Until Mastery Booked to 20) +1 Light Reflection (10: MAX Until Mastery Booked to 20)
lvl 118: +3 Maple Warrior (3)
lvl 119: +3 Maple Warrior (6)
lvl 120: +3 Maple Warrior (9)
lvl 121: +1 Maple Warrior (10: MAX Until Mastery Booked to 20)
lvl 122: +3 Hero's Will (3)
lvl 123: +2 Hero's Will (5: MAX) +1 Morning Starfall (2)
lvl 124: +3 Morning Starfall (5)
lvl 125: +3 Morning Starfall (8)
lvl 126: +2 Morning Starfall (10: MAX Until Mastery Booked to 20) +1 Saved SP

[b]From this point on, without mastery books, you can upgrade your skills no further, so you will save the sp until you can get the mastery books. But if you have them, You will continue in the fashion below [b]NOTE: You more than likely wont have them all in this order, so you can move these around to wherever they need to be from this point on to keep you going[/b] (keep in mind that this is for Skill level 20 mastery books. level 30 bookswill be later on)[/b]

lvl 127: +4 Magic Mastery (14) (Note, 4 from the saved sp)
lvl 128: +3 Magic Mastery (17)
lvl 129: +3 Magic Mastery (20: MAX Until Mastery booked to 30)
lvl 130: +3 Darkness Sorcery (13)
lvl 131: +3 Darkness Sorcery (16)
lvl 132: +3 Darkness Sorcery (19)
lvl 133: +1 Darkness Sorcery (20: MAX Until Mastery Booked to 30) +2 Dark Crescendo (12)
lvl 134: +3 Dark Crescendo (15)
lvl 135: +3 Dark Crescendo (18)
lvl 136: +2 Dark Crescendo (20: MAX Until Mastery Booked to 30) +1 Light Reflection (11)
lvl 137: +2 Apocalypse (12) +1 Light Reflection (12)
lvl 138: +2 Light Reflection (14) +1 Apocalypse (13)
lvl 139: +2 Apocalypse (15) +1 Light Reflection (15)
lvl 140: +2 Light Reflection (17) +1 Apocalypse (16)
lvl 141: +2 Apocalypse (19) +1 Light Reflection (19)
lvl 142: +1 Apocalypse (20: MAX Until Mastery Booked to 30) +1 Light Reflection (20: MAX Until Mastery booked to 30) +1 Morning Starfall (11)
lvl 143: +3 Morning Starfall (14)
lvl 144: +3 Morning Starfall (17)
lvl 145: +3 Morning Starfall (20: MAX Until Mastery Booked to 30)
lvl 146: +3 Maple Warrior (13)
lvl 147: +3 Maple Warrior (16)
lvl 148: +3 Maple Warrior (19)
lvl 149: +1 Maple Warrior (20: MAX Until Mastery Booked to 30: NOTE: I saved it for last because it is the hardest mastery book to aquire) +2 Saved SP

[b]From this point on, without mastery books, you can upgrade your skills no further, so you will save the sp until you can get the mastery books. But if you have them, You will continue in the fashion below [b]NOTE: You more than likely wont have them all in this order, so you can move these around to wherever they need to be from this point on to keep you going[/b]

lvl 150: +3 Magic Mastery (23)
lvl 151: +3 Magic Mastery (26)
lvl 152: +3 Magic Mastery (29)
lvl 153: +1 Magic Mastery (30: MAX) +2 Darkness Sorcery (22)
lvl 154: +3 Darkness Sorcery (25)
lvl 155: +3 Darkness Sorcery (28)
lvl 156: +2 Darkness Sorcery (30: MAX) +1 Dark Crescendo (21)
lvl 157: +3 Dark Crescendo (24)
lvl 158: +3 Dark Crescendo (27)
lvl 159: +3 Dark Crescendo (30: MAX)
lvl 160: +2 Light Reflection (22) +1 Apocalypse (21)
lvl 161: +2 Apocalypse (23) +1 Light Reflection (23)
lvl 162: +2 Light Reflection (25) +1 Apocalypse (24)
lvl 163: +2 Apocalypse (26) +1 Light Reflection (26)
lvl 164: +2 Light Reflection (28) +1 Apocalypse (27)
lvl 165: +2 Apocalypse (29) +1 Light Reflection (29)
lvl 166: +1 Light Reflection (30: MAX) +1 Apocalypse (30: MAX) +1 Absolute Kill (21)
lvl 167: +3 Absolute Kill (24)
lvl 168: +3 Absolute Kill (27)
lvl 169: +3 Absolute Kill (30: MAX)
lvl 170: +3 Maple Warrior (23)
lvl 171: +3 Maple Warrior (26)
lvl 172: +3 Maple Warrior (29)
lvl 173: +1 Maple Warrior (30: MAX) +2 Morning Starfall (22)
lvl 174: +3 Morning Starfall (25)
lvl 175: +3 Morning Starfall (28)
lvl 176: +3 Morning Starfall (30: MAX)
lvl 177:
lvl 178:
lvl 179:
lvl 180:
lvl 181:
lvl 182:
lvl 183:
lvl 184:
lvl 185:
lvl 186:
lvl 187:
lvl 188:
lvl 189:
lvl 190:
lvl 191:
lvl 192:
lvl 193:
lvl 194:
lvl 195:
lvl 196:
lvl 197:
lvl 198:
lvl 199:
lvl 200:

CONGRAAAAAAAGULATIONS! If you reach 200, then you have NOOO LIIIIIFE! jk, but good job doing something i could never do.

[header]Hyper Skills[/header]

[b]Intro and Info[/b]

Hyper Skills are a new set of skills that have been/will be added to all of the classes. They are for players level 140+. They are mostly consistent of Stat boosts and Skill Enhancements. Some of the hyper skills are not included in this majority, and are attacks/buffs.

There are Stat Enhancement Passive Skills (Labeled under 'S'), Skill Enhancing Passive Skills (Labeled under 'P'), And Active Attacks and Buffs (Labeled under 'A'). There are 13 'S' Skills, and are for all jobs. There are 9 'P' Skills, and these are job specific. They typically are made of 3 of your most useful skills, and enhance either Range, Damage, Reduce Cooldown, Attack count, or Extra Targets. Remember, these are just the common effects, there are different ones for every class. There are only 3 Skill Enhances, but 3 effects for each, totaling 9 skills. There are also 3 'A' Skills, consisting of 2 buffs, and 1 new attack. All skills are maxed with one Skill Point.

Every 10 levels, you get a certain number of skill points for certain categories. The number of Skill Points you get are 6 'S' SP, 5 'P' SP, and 3 'A' SP. Not all skills will be maxed, so be careful on which you choose. You [b]CAN[/b] regain the sp, but it costs money. the first time costs 100k, the second 1mill, the third 2mill, the 4th 5mill, and the 5th, and forever onward, 10mill. So unless you have millions of mesos hanging around collecting dust, think before you add in SP.

[header]Luminous Hyper Skills[/header]

[b]Skill Enhancing Passive Skills (found in all classes)[/b]

Hyper Physical Guard: Passively increase your physical defense by 500. [required level: 165]
Hyper Magical Guard: Passively increase your magical defense by 500. [required level: 174]
Hyper Movement: Passively increase your speed by 10. [required level: 152]
Hyper Jump: Passively increase your jump by 10. [required level: 146]
Hyper Accuracy: Passively increase your accuracy by 20%. [required level: 158]
Hyper Critical Rate: Passively increase your critical rate by 10%. [required level: 198]
Hyper Dexterity: Passively increase your DEX by 50. [required level: 140]
Hyper Intelligence: Passively increase your INT by 50. [required level: 140]
Hyper Luck: Passively increase your LUK by 50. [required level: 140]
Hyper Strength: Passively increase your STR by 50. [required level: 140]
Hyper Max Heart Point: Passively increase your HP by 15%. [required level: 192]
Hyper Max Magic Point: Passively increase your MP by 15%. [required level: 186]
Hyper Max Demon Force: Passively increase your DF by 50. [required level: 180] DEMON SLAYERS ONLY

[b]Skill Enhancing Passive Skills[/b]

Light Reflection - Reinforce: Light Reflection's damage is increased by 20%. [required level: 143]
Light Reflection - Spread: Light Reflection's damage reduction when reflected is removed. [required level: 162]
Light Reflection - Add Range: Light Reflection's range is increased by 50. [required level: 183]
Apocalypse - Reinforce: Apocalypse's damage is increased by 20%. [required level: 149]
Apocalypse - Recharge: Apocalypse's effect on the Light/Dark gauge is increased. [required level: 168]
Apocalypse - Extra Target: Apocalypse's number of monsters hit is increased by 2. [required level: 189]
Absolute Kill - Reinforce: Absolute Kill's damage is increased by 20%. [required level: 155]
Absolute Kill - Extra Target: Absolute Kill's number of monsters hit is increased by 1. [required level: 177]
Absolute Kill - Add Range: Absolute Kill's range is increased by 50. [required level: 195]

[b]Active Attacking and Buff Skills[/b]

Memorize: Enter the Equilibrium state instantly. There is a cooldown of 150 seconds. [required level: 150]

Armageddon: Using the Black Mage's power, attack up to 15 enemies around you for 1000% damage 3 times and restrict them from moving or buffing for 20 seconds. There is a cooldown of 120 seconds. Maximum damage for this skill is 9,999,999. [required level: 170]

Heroes' Oath: The oath of the Maple heroes gives them and other Hero classes in their party 10% increased damage and the ability to pass the damage cap by up to 50,000 for 60 seconds. There is a cooldown of 120 seconds. [required level: 200]
[header]Training Guide[/header]

[b]How This Guide Works[/b]
I will do a recommendation system of numbers. 5 will be 5 stars, 1 one stars, etc. You know the drill. If there are any things worth noting, i will make a note in parenthesis off to the side.

[b]1st job (10-30)[/b]
10-20: Quests 5 (for people who like the story lines)
10-15: Blue Ribbon Pigs 5
15-20: Stone Golems 4
15-20: Angry Starfish 3 1/2
15-30: Rotting Skeletons 4 1/2 (crowded around release of new classes, 74 exp)
20-30: Mixed/ ice/fire Golems 4 (never actually been, but it has received high praise)
20-23: Jellyfish 4 (not as good as rotting skeletons, but still really good exp, clustered, not crowded)
23-30: Cool Jellyfish 5 (not as good as rotting skeletons, but still really good exp, clustered, not crowded. I would honestly recommend more than Skeles)

[b]2nd Job (lvl 30-60)[/b]
30-38ish: Mushking Empire 5 (pretty much impossible to stay under lvl 37 if you do all the quests besides Scarr's Final quest, you'd be retarded not to go)
38-45: Dead Scarecrows 4 1/2 (usually crowded, ALWAYS around creation of new classes, and is 220 exp per kill. (same map as rotting skeles)
40-60: Azwan: 5 (solo grinding Normal mode gives about 2 levels until 60, which is surprisingly good)
45-55: Brown Teddies 4 1/2 (2 exp better than scarecrows, MUCH less crowded, and better spawn. Do lots of dmg, bring lots o pots(very good for void pressure))
50-60: PQs 5 (Its a change in pace, and gives good exp, depending on which pq. also fun, and you meet people)
55-60: Robos 3 1/2 (slightly better exp than teddies, and a change in maps)

3rd Job:
60-80 (90 if you're very committed): Twisted Jesters 3 1/2 (You may argue they deserve a better grade, with their 1325 exp (ah, remember back when it was 2325?), but it is sooooo crowded, and hackers are very common, so its only worth it until lvl 80ish.
60-100: Azwan 5 (Still very good, and void pressure is boss-mode here, even in 3rd job. Gives lots of exp, and you should be able to hard grind mobs at lvl 65ish, with a party of 6. (WARNING: Hard mode drains pots like crazy, so i recommend you have maxed magic guard and a jr boogie to reach full potential, and save most money.))
60-100: PQs 4 1/2 ( Pq's start to get boring at 60, but at 70 you get lord pirate and romeo and juliet. For maximum exp, do each 10 times a day (should get you from 70 to 90) and GRIND! Grind as long as you think u can at lord pirate and R&J. (In lord pirate, grind at the key room and the Enraged Captain stage. R&J, Grind at the roid stage.))
60-70: MP1 and MP2 2 (Bad exp, but better than many other places, and only for those who like to train those few lvls or lower dmg dealing monsters)
60-70: Sand Rats and Scorpions 2 1/2 ( Never been, but its supposedly good and uncrowded, but there are better options.)
70-80: Mutae, Iron Mutae, Mithril Mutae, and Reinforced Mutae 2 1/2 (Very similar to Sand Rats and Scorpions.)
75-85: Roids and Neo Huroids 3 1/2 ( Much like the above monsters, All of which are in magatia somewhere, but still decent)
70 (or 80)-90: MP3 4 1/2 (Very good exp, Very good spawn, good map, clustered mobs for easy targeting (spectral light), but can be crowded usually)
90-100: Aliens Corridor 5 or 6: 5 (A whopping 3000 exp per kill, good spawn, clustered, but VERY crowded (empty channels are more rare than a orange snail) and hackers are plentiful, but its honestly your best option dispite that. Lots of prequests though.)
90-100: Red Nose Pirates 4 (Ive never been personally, but it receives high praise. the red nose pirates include Mr. Alli, Kru, and Captain. Not crowded, and the weakest (Mr. alli) give over 1300, not NEARLY as crowded as aliens, same spawn and clutteredness. Takes longer, but may actually save time in the long run)

[b]4th job[/b]
100-200: PQS 5 (More fun than grinding, and you meet more people, and all that jazz)
100-110: Aliens 5 (Look above)
100-110: Red Nose Pirates 4 (look above)
100-110: Spirit Vikings 3 1/2 (Ive Never been, but it recieves high praise. Light Reflection is great on these monsters, and Shine redemption will be your best friend, as they do a ton of damage (But magic guard will help). They are semi easy to kill, and give 1912 per kill, and have good spawn, and aren't very crowded.)
110-120: Gigantic Spirit Viking 3 1/2 (Pretty much the same as regular spirit vikings, with about 100 exp more)
110-165: LHC / LKC (Lion Heart Castle/Lion King's Castle) 5 (The monsters are REAAAAAAALLY strong, and have amazing exp. However, the weakest of them has 7.4million hp, and will take forever to kill, but it is still your best bet. Parties of 6 are the best, and no one will leech you (IN UR FACE LEECHERS) And you NEED a bishop for maximum potential. You should get buffers in your party,to survive and kill easier. I recommend the buffs Adv. Bless, Bless, Rage, Maple Warrior, Hyper Body, Iron Will, Holy Symbol (BEST), and other such buffs. Its only downside is to get to best monsters (Bearwolves) there are prequests, and take forever to finish. But, It is your best bet to level.
165-200: Stronghold 5 (I have NEVER even come close to getting here, but its all anyone ever talks about for training after 165. There are prequests (i believe) and it is very hard to kill the monsters, but parties are good, and all the same stuff as LHC pretty much, though i have no idea about the exp. but, i think its worth it)

Edit 1: I had to repost my guide, as my other one was shut down, so I have to start over. If you guys can support me as you did last time, I COULD still become the top guide, so please like it up and comment with any questions or feedback

TO BE MADE:

Hyper Skills
Different builds for different styles of play
Different builds for unfunded
Training Guide (FINISHED)
Pros and cons list

November 14, 2012

25 Comments • Newest first

Darkdrago645

Thanks! If anyone knows how to send in tickets requesting to be a official guide, can you if you really like my guide d that and tell me so I can tell the like 5 people who want to how to do it?
And @blamedeath it needs a lot of work

Reply December 8, 2012
BlameDeath

Haha this guide is amazing

Reply December 8, 2012
Darkdrago645

Thanks! Needs editing now that all has been changed to gms information, I gotta change mine too

Reply December 6, 2012
Darkdrago645

Thanks for the critique and feedback. I'll make the changes as soon as possible. Keep in mind I AM in middle school, but I didn't find those mistakes. I'll find and fix em

Reply December 1, 2012
Darkdrago645

@aesonia it's still 3. Max skill lvls were changed.
@games500 why did you show me that link? Its irrelevant

Reply November 25, 2012
games500

http://www.ellinforest.com/forum/showthread.php?t=19322

Reply November 25, 2012
Darkdrago645

I go and get a jr boogie in 2ish mins. Not hard

Reply November 25, 2012
dragon297

[quote=Darkdrago645]I'm going to make one for those that are stubborn enough to not prevent money loss on mp pots. In fact, I alReady did, implying that you could save them and add where you think necessary.[/quote]

It's not that people are "stubborn" it's that you're expecting everyone to go out of their way to get a Jr. Boogie Familiar. When a new class is coming out and everyone is grinding really fast, taking those 5-10 minutes to get a familiar might not be something on their priority list, or it might not even cross their mind.
Personally, I don't even bother getting a Jr. Boogie Familiar until I'm level 100 or so because it's so out of the way from my training grounds.
Also, there's a lot of videos online showing people who survive perfectly well with like 3 Magic Guard or so at Pirates when they're level 100.

Reply November 24, 2012
Darkdrago645

I'm going to make one for those that are stubborn enough to not prevent money loss on mp pots. In fact, I alReady did, implying that you could save them and add where you think necessary.

Reply November 21, 2012 - edited
Darkdrago645

You said 6, implying it will take LONGER thana day. And please like my guide, cause time is running out

Reply November 20, 2012 - edited
Darkdrago645

Cgs? @carbunion also, I don't quite have hyper skills yet, but will add soon. Also, will do major changes due to the gms names of skills

@beagle thanks, and it's dec. 5

And if you guys liked it, can you guys physically press that like button?

Reply November 19, 2012 - edited
Darkdrago645

Thank you iMaple101. By the way, everyone, i have done major updates, so if you would like to view my new, updated guide, and give me feedback on the update, that would be amazing

Reply November 19, 2012 - edited
Darkdrago645

So you like it but think it is inadequate? That really makes no sense. And. Can FINALLY workon this guide today! @gamekit I did and honestly, your guide is very vague and inaccurate. Not to be mean or demeaning, but you don't like mine, I don't like yours. And people do seem to like mine better

Reply November 18, 2012 - edited
Darkdrago645

Thank you @ premiumnoir. I'll fix it when I have time, which should be later in the week. Also, do any of you happen to know the new names of the skills? That would be very helpful

Reply November 17, 2012 - edited
Croodle

Despite seeing your old one, I still think it's a good guide and an easy to follow format.

Then again, I'm not one who uses guides.

Reply November 17, 2012 - edited
PancakeX

just asking, but since people are preparing for luminous, how much could i sell 6% int for?
OT: great guide , ill be sure to use it after you finish

Reply November 16, 2012 - edited
Darkdrago645

Thanks guys. If you could like it and continue with the feedback, I will fix EVERYTHING once I get the time.

Reply November 16, 2012 - edited
commanshadow

yaaaaaaaaaaaaaaaaaay

Reply November 16, 2012 - edited
dadude2140

@darkdrago645

edits!
Dark Magic Enhancement (passive ) dark luminous only
Permanently increases Dark Magic damage
LV1: +1% Dark Magic Damage.
[b]LV5: +1% Dark Magic Damage[/b]

Should be +5%

These are the awesome effects of equilibrium:
1) 50% stance (50% chance to prevent enemy knock-backing you).
2) All damage absorbed by you is reduce to 1.
3) All skill cooldown are ignored.
[b]4) All skills cost 0 MP, deals 50% more damage and heals 1% MaxHP.[/b]
5) Equilibrium skills deals 100% damage.

May have to check this if they did this in a new patch,
but Orange Mushroom's blog said that ONLY light skills have the HP recovery during Equilibrium
edit: checked this in Southperry, it's true, only light skills have recovery

Also, do we have just lots of extra SP left over after lv180?

Reply November 15, 2012 - edited
Darkdrago645

THANK YOU GoXDS! I COULD NEVER FIND THAT MISTAKE

Reply November 15, 2012 - edited
GoXDS

Lvl 74 and 76 are repeated, making Shine Redemption wrong number at Lvl 100

Reply November 14, 2012 - edited
Darkdrago645

i know. read my edit.

Reply November 14, 2012 - edited
NovaCokeService

you made the exact same guide: http://www.basilmarket.com/forum/2496547/0/Luminous_Skill_Guide.html

Reply November 14, 2012 - edited