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Luminous Class Guide

Luminous Forum Talk about Luminous

ShyShadow Level 201 Scania Angelic Buster 4

Introduction

Welcome to my comprehensive guide for Luminous. This guide has everything a Luminous need to know varying from skill builds to AP distribution to training spots to equipment to medals! We have everything you need to know! Hyper Skills are included!

I am currently adding the quest guide.

Skill builds are done

Story

Note: This section is from Maple Wiki, however I largely contributed to this article.

Luminous is the second Magician Hero and the final addition in Legendary Hero class introduced in the second part of the Tempest Update.
Luminous was previously known as a Mage of Light before he was corrupted by the Black Mage, transferring his evil powers into him. As of the other heroes bseides Freud, he was frozen by the Black Mage.

The story starts off at the Temple of Time with Luminous making his way towards the Black Mage's chamber. Luminous meets up with Phantom, who calls him out on his tardiness and leaves. Afterwards, you meet Guwaru, one of the commanders of the Black Wings, who tries to destroy you. Before he could, he is killed by Magnus, another commander. Luminous attacks Magnus, all work to no avail. Magnus tells him that he is done with Maple World and leaves.

Luminous reaches Aran, who is injured facing off against the Black Mage's servants. She tells him that Freud and Mercedes are already fighting the Black Mage and that the injury held her up. He reaches the Black Mage's chamber, only to see Freud, Mercedes and the Demon Slayer already bested by the evil mage's powers. Freud tells him that the seals have been set up to capture the Black Mage and requires Luminous to activate it. Freud borrows the power of Rhinne to stop time temporarily for Luminous to activate the seals with no intervention. Luminous successfully activates the seal, but the Black Mage makes his attempt to breach it. Luminous goes and prevents him from doing so, but only to have the Black Mage to transfer his dark essence into the Mage of Light. The battle ends and the Black Mage is sealed. After the fight, Luminous is give one last quote:

'''Don't forget. The darkness inside of you will swallow you up.'''

We see Luminous lying unconscious on Ellinia. He is awakened by a little girl named Lania, who befriends him and spends time with him for years to come. Time passes and Lania has developed into a mature woman. One day, Lania askes Luminous to do some errands and believes the day is nice for a picnic. Luminous agrees to the notion, but before he can say goodbye, dark energy envelops Luminous and culminates into a large-scale explosion, that destroys the environment around and severly harms Lania. ALl of a sudden, he remembers what the Black Mage has told him and realizes that some of his powers was given to Luminous.

AP Distribution


When the Tempest patch was released, all secondary stats were rendered useless. Now just pump all your points into INT.

New Light And Dark Attack System


Luminous has an entirely new attacking system which makes them unique from other classes. A crystal gauge appears when you are second job. It has light crystals on the left and dark crystals on the right. There is a light/dark image directly below the question mark of the crystal. If you want to enhance your light skills, you click on the light side and your light skills will receive an increase. The increase is from the beginner skill called Sunfire. Light skills receive 50% more damage, cost 50% less MP and recovers 1% hp from each attack. If you click on the right side, you'll be under the influence of Eclipse. Dark skills deal 50% more damage, cost 50% less MP and recovers 1% hp from each attack.

Pros And Cons


Pros

Has the most manna of all classes
Variety of game play with the new light and dark system
Strong mobbing capacity
Meso-friendly with HP potions
Near automatic Job Advancement
Luminous quest line gives good exp.
Noob friendly, not much funding is required

Cons

Does not have Teleport Mastery unlike the other Magicians
Does not have a mount
Slower attacking speed compared to Evan.
New weapon, more expensive
No 1v1 skill

Equipment


Luminous has an entirely new weapon which will be introduced into GMS upon its release. It is called a [url=http://www.basilmarket.com/MapleStory-Mage-Rod-items.html]Shining Rod[/url]. A shining rod is a one handed mage weapon. Luminous also has a projectile they need or they cannot attack. This is similar to Mercedes's arrow and Phantom's card. Luminous' projectile is an Orb.

Beginner Skills


Sun Fire:
When using light skills, you will get 50% extra damage and recover your HP by 1%
Level 1: 50% extra damage and 1% HP recovery everytime you use skills of light magic.

Eclipse:
When using dark skills, you will get 50% extra damage and you will no MP will be consumed.
Level 1: 50% extra damage and 0 MP consumed everytime you use skills of dark magic.

Permeate:
Let light penetrate the enemies and ignore some defense.
(link skill) Level 1: Ignore 10% of the enemy's DEF.

Power of Light:
Luminous has a unique will, insight, and intelligence. With the power of light, he cannot take in darkness.
Level 1: Insight: Level 20. Will: Level 20. INT: +20. Immune to darkness state.

Light Blink:
Move with the lights toward the enemies. In towns, you will be instantly teleported to a random location.
Level 1: MP Cost: 40, moves to the most distant enemy. However, in town, you'll be teleported to a random location on the map.

Equilibrium:
You have a higher chance to stun the enemy, all damage dealt on you is reduced to 1, cooldowns are ignored, 1% of your HP is recovered when you use light skills, and no skills require MP when you are in this state (equilibrium).

Level 1: 50% chance to stance the enemy, All skills deal 50% more damage. Equilibrium skills have 100% additional damage. Cooldown is not applied, MP is not consumed, and 1% HP is recovered when using light skills.

Change Light/Dark Mode
Allows you to use light/dark points to change mode.

Level 1: Use one point to change to the other mode

First Job Skills & Skill Build


Flash Shower:
Shoot at a number of enemies flying through the light and attack them.
Level 1: MP Cost: 15, Attacks up to 5 enemies, Damage: 223%.
Level 10: MP Cost: 18, Attacks up to 5 enemies, Damage: 280%.

Abyssal Drop:
Use the dark's power to deal damage on a number of enemies in front of you.
Level 1: MP Cost: 16, Attacks up to 6 enemies, Damage: 88%, Number of Attacks: 3.
Level 10: MP Cost: 19, Attacks up to 6 enemies, Damage: 107%, Number of Attacks: 3.

Light Speed:

Teleport in the direction you want by becoming a beam of light. You will be invulnerable for a short time after teleporting. Also permanently increase movement speed and jump.

Level 1: MP Cost: 29, Horizontal Distance: 116, Vertical Distance: 255. After teleporting, you will be invisible and cannot be attacked. However, if you move, you will no longer be invisible.
[Passive Effects: Speed: +2, Jump: +1.]

Level 10: MP Cost: 20, Horizontal Distance: 300, Vertical Distance: 500. After teleporting, you will be invisible and cannot be attacked. However, if you move, you will no longer be invisible.
[Passive Effects: Speed: +20, Jump: +10.]

Standard Magic Guard:
Converts a portion of damage dealt to you so it affects your mp instead of your hp. Permanently increases physical and magic defence.
Level 1: 13% of the damage is replaced by MP, However, if you don't have enough MP, HP is reduced. Passive Effects: Weapon/Magic DEF: +15.

Level 10: 85% of the damage is replaced by MP, However, if you don't have enough MP, HP is reduced. Passive Effects: Weapon/Magic DEF: +150.

Manawell:
Increases your Max MP for a short time.

Level 1: MP Cost: 0, For 85 seconds, MP: +11%. Can overlap with other effects.

Level 10: MP Cost: 0, For 130 seconds, MP: +20%. Can overlap with other effects.

Level 20: MP Cost: 0, For 180 seconds, MP: +30%. Can overlap with other effects.

Dark Affinity:

Permanently increases light/dark magic attack.
Level 1: Increase light/dark magic ATT by 1%
Level 5: Increase light/dark magic ATT by 5%

First Job Skill Build
You already have one sp for Abyssal Drop and Flash Shower when you advance at level 10.

10: +4 Dark Affinity (4) +1 Light Speed (1)
11: +1 Dark Affinity (Maxed)
12: +3 Standard Magic Guard (3)
13: +3 Standard Magic Guard (6)
14: +3 Standard Magic Guard (9)
15: +1 Standard Magic Guard (Max) +2 Mana Well (2)
16: +3 Mana Well (5)
17: +3 Mana Well (8)
18: +3 Mana Well (11)
19: +3 Mana Well (14)
20: +3 Mana Well (17)
21: +3 Mana Well (Max)
22: +3 Flash Shower / Abyssal Drop (4)
23: +3 Flash Shower / Abyssal Drop (7)
24: +3 Flash Shower / Abyssal Drop (Max)
25: +3 Flash Shower / Abyssal Drop (4)
26: +3 Flash Shower / Abyssal Drop (7)
27: +3 Flash Shower / Abyssal Drop (Max)
28: +3 Light Speed (4)
29: +3 Light Speed (7)
30: +3 Light Speed (Max)

Summary:
Maxed all skills

Reasoning:
You want to get Dark Affinity first for the extra 5% magic atk increase. You add 1 point into Light Speed for extra mobility.
You max Standard Magic Guard for survivability purposes. You then max Mana Well for more mp. This means more health because your hp is basically your mp.
You max Flash Shower or Abyssal Drop in the order you like. This is based on your preference. Light speed is then maxed with the remaining SP. You cannot save SP. k

Second Job Skills & Skill Build


Sylvan Lance:

A window of light is summoned to blow on and attack multiple enemies in front of you.
Level 1: MP Cost: 21, Attacks up to 6 enemies 4 times, Damage: 96%.
Level 10: MP Cost: 26, Attacks up to 6 enemies 4 times, Damage: 105%.
Level 20: MP Cost: 31, Attacks up to 6 enemies 4 times, Damage: 115%.

Blinding Pillar:

Set up a number of light poles to repel and, with a chance, stun the enemies.
Level 1: MP Cost: 10, Attacks up to 10 enemies and pushes them 350 distance, 55% chance to stun.
Level 10: MP Cost: 15, Attacks up to 10 enemies and pushes them 350 distance, 100% chance to stun.

Pressure Void:

Use your dark forces to emit and move darkness on some enemies, in addition to damaging them. Skill requires you to hold down the arrow keys
Level 1: MP Cost: 5, Deals 111% damage on up to 8 enemies. Hold your skill key and use your directional key to move. Can move a distance of 350 to the left or right.
Level 10: MP Cost: 9, Deals 138% damage on up to 8 enemies. Hold your skill key and use your directional key to move. Can move a distance of 350 to the left or right.
Level 20: MP Cost: 15, Deals 168% damage on up to 8 enemies. Hold your skill key and use your directional key to move. Can move a distance of 350 to the left or right.

Black Blessing:
If you are harmed during battle, create dark spheres to defend yourself. Accumulating spheres increases your magic attack in addition to protecting you; 1 sphere is consumed when you are attacked.
Level 1: While in battle, creates spheres for 15 seconds. Damage taken also takes away 1 sphere and the receiver reduces the enemies' physical damage by 32%. Sphere 1: +50% of 20 Magic ATT. Sphere 2: +30% of 20 Magic ATT Sphere 3: 20% of 20 Magic ATT.
Level 10: While in battle, creates spheres for 10 seconds. Damage taken also takes away 1 sphere and the receiver reduces the enemies' physical damage by 50%. Sphere 1: +50% of 25 Magic ATT. Sphere 2: +30% of 25 Magic ATT Sphere 3: 20% of 25 Magic ATT.
Level 20: While in battle, creates spheres for 5 seconds. Damage taken also takes away 1 sphere and the receiver reduces the enemies' physical damage by 70%. Sphere 1: +50% of 30 Magic ATT. Sphere 2: +30% of 30 Magic ATT Sphere 3: 20% of 30 Magic ATT.

Magic Booster:

Uses MP to double your attack speed for a certain period of time.
Level 1: MP Cost: 48, Duration: 18 seconds, Doubles your attack speed.
Level 10: MP Cost: 30, Duration: 180 seconds, Doubles your attack speed.

Spell Mastery:

Increases your magic mastery and attack.

Level 1: Mastery: +14%, Magic ATT: +1.
Level 10: Mastery: +50%, Magic ATT: +10.

High Wisdom:

Permanently improves your intelligence.
Level 1: Permanently increases your INT by 8.
Level 5: Permanently increases your INT by 40.

Skill Build
We get Sylvan Lance and Pressure Void automatically at level 30.

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

Summary:
All maxed except Blinding Pillar.

Reasoning:
At level 30, you have two new attacks automatically with 2 SP. We put the next 3 points into magic booster to make our attack speed faster. Faster attack = more damage = dead monsters = more exp = happy you. Spell mastery is maxed to increase our magic mastery and give us more damage. High Wisdom is maxed next to give us more int. More int = more damage. Black Blessing is maxed for a significant damage boost. Then we max Magic Booster to extend the booster time. Max both light and dark attacks at the same time so you won't be at a disadvantage. Lastly, dump your points into the useless skill Blinding Pillar. All it does is push monsters away which makes it more time consuming to attack them all.

Some people prefer pilar over pressure void so do what ever pleases you.

Third Job Skills & Skill Build


Spectral Light:
[Light]

Fires controllable beams of light. You can steer the beams by holding the skill button and using the directional keys.

Level 1: MP Cost: 8, Attacks up to 8 enemies, Damage: 102%, Number of Attacks: 4. Press and hold the skill's key along with the arrow keys to switch the direction.
Level 20: MP Cost: 20, Attacks up to 8 enemies, Damage: 340%, Number of Attacks: 4. Press and hold the skill's key along with the arrow keys to switch the direction.

Ray of Redemption:

Use the light's power to heal party members and deal damage on enemies.
Level 1: Deals 123% damage on up to 6 enemies nearby. HP healed: 25%.
Level 10: Deals 150% damage on up to 6 enemies nearby. HP healed: 250%.
Level 20: Deals 180% damage on up to 6 enemies nearby. HP healed: 500%.

Moonlight Spear:

Draw enemies standing at the bottom of the window using a chain.
Level 1: MP Cost: 45, Attacks up to 6 enemies, Damage: 323%, Attacks 2 times.
Level 10: MP Cost: 60, Attacks up to 6 enemies, Damage: 341%, Attacks 2 times.
Level 20: MP Cost: 75, Attacks up to 6 enemies, Damage: 361%, Attacks 2 times.

Death Scythe:

Summon the ambassadors of the God of death to cut through the enemies using their huge scythes. This skill has both light and dark effects. [Equilibrium skill]
Level 1: MP Cost: 63, Deals 192% damage on up to 10 enemies 6 times. [Cooldown: 34 seconds]
Level 10: MP Cost: 90, Deals 210% damage on up to 10 enemies 6 times.[Cooldown: 29 seconds]
Level 20: MP Cost: 120, Deals 230% damage on up to 10 enemies 6 times. [Cooldown: 24 seconds]

Shadow Shell:

Create a shield to override states. When more than the specific number of states is ignored, a cooldown begins. Elemental and abnormal status resistance is also increased.

Level 1: MP Cost: 29, Ignores states up to 3 times. When cooldown is triggered, it lasts 570 seconds. [Passive Effects: Elemental and Abnormal Status Resistance: +4%]
Level 10: MP Cost: 20, Ignores states up to 3 times. When cooldown is triggered, it lasts 300 seconds. [Passive Effects: Elemental and Abnormal Status Resistance: +40%]

Dusk Guard:

For the duration of the buff, there's a chance to increase the damage ignored and defense.

Level 1: MP Cost: 8, Duration: 72 seconds, Weapon/Magic DEF: +120, 2% chance to ignore damage.
Level 10: MP Cost: 10, Duration: 180 seconds, Weapon/Magic DEF: +300, 20% chance to ignore damage.

Photic Meditation:

Increases the magic ATT of party members nearby. Can be stacked with Meditation.

Level 1: MP Cost: 30, Duration: 66 seconds, Your party members' Magic ATT: +10.
Level 10: MP Cost: 33, Duration: 120 seconds, Your party members' Magic ATT: +25.
Level 20: MP Cost: 36, Duration: 180 seconds, Your party members' Magic ATT: +40.

Lunar Tide:

Turn your HP and MP into damage, or increase your critical rate.
Level 1: If your HP is greater than your MP, Damage: +1%. Otherwise, Critical Rate: +2%.
Level 10: If your HP is greater than your MP, Damage: +10%. Otherwise, Critical Rate: +20%.
Level 20: If your HP is greater than your MP, Damage: +20%. Otherwise, Critical Rate: +40%.

Skill Build

NOTE: You can either choose to max Moonlight Spear or Ray of Redemption. Ray of Redemption hits 3 times and heals 800% at max level (the game description doesn't mention the extra hits). Because Moonlight Spear isn't needed in 4th job, you can avoid using dark mode entirely in 3rd, and MS is pitifully weak compared to Spectral Light, maxing Ray of Redemption instead is viable because it retains a secondary purpose in 4th job.

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

Summary:

All skills maxed except Moonlight spear OR Ray of Redemption which is left on 4

NOTE: Ray of Redemption hits 3 times and heals 800% at max level (the game description doesn't mention the extra hits). Because Moonlight Spear isn't needed in 4th job, you can avoid using dark mode entirely in 3rd, and MS is pitifully weak compared to Spectral Light, maxing Ray of Redemption instead is viable because it retains a secondary purpose in 4th job.

Fourth Job Skills & Skill Build


Reflection:
[Light Magic]
Emit a powerful arrow of light that splits when it hits enemies to deal splash damage.
Level 1: MP Cost: 24, Attacks up to 8 enemies, Damage: 304%, Number of Attacks: 4.
Level 10: MP Cost: 30, Attacks up to 8 enemies, Damage: 340%, Number of Attacks: 4.
Level 20: MP Cost: 36, Attacks up to 8 enemies, Damage: 380%, Number of Attacks: 4.
Level 30: MP Cost: 44, Attacks up to 8 enemies, Damage: 420%, Number of Attacks: 4.

Morning Star:
[Dark Magic]

Drops a explosive meteor on enemies

Level 1: MP Cost: 40, Deals 93% damage on up to 8 enemies, Explodes and deals 283% damage. [Cooldown: 5 seconds]
Level 10: MP Cost: 43, Deals 120% damage on up to 8 enemies, Explodes and deals 310% damage. [Cooldown: 5 seconds]
Level 20: MP Cost: 46, Deals 150% damage on up to 8 enemies, Explodes and deals 340% damage. [Cooldown: 5 seconds]
Level 30: MP Cost: 50, Deals 180% damage on up to 8 enemies, Explodes and deals 370% damage. [Cooldown: 5 seconds]

Apocalypse:

[Dark Magic]

Opens the abyssal rift under enemies to flood them with void energy
Level 1: MP Cost: 24, Deals 263% damage on up to 8 enemies.
Level 10: MP Cost: 28, Deals 290% damage on up to 8 enemies.
Level 20: MP Cost: 36, Deals 320% damage on up to 8 enemies.
Level 30: MP Cost: 44, Deals 350% damage on up to 8 enemies.

Ender:

[Equilibrium]

Attacks enemies with a giant blade that instantly eliminates them. Deals great damage to monsters that do not fall instantly
Level 1: MP Cost: 34, Attacks up to 2 enemies. If the enemy does not instantly die, 275% damage is dealt 7 times. All attacks are critical. [Cooldown: 41 seconds]
Level 10: MP Cost: 39, Attacks up to 2 enemies. If the enemy does not instantly die, 293% damage is dealt 7 times. All attacks are critical. [Cooldown: 32 seconds]
Level 20: MP Cost: 44, Attacks up to 2 enemies. If the enemy does not instantly die, 313% damage is dealt 7 times. All attacks are critical. [Cooldown: 22 seconds]
Level 30: MP Cost: 49, Attacks up to 2 enemies. If the enemy does not instantly die, 333% damage is dealt 7 times. All attacks are critical. [Cooldown: 12 seconds]

Dark Crescendo:
Has a chance to increase damage with each consecutive hit for a short period of time.
Level 1: MP Cost: 45, Duration: 64 seconds, Attacks have a 51% chance to increase your damage by 1%. Maximum number of overlaps: 10.
Level 10: MP Cost: 55, Duration: 100 seconds, Attacks have a 60% chance to increase your damage by 1%. Maximum number of overlaps: 16.
Level 20: MP Cost: 65, Duration: 140 seconds, Attacks have a 70% chance to increase your damage by 1%. Maximum number of overlaps: 22.
Level 30: MP Cost: 80, Duration: 180 seconds, Attacks have a 80% chance to increase your damage by 1%. Maximum number of overlaps: 30.

Arcane Pitch:
Ignores an opponent's DEF and resistance for a short period of time.
Level 1: MP Cost: 56, Duration: 35 seconds, 1% DEF ignored
Level 10: MP Cost: 60, Duration: 80 seconds, 10% DEF ignored
Level 20: MP Cost: 65, Duration: 130 seconds, 20% DEF ignored
Level 30: MP Cost: 70, Duration: 180 seconds, 30% DEF ignored

Magic Mastery:

Mastery and Magic ATT increase
Level 1: Mastery: +56%. Magic ATT: +1, Minimum Critical Damage: +1%.
Level 10: Mastery: +60%. Magic ATT: +10, Minimum Critical Damage: +5%.
Level 20: Mastery: +65%. Magic ATT: +20, Minimum Critical Damage: +10%.
Level 30: Mastery: +70%. Magic ATT: +30, Minimum Critical Damage: +15%.

Darkness Mastery:

Equilibrium buff's duration increases when the light and darkness erode. In addition, the skill increases the damage of Death Scythe.

Level 1: Duration of Equilibrium buffs: +2 seconds. Reduces the time to reach light and eclipse depletion. In addition, damage of Death Scythe: +20%.
Level 5: Duration of Equilibrium buffs: +10 seconds. Reduces the time to reach light and eclipse depletion. In addition, damage of Death Scythe: +100%.

Maple Warrior:

For a short period of time, increases all the stats of your party members by a certain percentage.
Level 1: MP Cost: 10, Duration: 30 seconds, All Stats: +1%.
Level 10: MP Cost: 30, Duration: 300 seconds, All Stats: +5%.
Level 20: MP Cost: 50, Duration: 600 seconds, All Stats: +10%.
Level 30: MP Cost: 70, Duration: 900 seconds, All Stats: +15%.

Hero's Will:

By focusing your mind, you can ignore some abnormal status effects. However, this will not work on all abnormal status effects.
Level 1: MP Cost: 30, Cooldown: 600 seconds.
Level 5: MP Cost: 30, Cooldown: 360 seconds.

100: +1 Apocalypse, +1 Reflection, +1 Ender, 1 Morning Star (1)
101: +3 Magic Mastery (3)
102: +3 Magic Mastery (5)
103: +3 Magic Mastery (8)
104: +3 Magic Mastery (11)
105: +3 Magic Mastery (14)
106: +3 Magic Mastery (17)
107: +3 Magic Mastery (20)
108: +3 Magic Mastery (23)
109: +3 Magic Mastery (26)
110: +3 Magic Mastery (29)
111: +1 Magic Mastery (Max) +2 Darkness Mastery
112: +3 Darkness Mastery (Max)
113: +3 Arcane Pitch (3)
114: +3 Arcane Pitch (6)
115: +3 Arcane Pitch (9)
116: +3 Arcane Pitch (12)
117: +3 Arcane Pitch (15)
118: +3 Arcane Pitch (18)
119: +3 Arcane Pitch (21)
120: +3 Arcane Pitch (24)
121: +3 Arcane Pitch (27)
122: +3 Arcane Pitch (Max)
123: + 3 Reflection (4) / +1 Apocalypse (4)
124: +3 Reflection (7) / +3 Apocalypse (7)
125: +3 Reflection (10) / +3 Apocalypse (10)
126: +3 Reflection (13) / +3 Apocalypse (13)
127: +3 Reflection (16) / +3 Apocalypse (16)
128: +3 Reflection (19) / +3 Apocalypse (19)
129: +3 Reflection (22) / +3 Apocalypse (22)
130: +3 Reflection (25) / +3 Apocalypse (25)
131: +3 Reflection (28) / +3 Apocalypse (28)
132: +2 Reflection (Max) / +2 Apocalypse (Max)
133: + 3 Dark Crescendo (3)
134: +3 Dark Crescendo (6)
135: +3 Dark Crescendo (9)
136: +3 Dark Crescendo (12)
137: +3 Dark Crescendo (15)
138: +3 Dark Crescendo (18)
139: + 3 Dark Crescendo (21)
140: + 3 Dark Crescendo (24)
141: +3 Dark Crescendo (27)
142: +3 Dark Crescendo (Max)
143: +3 Ender (3)
144: +3 Ender (6)
145: +3 Ender (9)
146: +3 Ender (12)
147: +3 Ender (15)
148: +3 Ender (18)
149: +3 Ender (21)
150: +3 Ender (24)
151: +3 Ender (27)
152: +3 Ender (Max)
153: +3 Apocalypse (4) / Reflection (4)
154: +3 Apocalypse (7) / Reflection (7)
155: +3 Apocalypse (10) / Reflection (10)
156: +3 Apocalypse (13) / Reflection (13)
157: + 3 Apocalypse (16) / Reflection (16)
158: +3 Apocalypse (19) / Reflection (19)
159: +3 Apocalypse (22) / Reflection (22)
160: +3 Apocalypse (25) / Reflection (25)
161: +3 Apocalypse (28) / Reflection (28)
162: +2 Apocalypse (Max) / Reflection (Max) + 1 Maple Warrior (1)
163: +3 Maple Warrior (4)
164: +3 Maple Warrior (7)
165: +3 Maple Warrior (10)
166: +3 Maple Warrior (13)
167: +3 Maple Warrior (16)
168: +3 Maple Warrior (19)
169: +3 Maple Warrior (22)
170: +3 Maple Warrior (25)
171: +3 Maple Warrior (28)
172: +2 Maple Warrior (Max) +1 Hero's Will (1)
173: +3 Hero's Will (4)
174: +1 Hero's Will (Max), +2 Morning Star (4)
175: +3 Morning Star (7)
176: +3 Morning Star (10)
177: +3 Morning Star (13)
178: +3 Morning Star (16)
179: +3 Morning Star (19)
180: +3 Morning Star (22)
181: +3 Morning Star (25)
182: +3 Morning Star (28)
183: +2 Morning Star (Max)

Summary:
All skills are maxed.

Reasoning:

You add one point into Apocalypse, Reflection, Ender and Morning Star for brand new attacks! Reflection replaces Spectral Light at level 11. You max magic mastery for another monstrous damage increase. Followed by magic mastery is darkness mastery which also increases the damage of death scythe and gives you more power in equilibrium mode. Arcane pitch is then maxed for some extra PDR and critical. The next part is your choice. What do you prefer, Apocalypse or Reflection? Then you max Dark Crescendo for damage stack, followed by Ender. Ender can 1 hit KO monsters and Dark Crescendo stacks damage. Now you max the attack that you didn't choose to max before. It's either Apocalypse or Reflection. Maple Warrior and Hero's Will follow. Morning Star is maxed last as it is the least effective skill.

Hyper Skills


Facts

New Hyper Skills have been added for the following Hero and Nova classes: Aran, Evan, Mercedes, Phantom, Luminous, and Kaiser.
Hyper Skills have three categories: Passive Stat Boost, Passive Skill Boost, and active Attack/Buff skills. Each category has its own SP.
Hyper skills can be reset for a fee of anywhere between 100,000 to 10,000,000 mesos.
Hyper skills are not affected by buff duration increase or cooldown decrease.
All skills Master Level = 1.

Common Hyper Skills

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]

Luminous Exclusive Hyper Skills

Reflection - Range Up: Increases Reflection's range (Range +50)

Reflection - Spread: When Reflection spreads, damage no longer gets reduced (Reduces split damage rate to 0%)

Reflection - Reinforce: Increases Reflection's damage (Damage +20%)

Apocalypse - Extra Target: Increases the number of monsters that Apocalypse hits (Max Enemies Hit +2)

Apocalypse - Reinforce: Increases Apocalypse's damage (Damage +20%)

Apocalypse - Recharge: Increase the gauge increase amount for Apocalypse

Ender - Range Up: Increases Ender's Range (Range +40)

Ender - Extra Target: Increases the numbers of monsters that Ender hits (Max Enemies Hit +1)

Ender - Reinforce: Increases Ender's damage (Damage +20%)

Armageddon: Renders enemies immobile and deals damage. (MP Cost: 1000, Max Enemies Hit: 15, Damage: 1000%, Immobile Duration: 20 seconds, Cooldown: 120 seconds, Max Damage: 9999999

Heroic Memories: Increases damage and max damage cap. (MP Cost: 100, Duration: 60 seconds, Damage: +10%, Max Damage: +50000, Cooldown: 120 seconds. Only applies to hero classes in party)

Equalize: Puts you in Equilibrium mode immediately upon use (MP Cost: 1000, Equilibrium status begins, Cooldown: 150 seconds.)

Hyper Skill Build


Level 140: S-Type: +1 Hyper Intelligence (MAX), P-Type: +1 Saved SP (1)

Level 150: A-Type: +1 Memorize (MAX)

Level 150: S-Type: +1 Saved SP (1)

Level 162: P-Type: (Saved SP Used) P-Type: +1 Reflection - Spread (MAX)

Level 165: (Saved SP Used) S-Type: +1 Hyper Physical Guard (MAX)

Level 168: P-Type: +1 Apocalypse - Recharge (MAX)

Level 170: S-Type: +1 Saved SP (1), A-Type: +1 Armageddon (MAX)

Level 174: (Saved SP Used) S-Type: +1 Hyper Magical Guard (MAX)

Level 180: P-Type: +1 Saved SP (1)

Level 186: (Saved SP Used) S-Type: +1 Hyper Max Mana Point (MAX)

Level 189: (Saved SP Used) P-Type: +1 Apocalypse - Extra Target (MAX)

Level 190: S-Type: +1 Saved SP, P-Type: +1 Reflection - Add Range (MAX)

Level 198: (Saved SP Used) S-Type: +1 Hyper Critical Rate (MAX)

Level 200: S-Type: +1 Hyper Max Health Point (MAX), P-Type: +1 Ender - Extra Target (MAX), A-Type: +1 Hero's Oath (MAX)

Passive Stat Enhancer (S):
Hyper Max Heart Points: MAX
Hyper Max Mana Points: MAX
Hyper Intelligence: MAX
Hyper Physical Guard: MAX
Hyper Magical Guard: MAX
Hyper Critical Rate : MAX

Passive Skill Enhancer (P):
Reflection - Spread: MAX
Apocalypse - Recharge: MAX
Apocalypse - Extra Target: MAX
Reflection - Add Range: MAX
Ender - Extra Target: MAX

Active Buff/Attack (A):
Memorize: MAX
Armageddon: MAX
Heroic Memories: MAX

Reasoning:

Level 140: We add one point into Hyper Intelligence (Passive Stat Enhancer) for a +50 INT boost . You save your Passive Skill Enhancer point until you find a very useful skill.
Level 150 We use your saved SP point, Active Buff/Attack SP (the A-Type) and put it on Equalize so that you can instantly go to Equilibrium. Leave your Passive Stat Enhancer SP for Hyper Physical Guard for the extra Defense.

Level 160: At Level 162, use the saved Passive Skill Enhancer SP from Level 140 and put it into Reflection - Spread so you have no damage reduction on chaining. Then, at

Level 165 add the point saved for the Passive Stat Enhancer SP into Hyper Physical Guard. At 168, use your Passive Skill Enhancer SP in Apocalypse - Recharge so that you can get to Equilibrium more quickly.

Level 170: At Level 170, you put the Saved Passive SKill Enhancer SP from Level 150 into Armageddon for a nice Ultimate. Then, at level 174, add the Passive Stat Enhancer SP into Hyper Magical Guard for the extra Magic Defense!

Level 180: At Level 180, save the Passive Skill Enhancer SP. Once you hit Level 186, use the saved Passive Stat Enhancer SP from Level 170 and add it to Hyper Max Mana Point for (Even more Mana onto your already extremely high mana) MP. Then, at Level 189, use the saved Passive Skill Enhancer SP from Level 180 and add it to Apocalypse - Extra Target so you can hit more monsters.

Level 190: Save the Passive Stat Enhancer SP. Add the Passive Skill Enhancer SP into Reflection - Add Range so you can stay farther away from the monsters when you attack. At Level 198, use the saved Passive Stat Enhancer SP for higher Critical Rate.

Level 200: Add the Passive Stat Enhancer SP to Hyper Max Health point so that Magic Guard can be a little less overused. Add the Passive Skill Enhancer SP to Ender- Extra Target so that when you're bossing, you can hit more boss noobs like at Cygnus. Then, add the Active Attack Or Buff SP into Heroic Memories to increase damage cap.

First Job Training


Training Locations

1-10: You instantly become level 10.

1-30: Luminous Quest Line

Rating: S

10-18: [url=http://www.basilmarket.com/MapleStory-monster-Blue-Ribbon-Pig-796.html]Blue Ribbon Pigs[/url]

Rating: A

18-20: Your hat quest from Grendel The Old

Rating: S

21-30: [url=http://www.basilmarket.com/MapleStory-monster-Rotting-Skeleton-554.html]Rotting Skeletons[/url]l or [url=http://www.basilmarket.com/MapleStory-monster-Mixed-Golem-128.html]Mixed Golems[/url]

Rating: A

Second Job Training


Training Locations

30-60:Job Quests

Rating: S

30-35: Mushroom Castle Quests

Rating: A

35-40: Kerning Square Quests or Latest Hit Compilation & Greatest Oldies

Rating: A

40-50: Dead Scarecrows

Rating: A-

50-60: Jesters

Rating: S

Robos in Apparatus Room

Rating: A

Chryse Quests

Rating: A-

Ariant - Sahal 2 (Sand Rats / Scorpions)

Rating: A

Third Job Training


Training Locations

Level 60 - 90: Twisted Jesters
Rating: S (Very good area, but very populated with KSers, so beware)

Level 60 - 90: Neo Huroid
Rating: S

Level 70 - 100: Magatia PQ (Romeo and Juliet PQ)
Rating: S (Fast EXP!)

Level 70 - 80: Iron Mutae or Reinforced Iron Mutae
Rating: B+ (Alternative to Jesters)

Level 80-90: Mr Anchor at Ghost Ship 6
Rating: A

Level 85-90: Sakura Castle card set gives 3.6 million exp. Large sum of EXP.

Level 80 - 100: Selkie Jr. and Slimy's in Mysterious Path 3
Rating: A

Level 90 - 100: Alien Cog and Alien Miner
Rating: S

Fourth Job Training


Training Locations

100-110:

Captains[url=http://www.basilmarket.com/MapleStory-monster-Dual-Ghost-Pirate-171.html]Dual Ghost Pirates[/url]

Rating: A

100-110: Alien Cog and Alien Miner

Rating: S

110-165:[url=http://www.basilmarket.com/show/monster/879]Lion King Castle[/url]

Rating: S

Level 120 - 140: Blue Dragon Turtles
Rating: B

140-200: Temple of Time

Rating: B

165-200: Strong Hold ([url=http://www.basilmarket.com/MapleStory-monster-Official-Knight-A-915.html]Official Knight A[/url][url=http://www.basilmarket.com/MapleStory-monster-Official-Knight-B-916.html]Official Knight B[/url][url=http://www.basilmarket.com/MapleStory-monster-Official-Knight-C-917.html]Official Knight C[/url]

Rating: S

179-200:Hall of Honour

Rating: S

Luminous Quest Guide


Coming Soon~~

Medals


First Job:
In Both Darkness and Light

Max HP +50
Max MP +50

Second Job:
Conquerer of Darkness

Max HP +100
Max MP +100

Third Job:
Master of Darkness

+1 All stat
+150 HP/MP

Fourth Job
Guardian of Equilibrium

+2 All Stat
+200 MAX HP/MP

Which Potions To Use?


Luminous need no HP potions what so ever. When they are in light mode and they use light attacks, they gain 1% hp for every attack. This also applies with darkness. Therefore, you should only have MP pots. Luminous HP is essentially his MP. You should use the following MP pots:

First Job: Mana Elixirs are your best friend right now. You have low MP so you don't need strong potions yet.

Second Job: Use Sunrise Dew, Pure Water for your potions. You only need these mana potions at these levels.

Third Job: Gingerales, elixirs. Your MP is getting higher. It's time to get better potions. I prefer Gingerales because they have a good value for your money and recover lots of your mp.

Fourth Job: Use Gingerales, Elixirs, Power Elixir, Mana Bull or Honsters. You have high MP so you need these pots. I prefer Gingerales as they are easily accessable through New leaf City.

You should always have a Jr Boogie familar as it heals 10% of your map MP every 10 seconds.

FAQ


How Do I Choose The Light Or Dark Path?
In GMS, you do not choose a path. You control both powers.

If I'm in light mode, how come I can use dark skills?
Luminous is designed so that you can utilize both skills. If you are in light mode and you use light skills, you gain a damage increase. You can still use dark skills, but you will not gain an advantage.

What Mastery Book Should I Choose at 70?

You should choose Magic Mastery or Dark Crescendo. Magic Mastery is relatively cheap at the moment.

Tips


Easy Teleportation

There is a benefit to doing your story quests. After reaching a certain point, your Aurora Prism will teleport you to Lania's house rather than Harmony. When you try to exit the map it'll ask if you want to return to your previous map, meaning the map you teleported from.
Picking no will result in you being outside of Ellina. This is basically like Mercede's Elven Blessing except without cooldown.

Contributions

Tony Vu - Guide Creator
BasilMarket - Skill Information
Maple Wiki -Luminous Story Information (I wrote some of it)
Orange Mushroom for Hyper Skills
LiSalamander- Victor Yin
@ChopSuey - Phong
@Momijii - Correcting Errors
@Dingle - Reasoning, Training Location Reasoning
@Plusle4eva - Training Areas, Organisation
@zerocool498 - Potion Guide Assistance
@HeyKaho - Tips for easy teleportation
@MaplexHeros - Based my hyper skill build off his.
Posted: December 2012 Permalink

Replies

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Was going to complain about us already having one, but then I actually read your guide. It looks great!
Dec 12 2012
THANK YOU SO MUCH

Must get stickied
Dec 12 2012
Gearwork Level 170 Broa Jett 4
your 4th job guide is messed up a little. darkness mastery only takes 2 levels to master it, not 10
Dec 12 2012
Holy.. It's incomplete, yet it's so good. I like what you say xDD
Dec 12 2012
ChopSuey Level 208 Scania Dark Knight
Hey Tony

When looking at training locations I feel as if there isn't any backup locations in case they get very crowded such as aliens. Kyu/Capt or Dual Ghost Pirates can be alternative for aliens.

Ariant - Sahal 2 (Sand Rats / Scorpions) can be for level 60-70 training and Magatia - Lab - Area C-2 (Roid / Neo Huroid) for level 70-80.
Dec 12 2012
ShyShadow Level 201 Scania Angelic Buster 4
Hey Tony

When looking at training locations I feel as if there isn't any backup locations in case they get very crowded such as aliens. Kyu/Capt or Dual Ghost Pirates can be alternative for aliens.

Ariant - Sahal 2 (Sand Rats / Scorpions) can be for level 60-70 training and Magatia - Lab - Area C-2 (Roid / Neo Huroid) for level 70-80.[/quote]

I'm going to add that! ThanksPhong! I'll add you to contributions.
Dec 12 2012
Hey man, I was wondering why I didn't get 5 SP at lvl 30? I wasn't able to invest 5 points into magic booster. I'm lvl 31 and I have 4 in magic booster, 1 in spell mastery, 1 in sylvan lance, and 1 in pressure void.
Dec 13 2012
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