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Thread starter
profil3
sheriff
Dec 18 2008 +
Qynat
139 Bera Bow Master
 
Welcome to The Stickied Training Guide!
By The AGF and the Archer community at BasilMarket
Not made by me, I just update it. D:
Last Updated: August 11th, 2009

Cygnus Knights are out! If you have a spot that works exclusively for Cygnus Knights, or a suggestion to add to already existing spots, tell me!
Nearly all maps that work for Archers still work for their Windy counterparts! If you need training help and are a Cygnus Knight, this guide still applies!


Table of Contents


What is the EXP/HP ratio?
1-hitting vs 2-hitting
Regarding FA archers and training
Regarding Wind Archers and training.
Maps for Levels 10-25
Maps for Levels 20-30
Maps for Levels 25-40
Maps for Levels 35-50
Maps for Levels 45-60
Maps for Levels 55-80
Maps for Early AR/E, 72-90
Maps for Levels 80-1337
Party Quests
Links

Intro

This guide is intended to help bowmen find places to train, and tips on how to train there. Each map entry gives the map where the monster(s) can be found, ratings, and any important notes. Here is an example entry:

[quote]Map Name and link to map on Hidden-Street.net

List monster(s) that spawn in the map. (Those in parentheses appear in the map, but don't make a significant portion of the EXP.)
Spawn: High/Medium/Low (this is how many monsters you'll see)
Training Cost: High/Medium/Low (self-explanatory)
Movement: High/Medium/Low (how much you have to move; for example Platoon Chronos is High while Flyeyes is Low)
EXP/HP Ratio: 1/X (I will explain this later)

Overall Rating: A, B, or C
I Recommend: Skills, a certain amount of damage, added speed/jump, etc) that would help in training here.
Notes: Recommended method(s) of training here, tips, important facts, etc.[/quote]

You will notice that the level categories overlap slightly. This is because the appropriate level to start training at any given monster is often flexible, as this depend largely on your individual stats, equips, skills, and playing style. If you want easier and cheaper training, go for the lower bracket; likewise, if you're looking for a challenge, try the higher one.

This thread will never be 100% complete, due to the fact that new training maps are found, new monsters are released, and new training methods are developed. However, we will do our best to keep it as updated as possible.


Links


Tzk221's Simplified Archer Guide - basic overall quick reference for archer knowledge, go here if you're lost or new.
Bluebomber24's Skill Build Guide - specifically for skill builds. If you need skill help, look here.
The Forest of Wisdom - miscellaneous archer-related stuff, check it out. Also has a page that lists the EXP/HP of every monster that spawns regularly in GMS.
Bowman Bossing Reference - many bosses here are trainable.
Compilation of (other) Training Guides - this has some good ones, especially for specific areas. I link to some of these in their specific training entry.
Sybaris's damage calculator - useful if you want to know what kind of damage you can expect to hit on monsters you train on.

If I have a link to a specific area training guide, it will be under the entry for that area.

Feel free to request a link to something, please post it here or PM me about it.


What is the EXP/HP ratio?


This ratio is explained by LordMufasa as follows:
LordMufasa: I calculate this ratio by dividing the amount of health a monster has by the amount of experience it gives.

Here is an example: Brown Teddy's have 950 health, and they give 60 experience. 950 divided by 60 is 15.8. So essentially, it takes you 15.8 damage to get 1 point of experience.

As you can imagine, the amount of damage it takes to get 1 experience adds up. For instance, in the Brown Teddy example above, it would take around 65 damage to get 4 points of experience, while a monster with only an experience to damage ratio of 1/11 would only need to do 44 damage. And it goes up and up and up, with the more you train on a monster, the worse this difference gets between a monster with a high ratio and a monster with a low ratio.


An important note: any damage you do above the monster's HP does not count. For example, a Pig's EXP/HP ratio is 1/5. This apparently means that if you hit 2000 damage on a Pig, you'll gain 400 experience--but this is misleading. Most of your damage is wasted, hurting the Pig after it is already dead. This is why you wouldn't train on Snails all day even though they have the best EXP/HP ratio. The key is finding a balance between high EXP/HP ratio and a minimum of overkill.

And in case of confusion, when I refer to high and low EXP/HP ratio in this guide, high means the denominator of the fraction is low. 1/5 is a higher ratio than 1/10. Think of it this way: a high ratio means you get more EXP for your damage, a low ratio means you get less.


1-hitting vs 2-hitting


This is a tougher question than it seems. Both types of training each have their own merits, and it all comes down to your playing style.

1-hitting, or training at monsters you can kill in one hit most of the time, is often considered the most efficient type of training before 3rd job, and the most commonly used. Lower-leveled monsters, in general, have a higher EXP/HP ratio, less defense, and require less potions to fight. Usually, 1-hitting a monster consistently means doing so at least 70% of the time, although in first job it's acceptable to 1-hit only 40-50% due to the lack of Mastery. More time is spent moving rather than standing and shooting, so movement speed is an important factor in 1-hit training rate.

2-hitting is training at monsters you kill in 2 hits most of the time. Since you spend twice the time on each monster, less time is spent moving and more time spent damaging (and therefore gaining EXP). Higher leveled monsters tend to hit harder and have more DEF, but have more valuable drops as well. Damage is more important than movement speed here, because an increase in damage will increase the chance of a 1-hit and decrease the chance of a 3-hit.

At around level 80, 1-hitting and 2-hitting become irrelevant. Level 80+ monsters differ from those in previous level brackets in that they take many hits to kill, have better EXP/HP ratios the higher you get, and hit much harder. The archer's training style changes, focusing more on survival and efficiency of killing. The use of an Archer's defensive skills and characteristics (which bluebomber24 has dubbed the 'Archer Seikûken' and explains in his article about it) is required to survive while maintaining the highest possible training efficiency.


Regarding FA archers and training


The general consensus is that Final Attack will allow one to tackle higher-leveled monsters sooner, while decreasing one's capabilities at fighting multiple weaker monsters. With this in mind, those with FA may find it more effective to train on monsters stronger than those recommended for their level. More information on the skill itself can be found here.


Regarding Wind Archers and training.


Cygnus Knights are much more powerful than their adventurer counterparts, but have most of the same skills. If the skill requirements for a particular training area are met, you may consider going to maps earlier than is recommended. Just make sure you have the skills in place before heading off!


Maps for Levels 10-25


This first level bracket is simple. You can kill anything anywhere, as long as you hit it and it doesn't kill you, and regardless of what you choose these levels will pass quickly. The options listed below are generally considered the better options, though.
Some people choose to raise STR and use a melee weapon during early levels. Their reasoning? Bows have short range without Eye of Amazon, are unstable, helpless at close range, and require arrows. However, bow range without Eye of Amazon is still usable, if shorter, and the distance may save some walking and taking hits. Also keep in mind that none of your main skills has any effect with a melee weapon.

Henesys Hunting Ground I [first and second level]

Snails, Shrooms, Slimes
Spawn: High
Training Cost: Low
Movement: Low
EXP/HP: Blue Snails 1/3.8; Red Snails 1/5.6; Shrooms 1/4; Slimes 1/5
Overall Rating: B-

I Recommend: Any weapon at all

Notes: The one major downside to this place is the sheer number of people training here.
There really isn't much to say about this place, it all should be pretty straightforward.

Ellinia: Dungeon, Southern Forest I (aka Slime Tree)

Slimes
Spawn: High
Training Cost: Moderate
Movement: High
EXP/HP: 1/5
Overall Rating: B+

I Recommend: 20 or more STR if you're going to use a melee weapon

Notes: Since this is a vertical map and unfavorable to ranged weapons, a popular way of training here is to use a melee weapon such as a Wooden Mallet, Long Sword, Metal Axe, or Stars and Stripes (especially favorable since it adds STR). Some players add 20-25 STR early on to help with this. Training with a bow here is also possible, and works decently.

Henesys: Mushroom Garden

Orange Mushrooms, (Red Snails), (Shrooms)
Spawn: Moderate-High
Training Cost: Low
Movement: Moderate
EXP/HP: Orange Mushrooms 1/5.3
Overall Rating: A

I Recommend: Maxed Eye of Amazon

Notes: At level 18 you should have no trouble here. Lower levels should do fine too however; this isn't a very demanding map. If you can, bring a friend to crank up the spawn, since there's a lot of ground to cover.

Lith Harbor: The Pig Beach

Pigs, Ribbon Pigs
Spawn: High
Training Cost: Relatively High
Movement: Varies
EXP/HP: Pigs 1/5; Ribbon Pigs 1/6
Overall Rating: B

I Recommend: Enough damage to OHKO pigs (75 HP) reasonably well. And at least level 1 DS, if possible; it's more stable and tends to OHKO more.

Notes: This is a very popular map, so crowding tends to become an issue. Also, as an Archer, you may find yourself hard-pressed to find room to shoot due to the nature of Pigs and the map. Watch out for the infamous Iron Hog; low-levels won't be able to kill it or even hit it, so keep as far away as possible. Train at the upper right platform if you can; no hog, flat, and snipable from the left if necessary.

Henesys Hunting Ground I [third level]

Orange Mushrooms, (Stumps), (Red Snails)
Spawn: High
Training Cost: Low-Moderate
Movement: Low
EXP/HP: Orange Mushrooms 1/5.3
Overall Rating: B

I Recommend: A bow

Notes: The third level of this map mainly spawns Orange Mushrooms. When comparing this map to Pig Beach, this map is even more crowded, and killstealing occurs often. However, this map IS flat, which makes it more bow-friendly. If you find yourself getting overrun (you really shouldn't if you're strong enough for this place, but in case you do), you can stand on either the hay bale or the platform to the left and just snipe without getting hit.


Maps for Levels 20-30


By now, if you're following the standard skill build, you should have maxed Eye of Amazon and Critical, at least 1 point in an attack skill, and very unstable damage. With the funded build, you should have a maxed attack skill and some points in Critical at this time.
Because of the instability in damage, I strongly recommend you start using 1+ DS if possible; more arrows is more consistency. Even if you're going Arrow Blow build, 1 point in DS could do wonders at this stage.

Zipangu: Mushroom Forest

Orange Mushrooms, Green Mushrooms, Blue Mushrooms
Spawn: Moderate-High
Training Cost: Low
Movement: High
EXP/HP: Orange Mushrooms 1/5.3; Green Mushrooms 1/9.6; Blue Mushrooms 1/10.9
Overall Rating: C+

I Recommend: Maxed Eye of Amazon, 1+ DS

Notes: Most platforms here have some sort of safe sniping point, exceptions being the middle raised Green Mushroom platform at the bottom, and the upper left Blue Mushroom platform. Don't leave these two platforms unattended for too long or they'll fill up and become difficult to clear.

Henesys Hunting Ground I (fourth level)

Green Mushrooms
Spawn: High
Training Cost: Low
Movement: Low
EXP/HP: 1/9.6
Overall Rating: B

I Recommend: Nothing

Notes: The Green Mushroom level. This map is flat, spawns quickly, and has sniping points on either side or on the bale of hay. If you could get an area like this to yourself, it would be perfect. However, its position and its popularity make this impossible. Not only do many people your level want to train here, high levels come to show off here as well. But if you happen to take, and hold, at least half the platform... enjoy the EXP.

Ellinia: Dungeon, Southern Forest IV or Ellinia: Tree Dungeon, Forest Up North II (aka Mushroom Trees)

Green Mushrooms, Horny Mushrooms, (Slimes), (Blue Mushrooms)
Spawn: High
Training Cost: Moderate
Movement: High
EXP/HP: Green Mushrooms 1/9.6; Horny Mushrooms 1/8.6
Overall Rating: B

I Recommend: 1+ DS

Notes: Green and Horny mushrooms are easy to cope with since they don't jump, move relatively slow, and knockback at 1 damage. This should make it fairly easy to attack without much difficulty, though since these are vertical maps you'll still need to climb a lot. Works best with two people to minimize climbing, as long as you split the map fairly. One way to reduce climbing when soloing is to start at the top, clear to the bottom, exit the map and walk back to the entrance at the top. The two maps listed above are usually the most popular Mushroom Trees, but any of the similar maps in the area will do.

Kerning City: Subway Line 1 Area 1

Bubblings
Spawn: High
Training Cost: High
Movement: Moderate
EXP/HP: 1/9.2
Overall Rating: B

I Recommend: As much firepower as you can, definitely an attacking skill

Notes: Bubblings have high defense for their level, move quickly, and don't flinch if you hit 29 damage or less. These attributes make them quite formidable to low-leveled players, and even the stronger level 20's will find themselves using many potions. If they get close to you, your bow whacks won't knock them back, so stay as far away as possible. Snipe from adjacent platforms whenever possible. Don't leave the bottom alone too long, or it'll become packed with Bubblings that you won't be able to shoot at.
An alternative map for Bubblings is the bonus in the B1 jump quest, which is flat. Disadvantages: you can't snipe, you get hit a lot, and you can't see your drops inside the car.

Outside East Entrance of Ariant or Tent of the Entertainers

Desert Rabbits (M)/(F)
Spawn: High
Training Cost: Moderate
Movement: Low
EXP/HP: Desert Rabbit (F) 1/10.9; Desert Rabbit (M) 1/11.8
Overall Rating: B

I Recommend: 1+ DS

Notes: Weakest monsters in Ariant. Flat map, good terrain, average EXP/HP. Not a lot to say about these things.


Maps for Levels 25-40


This level range is a transition period. By now you'll have all or most of your main 1st job skills in place. As you climb from 25 to 40, you'll gain the ability to hit multiple monsters for the first time, gradually tighten your damage range until you never see a 1 or 2-digit number again (except on high DEF monsters), and stop restocking arrows for good. Exciting, eh? So meanwhile, grab a point in your job's mob skill so you can deal with the mobs in this section with ease.

Dungeon: Ant Tunnel I or Dungeon: Ant Tunnel IV

Horny Mushrooms, Zombie Mushrooms
Spawn: I High, IV Moderate
Training Cost: Moderate
Movement: I Low, IV Moderate-High
EXP/HP: Horny Mushrooms 1/8.6; Zombie Mushrooms 1/11.9
Overall Rating: B

I Recommend: Maxed attacking skill and level 1 mobbing skill

Notes: Ant Tunnel I naturally divides into 3 sections. The top-right, which spawns only Hmush; the middle, which is mixed and the most snipable section; and the bottom, which often has mass mobs of Zmush. Lower levels should start at the top level, making sure someone has the bottom so that the spawn stays up. Once you attain 2nd job and can mob, the bottom provides more EXP. In the event that Ant Tunnel I is overcrowded, move to Ant Tunnel IV, which has a similar structure. Bring a friend or two if you choose IV, or the spawn will be disappointing.

Kerning City: Swamp of Junior Necki

Jr. Neckis, (Slimes)
Spawn: High
Training Cost: Very Low
Movement: Moderate
EXP/HP: Jr. Neckis 1/7.5; Slimes 1/5
Overall Rating: B

I Recommend: Level 1 mobbing skill, must have 92+ Accuracy

Notes: To get here, press up on the wooden sign on the platform at the right end of Swamp of Despair I. Sniping spots everywhere, so you take practically no damage, high mobbability, and uncrowded. Method is to jump up onto a sniping spot, clear towards the right, drop to the bottom, kill Slimes going left. Repeat. The spawn should be approximately 4~6 Neckis per platform. The map favors Arrow Bomb; Iron Arrow has difficulty hitting unless standing in a slight dip in the platform or at the very edge. You can make relatively good money by selling the Skins.

Ludibrium: Eos Tower 71st~73rd floor

Trixters
Spawn: High
Training Cost: Very Low
Movement: None/Moderate
EXP/HP: 1/10.7
Overall Rating: B

I Recommend: Use of a maxed attacking skill if you circulate the map

Notes: Trixters hang by a string, moving up and down in one place. Use this to your advantage! You can train for entire levels here while barely getting hit at all. There are even some spots on the 73rd and 72nd floors (most notably this one) where you can just stand and snipe endlessly. Doing this is slower than actively moving around the map, but it requires no movement, uses no HP potions whatsoever, and doesn't require you to pay attention to the screen. Unfortunately, getting here takes either an Eos Rock Scroll or a long descent down the tower.

Excavation Site III

Wooden Masks, Rocky Masks
Spawn: High
Training Cost: Low
Movement: Moderate if soloing, Low if sharing
EXP/HP: Wooden Masks 1/11.9; Rocky Masks 1/13.3
Overall Rating: A

I Recommend: Maxed attacking skill

Notes: Excavation Site III has three main spawn platforms: the floor, the middle, and the top. The middle and top both have smaller raised platforms to the right where you can snipe without getting hit (though 1-2 masks do spawn on these platforms). To lower pot usage when clearing these two rows, hit every mask once, lure them toward you, then jump on the snipe platform. Because of the map layout, the area works best with two or three people.

Perion: Land of the Wild Boar I

Wild Boars, (Jr Boogies), (Dark Axe Stumps)
Spawn: High
Training Cost: Moderate-High
Movement: Moderate
EXP/HP: Wild Boars 1/13.1
Overall Rating: B

I Recommend: Maxed attacking skill, some higher-level friends in the area to
help clear out Boogies

Notes: Boars are similar statwise to Masks and Zmush. The map is not laid out especially well, Boars overrun you often, and Jr Boogies cast very annoying debuffs, which make this place generally worse than Ant Tunnel or Excavation Site. For the Boogie problem, there are two statues at the top that sometimes get rid of all the Jr Boogies on the map, though it doesn't always work and takes a bit of jumping. A number of quest items drop at this place.

Perion: Land of the Wild Boar II

Wild Boars, (Dark Stumps), (Axe Stumps), (Dark Axe Stumps)
Spawn: High
Training Cost: Moderate-High
Movement: Moderate
EXP/HP: Wild Boars 1/13.1
Overall Rating: A-

I Recommend: Maxed attacking skill, level 1 mobbing skill

Notes: Less crowded than Boar Land 1, and no Jr Boogies. This map is comparable to Excavation Site III in that they both have three rows of spawn. This place has more spawn and is more mobbable than Masks, but has less sniping points.

Ariant: Jr. Cactus Desert

Jr. Cacti
Spawn: High
Training Cost: Moderate
Movement: Low
EXP/HP: 1/12.2
Overall Rating: A

I Recommend: Maxed attacking skill.

Notes: Even though they don't give great EXP for their HP, the map is nice and small requiring you almost no movement - just like V/H. If you like mansion training, this is for you.

Aquaroad: Big Fish Valley

Bubblefish, Flowerfish
Spawn: High
Training Cost: Low
Movement: High, though Aqua has mobility
EXP/HP: Bubblefish 1/14.2; Flowerfish 1/13.6
Overall Rating: B

I Recommend: Level 1 Arrow Bomb. Sorry Crossbowmen/Cygnus, IA won't work here.

Notes: The spawn here is made up of mostly Bubblefish, which swim freely and spawn in clusters of 4-5, and a few Flowerfish, which stay on platforms. The map has two platforms which are shaped like a fish (see map) and divide the map into 3 zones horizontally. Swim in a rough S-shape through all three zones, using Bomb or single attack skills to lure every Bubblefish you see. Once you have a sizable mob, spam Bomb at it. Repeat.

Ariant: Royal Cactus Desert

Royal Cacti
Spawn: High
Training Cost: Moderate
Movement: Moderate-Low
EXP/HP: 1/13.6
Overall Rating: A

I Recommend: Level 1 mobbing skill

Notes: Flat, relatively small 1-platform map. Best for soloing, in contrast with multi-platform maps like Excavation Site and Boars which are preferably shared.

Outside North Entrance of Ariant, North Desert Road 1, North Desert Road 2, or The Desert of Red Sand

Meercats, Kiyo, Sand Dwarves
Spawn: High
Training Cost: Moderate
Movement: Moderate
EXP/HP: Meercats 1/13.4; Kiyo 1/14.5; Sand Dwarves 1/16.7
Overall Rating: B+

I Recommend: Level 1 mobbing skill

Notes: I've lumped together these maps because they all contain similar monsters. Notice that Meercats have a better EXP/HP ratio. However, North Desert Road 2 is perfectly flat and contains Kiyo and Sand Dwarves, so the choice is up to you.

Orbis Tower <6th floor>

Leatties
Spawn: Moderate
Training Cost: Low
Movement: Moderate
EXP/HP: 1/16.7
Overall Rating: B

I Recommend: Level 1 mobbing skill

Notes: The shortest floor of Orbis Tower (which is my reasoning for selecting this particular floor rather than any other). The floor and the long platform up top are very mob-friendly for both Bomb and IA. The middle area consists of two adjacent platforms that each spawn ~3 leatties. Once you clear one of them, the other becomes easy since you can just snipe across the gap.

Ludibrium: Terrace Hall, Ludibrium: Sky Terrace <1~2>, Ludibrium: Cloud Terrace <1~3>

Brown Teddies, Pink Teddies
Spawn: High
Training Cost: Moderate
Movement: Moderate
EXP/HP: Brown Teddies 1/15.8; Pink Teddies 1/16.1
Overall Rating: A

I Recommend: Nothing special

Notes: This is pretty much the standard for level 30-40 training. Any of the six maps listed above are trainable, and they're all quite similar, though Sky Terrace 2 seems to be a favorite. Easily accessible from Ludibrium, which also has PQ, speed/warrior pills, and maze (which means free pots if you have level 51-70 friends).

Hauanted House: Vanity Room [2] or Haunted House: Toy Room [3]

Psycho Jacks
Spawn: High
Training Cost: Low
Movement: Low
EXP/HP: 1/11.6
Overall Rating: A

I Recommend: Apparently IA is good in Toy Room [3]

Notes: There are two maps that spawn purely Psycho Jacks. To get to Vanity Room [2], go from Foyer > 2nd row door on the right > bottom left door (Hidden-Street maps should help you). To get to Toy Room [3], go from Foyer > 2nd row door on the left > door above the stairs > bottom right door. Vanity [2] spawns only the moving Psycho Jacks, which means you don't have to waste a shot breaking the box, but it also has a mirror that does 300 damage when you pass by it. Toy [3] spawns 2 Jacks and 2 boxes. Mobbing is helpful in this room since you can open all the boxes while damaging the moving Jacks.

Orbis: Garden of Green I, Orbis: Garden of Yellow I, or Orbis: Garden of Red I

Jr. Cellions/Lioners/Grupins
Spawn: High
Training Cost: Moderate
Movement: High
EXP/HP: 1/16.9 all
Overall Rating: C

I Recommend: 1 PKB/Storm may help minimally

Notes: Slightly outdated, there are better options available as of recently. However, the spawn is good, they drop good items, and overall they are still trainable. Since the upper platforms are less suitable for archers, find someone to take the top 2 platforms while you take the bottom.

Sunset Road: Hill of Sandstorms - Hiddenstreet doesn't recognize this as a map yet, but it does exist. It's a minidungeon in the top center.

Sand Rats
Spawn: Moderate
Movement: Moderate
Exp/HP: 1/10.9
Overall Rating: B

I recommend: Level 1 Storm/Arrow Bomb/Iron Arrow.

Notes: You can mob the monsters fairly well, but it can be easier to pick them off one at a time, especially on the bottom where the spawn is higher. You can snipe the top, but the spawn will thin over time, so it's best to clear the bottom occasionally. There is also a quest that is level 24, "The problems with Life Alchemy", where you have to kill 150 sand rats, adding to the already great exp.

Kerning City: Caution Falling Down, Kerning City: Northern Top Of Construction Site

Octopus, Bubblings, Blue Mushrooms
Spawn: High
Movement: Moderate
Exp/HP: 1/8.3, 1/9.2, 1/10.9 respectively
Overall Rating: B

I recommend: An attacking skill.

Notes: Not much to say here. There are two platforms with very high spawn, the only problem is that if you don't kill in 1 or 2 hits, you're likely to get overmobbed. Both maps are very similar, although Caution Falling Down has Bubblings, while Northern Top has Blue Mushrooms - both have Octopus with 2 platform high spawn.

Click here to access the rest of the guide.
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profil3
sheriff
Sep 20* +
Qynat
139 Bera Bow Master
 
Click here to return to the table of contents.

Maps for Levels 35-50

As you level through this range, you will probably be leveling up Bomb, IA, FA, and/or PKB, depending on your build. This is essentially where bowmen stop sucking and become (kinda) worth playing.
By the way, a lot of the maps in this section tend to be focused on snipability and user-friendliness rather than huge spawn and mobbability like much of the 25-40 and 45-60 sections. So if these are not your type of map and you're not satisfied with the other options, go ahead and skip to the next section. No one will kill you.

Amoria: Purple Plains 1

Sakura Cellions
Spawn: Moderate-High
Training Cost: Low
Movement: Low
EXP/HP: 1/16.9
Overall Rating: B

I Recommend: A mob skill.

Notes: Formerly known THE moneymaking place. Sakuras have the stats of Jr Cellions and the drops (which includes meso drops) of Cellions. This makes it easy to make a a few 100k in an afternoon just from meso drops alone, and more if you sell the tails. The problem with this as a main training place, however, is that it is notoriously difficult to find a free channel to yourself, and sharing is slow. However, if you do somehow find an empty map, it is a flat Kitty platform, so the EXP should be quite decent.

Phantom Forest: Hallowed Ground

Jr. Wraiths
Spawn: High
Training Cost: Moderate-High
Movement: Moderate
EXP/HP: 1/17.1
Overall Rating: A

I Recommend: Good level Storm/Bomb/IA (especially IA), and/or FA

Notes: This map consists of one long flat area (you'll run into several more of these). Maps like these generally have the same set of pros and cons. Since the terrain is flat, you won't run into the problems archers have with elevation and shooting. Also, having all the monsters on one platform makes it easy to manage mobs, since there are no natural partitions. However, this also means there are no safe/sniping points, and nowhere to escape from minimum range, which leads to taking more damage.

Orbis: Cloud Park II

Star Pixies
Spawn: High
Training Cost: Moderate
Movement: Moderate
EXP/HP: 1/18
Overall Rating: B

I Recommend: Decent Storm/Bomb/IA, especially Bomb

Notes: With a little imagination, you can see that the platforms in this map make a vague S shape. Starting from the bottom left, clear the bottom, go up to the small low platform with the structure and clear the platform to your right, then work your way up the S to the top right. Then jump down and mob the bottom once again.

Phantom Forest: Creeping Evil

Leprechauns
Spawn: High
Training Cost: Looooow
Movement: Low
Exp/HP: 1/20.7
Overall Rating: B

I Recommend: DS or AB.

Notes: Currently THE moneymaking place. Leprechauns are far better for making cash than any monster available. Each one drops two sets of 1~1.5k. (One for the Bag that summons them, and another for the Leprechaun itself). To add to this, Lita Lawless has a repeatable quest, that gives 50k exp and 100k in mesos. The quest is repeatable daily, but repeating it only nets you 25k exp. Still, that quest makes this spot decent for exp, and even more amazing for money. Aside from the high meso values, Leprechauns drop Steelys, and Tobys, among other expensive items.

Ariant: The Giant of the Sunset

Desert Giants
Spawn: Moderate-High
Training Cost: Moderate
Movement: Moderate
EXP/HP: 1/18.9
Overall Rating: B

I Recommend: Perhaps 1-2 PKB

Notes: Strongest monster in Ariant. Better EXP/HP than most around its level, except Nightmares. However, they're a bit obscure, so it may be inconvenient training. A small amount of PKB comes in handy when clearing the platform.

Ludibrium: Whirlpool of Time

Tick-Tocks
Spawn: Moderate
Training Cost: Low
Movement: High
EXP/HP: 1/20
Overall Rating: C

I Recommend: Speed 'n' Jump

Notes: Not the best EXP, but a nice fallback. People don't come here often, so you'll have no trouble finding or holding a map. Also, Tick-Tocks move slowly and don't hit too hard. All in all it's a pretty simple place to train at when the more popular areas are giving you headaches.

Ludibrium: Path of Time <1>

Platoon Chronos
Spawn: Moderate-High
Training Cost: Moderate
Movement: High
EXP/HP: 1/20.7
Overall Rating: B

I Recommend: 1 or 6 PKB to lure, 2HKO and/or 10+ Arrow Bomb so they don't
use their unavoidable attack, speed equips

Notes: The map structure on this one is very interesting (refer to the Hidden-Street link). On the top 3 rows, you can provoke all the Chronos, jump across to the mini-platform to the right of the first ladder you see, and just snipe them down from there without being hit. The bottom rows, you could either take the Chronos down one by one, Bomb them if you're a hunter, or just provoke all the Chronos and mob while tanking (READ: very costly method). When splitting the map, you should take the bottom 2 while preferably a warrior, dit, or cleric should take the top 3.

Dungeon: Sleepy Dungeon III

Cold Eyes
Spawn: Very High
Training Cost: Very high, with occasional Chaos Scroll drops.
Exp/HP: 1/23.5
Movement: Low, mostly Jump-downs and ladder climbing.
Overall Rating: A

I Recommend: Storm Break, a lot of HP potions.

Notes: As I was farming Red Powder here one day, I realized: This map is darn good. The spawn is extremely high, the drops are amazing, and there's not much movement. If you're a Wind Archer then start at the top and work your way down slowly, letting spawn build up on platforms below before moving. If you're trying to train here with Arrow Bomb or Iron Arrow then you're screwed, this place is pretty much Wind Archer only. If you can get a friend to take a platform or two it'll really help, split the map into 2, each player gets 2 platforms to work with. Have the stronger person on the bottom - the spawn there is the highest. The only downside to the map is the high potion cost, I found myself using 100 white potions every 10 or so minutes. Of course, I also made 20% in that time.

Ludibrium: Helios Tower 99th floor

Retz
Spawn: Moderate-High
Training Cost: Low
Movement: None
EXP/HP: 1/17.9
Overall Rating: A

I Recommend: Arrow Bomb. This is what this map is about. Storm Break works here too.

Notes: There is a peg in this map where you can just stand in one place and hit two platforms with Arrow Bomb. The spawn is self-sustaining, which means you won't ever have to clear the other platforms and your spawn will keep coming. Crossbowmen can try training here with AB/DS, but it isn't very effective.

Ellinia: Monkey Forest II

Lupins, Zombie Lupins
Spawn: High
Training Cost: Low
Movement: Low
EXP/HP: Lupins 1/19.4; Zombie Lupins 1/20
Overall Rating: A

I Recommend: Arrow Bomb, once again

Notes: A double Retz map, in a way. The majority of the Lupins spawn on two sets of three stacked platforms each, one at top and one at bottom (refer to the Hidden-Street link). Stand on the left of the middle platform of one stack and hold down Arrow Bomb. You should be able to hit all three platforms. When the spawn slows down, go to the tree and teleport to the other stack. If you have a friend who also has a decent Arrow Bomb, you can each take a stack and spam Arrow Bomb forever.

Alcadno Research Institute: Lab - Area C-1

Roids
Spawn: High
Training Cost: Low
Movement: Moderate
Exp/HP: 1/26.1
Overall Rating: A

I Recommend: Storm Break. Not really a good idea for Adventurers to train here.

Notes: This map is REALLY good for Wind Archers with a high level of Storm Break. Everything spawns on the floor, gather a large mobs and destroy them. Unfortunately, the spawn is too high for regular Archers unless you plan to use Power Knockback to train. I don't have much info on this spot. If you have any info, please send it to me.

Singapore: Suburban Area 2

Truckers
Spawn: High
Training Cost: Moderate
Exp/HP: 1:18.7

I Recommend: Storm break. Not really a good idea for Adventurers to train here.

Notes: Note the high spawn and high Exp/HP ratio. This map is incredibly good for Warriors and Brawlers and with Storm Break it's equally amazing. I don't have much info on this spot. If you have any info, please send it to me.


Maps for Levels 45-60

Many new training opportunities now open up for you. As you will notice, from here on out, more and more of the monsters you attack can attack you back rather than simply ramming into you. Also, most monsters you've run into before have a KB rate of 1, which means they'll flinch back as long as you hit them. This no longer happens with higher-leveled monsters. These, combined with lower EXP/HP ratios and more EXP needed per level, mean that training is no longer a walk in the park. However, what the maps here lack in user-friendliness they make up in sheer spawn, mobbability, and/or just raw EXP. So... enjoy.

Haunted House: Study [3]

Nightmares
Spawn: High
Training Cost: High
Movement: Low
EXP/HP: 1/16.1
Overall Rating: A

I Recommend: A bit of PKB/Storm Break

Notes: Similar to V/Hoodoos, these have a high experience ratio for their level and spawn in a confined space that may cause you to get hit often. To get to Study [3], go from Foyer > 2nd row door on the left > door above the stairs > top left door.

Aqua: The Dangerous Cave

Flyeyes
Spawn: High
Training Cost: Ideally 'low', but depends on skill/equips
Movement: Ideally 'none', but depends on skill/equips
EXP/HP: 1/16.8
Overall Rating: B

I Recommend: Reliably OHKO 1600 HP, PKB for backup. FA is a great asset if and only if it can also reliably hit 1600+

Notes: If training here I'd advise you first to practice the trip here so you get used to avoiding getting hit (which means death). Once in the cave, go across to where the Pianus portal is. Stand on one of the steps and just kill each Flyeye as it comes to you. This is why OHKOing is so important: if you fail to continuously pick them off, they will swarm you. If you are weaker you may snipe from the left instead, the spawn is less volatile there. Looting without a pet will mess up your rhythm, so don't loot mesos/ETC drops. Leaving the map: personally, I stand at the Pianus portal and quickly press up-esc-up-enter, which logs you out and returns you to Aquarium.

Zipangu: A Night in the Forest

Paper Lantern Ghosts, Dark Cloud Foxes
Spawn: High
Training Cost: High
Movement: Moderate
EXP/HP: Lantern Ghosts 1/20.6; Dark Cloud Foxes 1/23.6
Overall Rating: A

I Recommend: High Storm/Bomb/IA, especially IA, speed equips, PKB if you frequently get overrun.

Notes: This area carries most of the typical pros and cons of flat maps: easy to mob, easy to reach spawn, no safe/sniping points, relatively high pot use. Since it's in Zipangu, you can access it from any continent. The Lanterns have two magic attacks, but neither is overly damaging, and they are easy to KB. The Foxes don't have any magic attacks, but are harder to flinch. This combination can make training here slightly demanding for the lower end of this level range.

Korean Folk Town: Entrance to Black Mountain

Moon Bunnies
Spawn: High
Training Cost: Moderate
Movement: Moderate
EXP/HP: 1/23.6
Overall Rating: B

I Recommend: High Arrow Bomb, though not necessary

Notes: These have better spawn since 0.49, and are probably worth a try if other places aren't working. The main spawn exists on the ground floor and the low platform right above it; the high platforms don't need to be cleared. The low platform can get in the way of shooting, but if you clear the floor left to right and the low platform right to left (or vice versa) it shouldn't interfere too much.

Orbis: Cloud Park IV

Lunar Pixies, (Star Pixies), (Fierrys)
Spawn: High
Training Cost: High
Movement: High
EXP/HP: 1/23.8
Overall Rating: A-

I Recommend: Storm/Bomb/IA

Notes: Easier than Lusters and give less valuable prizes (aww...) but the training method is similar. The map is structured a little differently; there are no lower long platforms, and the short platforms make a figure-eight shape with the bottom half of the figure spawning no monsters. After clearing the bottom, rotate in a circle around the upper half of the eight once or twice. When you're done, jump down to the bottom again. Be careful when mobbing the bottom; the pixies have a nasty habit of bumping you up to the tiny platform with Spirituna's door on it and trapping you there.
For more details, check out WhiteAsIce's Guide to Pixies for Archers. Though it's outdated as of this writing, it's still a good reference.

Ludibrium: Lost Time <2>

Master Chronos
Spawn: High
Training Cost: Moderate
Movement: High
EXP/HP: 1/22.6
Overall Rating: B

I Recommend: A boredom cure of some kind

Notes: This map is nearly 100% sniping spots. Either go up and down the middle platforms and snipe left and right, or circle around the outside ledges doing the same thing reversed. With a few ranged party members (especially archers, sins, clerics) training here will be a breeze. Looting does slow your training a bit.

Herb Town: 50-Year-Old Herb Garden

Jar, Ginseng Jar
Spawn: High
Movement: Moderate
Exp/HP: 1/23, 1/22.7
Overall Rating: B+

I Recommend: Storm/Bomb/IA

Notes: This map is divided horizontally into two platforms. The Top-Right holds a platform where you can safely snipe, but too much sniping on top will fill the bottom. Once the top spawn gets scarce, move to the bottom and take out the excess spawn, then go back on top. It's quite simple, really, and great exp.

Orbis : Strolling Path II

Dark Nependeaths
Spawn: High
Training Cost: Low
Movement: None
Exp/HP: 1/23.4
Overall Rating: B

I Recommend: Whatever you used at Master Chronos to cure boredom.

Notes: A good self sustained sniping spot, that nets fairly good exp. Nependeath seeds are exchange quest items, and can be sold. Boasting a relatively high spawn for little movement, this is a good place to train if you don't like getting hit, or moving around much. From this platform, you can hit 4 Neps on the far left, and 2 on the right.

Mu Lung Practice Field: Beginner

Straw Target Dummies
Spawn: High
Training Cost: Moderate
Movement: Low
EXP/HP: 1/22.2
Overall Rating: A

I Recommend: High Storm/Bomb/IA, especially IA; speed equips. Ironically also a good FA map

Notes: Beginner Level is another flat area, and a crowded one at that. This map is well-known for having one of the highest spawns and providing some of the fastest EXP possible in mid- to late-2nd job. Sometimes it may be difficult to find a map, but partying is possible even though there are no solid partitions.

Mu Lung Practice Field: Easy Level~Advanced Level

Straw Target Dummies, Wooden Target Dummies
Spawn: Moderate-High
Training Cost: Moderate
Movement: Moderate-High
EXP/HP: Straws 1/22.2; Woodens 1/22.5
Overall Rating: B

I Recommend: Speed; high Storm/Bomb/IA; also good FA maps

Notes: This is usually where people go when the Beginner map is all full. Easy Level is good to split with a higher leveled player taking the bottom while you take the top, or vice versa. Normal and Advanced levels could potentially be great EXP when shared with 3-4 people, but since everyone's busy at the Beginner level, such parties seldom ever form. These last three maps are also soloable, though less so than Beginner.

Phantomwood Forest: Crossroads

Windraiders
Spawn: Moderate
Training Cost: Low
Movement: None
Exp/HP: 1/20
Overall Rating: B

I Recommend: AB/DS, and a mob skill.

Notes: This map is reminiscent of Newties or Fly eyes, in that you don't have to move at all while training. The spawn here is relatively low, but because of Windraider's high HP, you probably won't have much time in between killing them. To train here, simply use AB or IA to clear out the mob, then stand and snipe them with a single target skill. More info on this, as well as a detailed explanation of how to get there can be found here. For further information on training here, or Lower Ascent, please refer to this guide.

El Nath: Watch Out for Icy Path 1

Jr. Yetis
Spawn: Moderate-High
Training Cost: Moderate
Movement: High
EXP/HP: 1/27.4
Overall Rating: C

I Recommend: Some PKB to lure, high Bomb/IA, snowshoes

Notes: Somewhat outdated, there are better places to train now. But if other places don't work for you, this is still an option. To train here, use mob skills and PKB to lock a bunch of Jr. Yetis on to you, then fire away. Jr. Yeti training relies on mobbability, since the EXP ratio alone would make it inferior to other places.


Maps for Levels 55-80

If you haven't noticed, this is a large level range. This is not a mistake; it's based on an observation that the monsters listed in this section can be trained on by level 55 archers, as well as level 80s. How could that be? Well, at level 55 all your main training skills are in place. This means that level 55's are perfectly capable of getting good EXP at these monsters if they deal enough damage to 2-3HKO, even though they are technically underleveled for them. And for the level 80's, higher monsters than these generally aren't worth training on due to bad EXP ratio, until the DT/Squid level. So until you're ready for that jump, you're left with this section - which you hopefully won't overkill too much.
Because of the large range, I'll occasionally address 2nd and 3rd jobbers differently in the 'Notes' section.

Mu Lung Practice Field: Beginner Level ~ Advanced Level

Straw Target Dummies, Wooden Target Dummies
Spawn: High
Training Cost: Moderate
Movement: Moderate
EXP/HP: Straws 1/22.2; Woodens 1/22.5
Overall Rating: A

I Recommend: High Storm/Bomb/IA, especially IA; speed equips. Ironically also a good FA map

Notes: Dummies are still a very good option in this level range. The first map (Beginner) is a flat area, and a crowded one at that. This map is well-known for having one of the highest spawns and providing some of the fastest EXP possible in mid- to late-2nd job. Sometimes it may be difficult to find a map, but partying is possible even though there are no solid partitions. Easy Level through Advanced Level are good alternatives in case Beginner is too full; more details on those in their own entry in the 45-60 section.
For early 3rd job, these get overkilled by Strafe, but because of their spawn it may be possible to IA or AR/E them effectively.

Orbis: Cloud Park VI

Luster Pixies, (Lunar Pixies), (Fierrys)
Spawn: High
Training Cost: Moderate
Movement: High
EXP/HP: Luster Pixies 1/25.8
Overall Rating: A

I Recommend: Storm/Bomb/IA; PKB or 1 AR/E for clearing the first platform in the sequence

Notes: An old place, but with newly improved spawn and layout this is comparable with the more recent maps. The map has a bottom floor, three level platforms near the floor, and a sequence of shorter platforms above them forming a '>' shape. My soloing method is to mob the bottom, clear the low platforms, then go up and down the platform structure once sniping from one to the next. After clearing the bottom, the platforms will be saturated leaving little room to shoot, so watch out for that. The luster pieces that drop are valuable exchange quest pieces.
For more details, check out WhiteAsIce's Guide to Pixies for Archers. Though it's outdated as of this writing, it's still a good reference.

Mu Lung: Foggy Forest

Book Ghosts, (Reindeer)
Spawn: High
Training Cost: Moderate
Movement: Moderate
EXP/HP: 1/25.7
Overall Rating: B

I Recommend: Storm/Bomb/IA, a training buddy or two

Notes: Comparable to FoG, but less well-known. Like FoG, it has four platforms stacked on each other, like a pyramid shape. If you're bored of STDs, you can try to set up the equivalent of a traditional 3-person FoG party here. Soloing or sharing with two people is possible, in case suitable people are hard to find. If you solo, I recommend some speed/jump equips to aid movement and climbing.

El Nath: Forest of Dead Trees 2~4

Coolie Zombies
Spawn: High
Training Cost: Moderate
Movement: Moderate
EXP/HP: 1/23.7
Overall Rating: B

I Recommend: Snowshoes so you don't slide

Notes: Previously the only good training for levels 60-80, there are now a number of alternatives to Coolies. This is still, however, a very viable place to camp for a few hours and train. If you can sell the teeth for 500 each, these can make you many times more mesos than Dummies.
If you would like to elaborate, please do so at http://s4.zetaboards.com/Archer_Guide/index/

Sleepy Dungeon: Forest of Golem

Dark Stone Golems, Mixed Golems
Spawn: High
Training Cost: Moderate
Movement: Moderate
EXP/HP: Dark Stone Golems 1/24; Mixed Golems 1/28.5
Overall Rating: A

I Recommend: For 2nd jobbers, maxed PKB and Storm/Bomb/IA; in 3rd, 1 AR/E

Notes: This is another well-known one, and was once the 'Coolies II' until even more alternatives came out. The ideal configuration here is a 3-person party where one person is responsible for the top two platforms and the other two take a platform each, each person keeping up the spawn for the rest. Good FoG parties are some of the best EXP in this level period. As for soloing, a 3rd jobber can take the whole map with AR/E to clear the top two platforms, and Strafe to kill more quickly. 2nd jobbers would have trouble doing the same, since when you're done with one platform, the others will probably be too full to shoot.

Alcadno Research Institute: Lab - Area C-3

Neo Huroid, D. Roy
Spawn: High
Training Cost: Moderate
Movement: Moderate alone, Low with a friend.
Exp/HP: 1/27.1
Overall Rating: B

I Recommend: A friend to take one half of the map, or PKB.

Notes: Unlike most Magatia maps, this one has no sniping spots for AR/AE, making it much more suitable for mid level 2nd jobbers. This map is split into 2 halves, each with very high spawn. It's a very mobby map, but large enough to allow a lot of room to shoot. It is recommended you bring a friend here to take half the map, as spawn can build up on one half without one.

Singapore: Mysterious Path 3 (Using Storm Break)

Slimys, Selkie Jr.
Spawn: Very High
Training Cost: High
Movement: Medium
EXP/HP: Selkie Jr.s 1/25; Slimys 1/23.2
Overall Rating: A

I Recommend: Maxed Storm Break.

Notes: This map is currently #1 in MSEA, thanks to the high spawn, and ability for effective partying. The pot burn here is going to be high, and you'll have trouble keeping an entire map to yourself unless you're in one of the newer worlds. Training here is exceedingly simple though, just spam Storm Break on your platform. If you find yourself alone, there's a portal that takes you from the bottom to the top, making cycling very easy.

Excavation Site: Camp 1~3

Skeleton Soldiers, Officer Skeletons
Spawn: Moderate-High
Training Cost: Moderate
Movement: High
EXP/HP: Skeleton Soldiers 1/24.2; Officer Skeletons 1/31.2
Overall Rating: B

I Recommend: Grab a friend so you only have to cover half the tower

Notes: These maps are characterized by climbing (a lot of it), sniping points, minimum range problems, and being empty the vast majority of the time. Not the best EXP, but an alternative. Camp 1 has a high Soldier spawn and low Officer spawn, is fairly easy to get used to, and most suitable for 2nd jobbers. Camp 2 is similar but with a higher Officer spawn, and has an invisible hole in the top platform that you'll fall through and monsters won't cross when going right to left. Camp 3 consists of a single ladder leading up with platforms equally spaced on either side, and a high Officer spawn good for early 3rd job. Note that there are two entrances to these maps, top and bottom, so you could leave from the bottom and reenter at the top to reduce climbing.

Haunted House: Sophilia's Bedroom [3] or Haunted House: Vanity Room [3]

Voodoos/Hoodoos
Spawn: High
Training Cost: High
Movement: Low
EXP/HP: 1/20.3 all
Overall Rating: A

I Recommend: Either some Strafe, or good equips and lots of patience.

Notes: Previously the #1 most popular training maps in GMS, due to their high amount of EXP and little movement required. To get to these maps, go from Foyer > 2nd row door on the left > door above the stairs > top right door (Hoodoos) or door-with-the-photograph (Voodoos). Hoodoo spawn is grouped towards the middle of the room while Voodoo spawn is more randomly placed, though finding an empty map of either one is difficult. Lower levels training here face the challenges of defending your map from KSers, overcoming high KB rate, and limited space to shoot. As you level though, all three of these become easier to deal with and the experience becomes better. The training itself is simple enough, just stand on one side and shoot as they come.

Korean Folk Town: Fox Ridge

Samiho
Spawn: Moderate-High
Training Cost: Moderate
Movement: High
EXP/HP: 1/24.3
Overall Rating: C

I Recommend: Speed equips, enough damage to 2HKO, maxed Focus or avoid pills, lots of holy water/all cures

Notes: Training here differs from other training in two important ways. One, instead of climbing to reach upper platforms, you use teleports. There is one teleport connecting each platform to the ground floor, which you will have to use to circulate the map. And the other: when attacked, Samiho will try to curse you, halving your EXP for the next 30 seconds or so. To avoid burning cures, either hit several Samiho at once and let them all use up their curse before curing yourself, or simply avoid mob skills and rely on being able to 2HKO monsters before they can curse. Avoid helps a lot against cursing.

Masteria: Mountain Cliffs [without AR/E]

Gryphons
Spawn: High
Training Cost: Freakin' High
Movement: Moderate
EXP/HP: 1/15
Overall Rating: C

I Recommend: Probably FA or Strafe, maxed PKB for backup, money to burn

Notes: Gryphons is typically a place for Arrow Rain/Eruption, but it's possible to train here without it. The idea is simply to single-attack Gryphons from a distance, treating it as any other map (besides the teleporters, see the AR/E entry for more on that), taking advantage of the high EXP ratio of 1/15. Although it's not nearly as efficient as AR/E training, this can be done as early as level 60. Take care not to hit too many Gryphons at once, since you won't be able to deal with a swarm except by PKBing it to death, which eats a lot of potions.
For Gryphon training with AR/E, see the next section.

Mu Lung: Wild Bear Area 1~3 or Mu Lung: Territory of Wandering Bear

Grizzlys, Pandas
Spawn: High
Training Cost: Low-Moderate
Movement: Low
EXP/HP: Grizzlys 1/25.9; Pandas 1/28.9
Overall Rating: A

I Recommend: Strafe, FA, or good equips

Notes: Increased spawn since 0.49. These are especially good partied with a friend, but soloing is fine too. At Wild Bear Area 1, snipe with DS/Bomb at the two platforms on the side, and clear the center platform. IA, DS, or Arrow Bomb the bottom floor. Map 2 and 3, albeit slower experience, they allow for many platform-to-platform sniping opportunities, especially Map 2. The fourth map, Territory of Wandering Bear is best shared since it is a 2-platform map. If you do not have reliable PKB, try to kill them quickly rather than provoking too many; their walking speed increases dramatically once they are hit.

Zipangu: Vanished Village [early 3rd job]

Water Goblins, (Samiho)
Spawn: High
Training Cost: High
Movement: Moderate-Low
EXP/HP: Water Goblins 1/32.3
Overall Rating: B

I Recommend: 130+ speed, maxed IA (also good for early-Inferno builds, but let's not get into that)

Notes: Very mobbable, and flat. This means fast killing, but also high pot consumption. When you hit a Samiho, finish it off before it curses you or it'll halve your EXP rate. Despite the mediocre EXP ratio, this makes a good alternative to FoG, Coolies, or Dummies.

Crimsonwood Mountain : Lower Ascent

Windraiders
Spawn: High
Training Cost: Moderate-Low
Movement: High
Exp/HP: 1/20
Overall Rating: A

I Recommend: Strafe, or AR/AE. One of the two. Mark of Heroism and the Map of Crimsonwood Forest really help.

Notes: Lots of platforms here, but huge spawn of windraiders, and a few Stormbreakers. For information on training here, or Crossroads, please refer to this guide. Getting here is very difficult without HB or 1336 Elder Wraith dodging skills. This video (youtube) helps in getting there.


Maps for Early AR/E, 72-90

The maps listed here are suitable for training using Arrow Rain/Eruption as the main attack, and are mainly directed to those with an early AR/E build. Some of these maps also appear in other sections because they can be done in different ways, as this section solely deals with using AR/E to train.

Masteria: Mountain Cliffs [the real one]

Gryphons
Spawn: High
Training Cost: High
Movement: Moderate
EXP/HP: 1/15
Overall Rating: B

I Recommend: At least 1 AR/E and 1 Strafe

Notes: There are two ways to train here. The first way is to rotate around the teleporters and kill the Gryphons as you go. The second is to provoke the Gryphons around each teleporter and then mob them all at once. The first is more efficient, the second is safer, and I don't know which one is faster. Either way, the map rotation is the same: refer to [url=]this picture[/url] or [url=]this guide by player1or2[/url]. Looting is difficult, for obvious reasons, and without money drops this place can burn potions fast.
For more details, check out player1or2's How To Train At Gryphons.

Herb Town: Red Nose Pirate Den 2

Kru, Captains
Spawn: High
Training Cost: High without a pet
Movement: Moderate
EXP/HP: Kru 1/47.2; Captains 1/53.2
Overall Rating: B

I Recommend: 11+ AR/E and a pet

Notes: Notice the bad EXP ratio. That said, this place relies on constant six-mobbing for good experience, and drops for profit. This place works because AR/E can hit both floors at once. There are two ways to train here (do you see a pattern?). One is simply to jump in the mob and spam AR/E, which is more direct and faster, but burns more pots. The other is to gather the mob, jump onto the sail on the left, and snipe with AR/E there, less efficient but pot conserving. An alternative to this second method is the map below.

Herb Town: Red Nose Pirate Den 3

Kru, Captains
Spawn: Moderate
Training Cost: Very Low
Movement: None
EXP/HP: Kru 1/47.2; Captains 1/53.2
Overall Rating: B

I Recommend: 21+ AR/E and a pet

Notes: A self-sustaining snipe point. Stand on the gray handrail right in the middle of the map, low enough to reach the bottom floor but high enough not to be hit by the swords. At 21 AR/E, the range is large enough to hit every platform on the map, except the smallest at the top. The best part: if you have a pet to loot, the profit here can easily reach 1 mil mesos per hour, and at almost no expense. The EXP is not as high as some more proactive places, but the money and the little effort required make it worthwhile.

Haunted House: Vanity Room [3]

Hoodoos
Spawn: High
Training Cost: Moderate
Movement: Low
EXP/HP: 1/20.2
Overall Rating: A-

I Recommend: 11+ AR/E, ideally 21+

Notes: AR/E training works much better at Hoodoos than Voodoos, since Hoodoos spawn in a group of 4 near the middle. To get there, go from Foyer > 2nd row door on the left > door above the stairs > top right door. Now, if you stand right at the base of the chandelier, you can reach all four Hoodoos with AR/E. Simply kill them all at roughly the same time, and they'll all spawn again at the same time after a couple seconds. Repeat. As of .56, it may be viable until level 90 due to the increased spawn rate. With good AR/E at a Hoodoo channel, no one can steal your channel unless they have an area mob skill better than your AR/E.

Singapore: Mysterious Path 3

Slimys, Selkie Jr.
Spawn: Very High
Training Cost: Low
Movement: Medium
EXP/HP: Selkie Jr.s 1/25; Slimys 1/23.2
Overall Rating: A

I Recommend: 11+ AR/E

Notes: This map is currently #1 in MSEA, thanks to the high spawn, and ability for effective partying. There are 3 platforms that monsters spawn on, and each of them have a sniping spot for AR/E. For the ground floor, the sniping spot is on top of a car, and both other platforms have sniping spots on top of crates. Take out each platform by gathering a mob, then move on top of the sniping spot, and spam AR/E until the mob is dead. Then, simply move to the next platform and do the same.

Zipangu: Parking Lot

Leader B, Extra D
Spawn: High
Training Cost: High
Movement: Moderate
EXP/HP: Leader B 1/28.1; Extra D 1/32.5
Overall Rating: C

I Recommend: 11+ AR/E

Notes: This map in MSEA is much better than the GMS version, mainly because Extra D can't jump. This allows you to train largely untouched, whereas in GMS you are vulnerable to their magic attack which does up to 1500 damage. Still, it has a great spawn, and is a possible training area with AR/E.

NLC MesoGears: Wolf Spider Cavern [AR/E training]

Wolf Spiders
Spawn: High
Training Cost: High
Movement: High
EXP/HP: 1/23.3
Overall Rating: B

I Recommend: 21+ AR/E, 110+ jump, 2000+ HP, Puppet

Notes: Almost the whole map is doable with only AR/E. The top pair of legs are only there for show. Walk up the second pair hitting every spider you pass, come back through the teleport and spam AR/E through the wall. Gather all the spiders on the third pair, then jump down to the platform with the fire and teleport back up where you can snipe with Arrow Bomb or Strafe. Lure the spiders from the bottom pair into the pit. Cast Puppet in the corner and AR/E them to death. Wolf Spiders have high 2HKO touch damage, so watch out for that.
For more details and a more Strafe/Arrow Bomb-oriented training method, check out Otay's Guide to Wolf Spider training.
Crimsonwood Mountain : The Path Of Peril

Typhons
Spawn: Extremely High
Training Cost: High
Movement: Low
Exp/HP: 1/17.5
Overall Rating: A

I Recommend: 21+ AR/E, Any level of Blizzard/Inferno for early levels, High level of Inferno and Puppet if you don't want to lose much money, The Mark of Heroism.

Notes: This map has such high spawn, and the monsters are so high leveled, that it is possible to get from level 80~120 solely with AR/AE. Early on, training here is possible, and will net high exp rates, but will be a massive potion burner. Later on, it is possible to use Inferno/Blizzard to mob the Typhons, cast Puppet, then spam AR/AE or Inferno at them and kill them safely. The common spot to stand and spam AR/AE initially is near the center of the map on a large bramble bush. If the mobs begin to thin out, change channels, or move around and lure some monsters. Warning: Typhons like to knock people around. If you get knocked off without a Mark of Heroism, it is recommended you quickly press Escape-Up-Enter and log off. This way, you can log back on without doing the Jumpquest. Alternatively, you can spam potions or petfood, then change channels.

If you would like to suggest more early AR/E training options, please tell us at http://s4.zetaboards.com/Archer_Guide/index/


Maps for Levels 80+

This is where things start to get interesting. The majority of the monsters you'll be seeing from now on have high defense, dish out lots of damage, and have deceptively high EXP/HP ratios. Strategy matters now more than ever, as the monsters from now on can kill you in less hits than you kill them.

Ludibrium: Forgotten Path of Time <3>

Death Teddies
Spawn: Moderate
Training Cost: Moderate-High
Movement: High
EXP/HP: 1/24.6
Overall Rating: C to B (see notes)

I Recommend: Level 75+ at minimum; Strafe, Puppet and/or Blizzard, speed equips

Notes: A decent map to train on, and helpful for an archer to adapt to high leveled monsters, since they can kill a player in two hits. This is why it is initially ranked C, because the probability of dying or using pots is higher as one adapts, and at this time there are just other maps that have less risks. However, once a player adapts this could be ranked B, assuming the person utilizes snipe spots and Puppet. The best way to clear the bottom is to lure the Death Teddies with Rain/Erupt to one side of the map and place puppet out of reach on an above platform.
For more details on sniping spots, check out Keone's Death Teddy Sniping Kit. Somewhat outdated, but I don't think the map has changed (much).

Aqua Dungeon: Dangerous Sea Gorge I

Black Squids, Risell Squids, (Goby House)
Spawn: Moderate
Training Cost: Moderate
Movement: Moderate
EXP/HP: 1/20.9
Overall Rating: B+

I Recommend: Level 75+ at minimum; Strafe at level 15+

Notes: Squids are a decent map to train on, and would help an Archer adapt to high leveled monsters, since they can kill a player in two hits. However, this is usually only by touch damage and not magic so the risks of dying and pot usage is smaller than other high-level places. If you are spawned on, swim out the way, because the second hit WILL kill you. There are three Goby Houses on this map; if you decide to attack them, stay far away from their magic as they can kill most level 80 archers in one hit. The best way to clear the bottom is to lure the Squids with Rain/Erupt to one side of the map and place puppet out of reach on an above platform.

Leafre: Destroyed Dragon Nest [mid platform sniping]

Jr. Newties
Spawn: High
Training Cost: Depends on your method
Movement: None
EXP/HP: 1/17.9
Overall Rating: B

I Recommend: Level 85 at minimum; Strafe at level 20+, Hawk/Eagle

Notes: Before level 100+, you will not have enough HP to survive a Nest Golem hit, nor will you have the damage to kill Jr. Newties efficiently. However, the 2nd platform is a self-sustaining snipe point which provides decent EXP with little to no effort. Stand on the left, face the first Newtie, and hold down Strafe until it dies. Wait for respawn and repeat. If you have a decent Hawk/Eagle, you can stand closer, which will allow you to attack the second one behind it once the first one dies. Getting there, however, is a problem, as well as any transformed Nest Golems which will OHKO you. Also, looting is very dangerous because of the Newties' magic attacks.

Leafre: The Area of Black Kentaurus

Black Kentaurus
Spawn: Moderate-High
Training Cost: High
Movement: Moderate
EXP/HP: 1/23.1
Overall Rating: B

I Recommend: Level 85 at minimum; 2 second freeze and/or some Hawk/Eagle; decent Strafe, Puppet level 3+

Notes: Snipers and rangers take slightly different routes. The two pits are snipable from the middle raised area, although Kents spawn on that raised area. After clearing the bottom enough, the right platform can be sniped from the right most wall (they're spears barely hit you). Then the left side is agro them all, then puppet on that top platform. For snipers, you will want to freeze/strafe any single kents, especially when you are on the middle sniping the pits. Rangers need to hawk/strafe. Watch the gophers, they pop out of the ground at certain spots. You will get hit a lot, and they don't drop anything special. The map is nice and small, not too much climbing and also you can get 10 attack fruits at random that last for awhile which can help some people save some money. Without a good level of Hawk or Blizzard, you will be tanking a lot of damage.
For a more detailed approach to the map, check out Chrome's Black Kentaurus - Early Sniper training on Sleepywood.net.

Ludibrium: Warped Path of Time <4>

Spirit Vikings
Spawn: High
Training Cost: Low
Movement: High
EXP/HP: 1/23.8
Overall Rating: B+

I Recommend: Level 90 at minimum; AR/AE at level 11+, Puppet and/or Blizzard, and speed equips. Some Strafe is recommended.

Notes: Rangers and Snipers are great at Vikings since there is a sniping spot for every single platform, and they can cover the bottom fairly easily with Blizzard/Puppet on the small platform in the middle. Theres a chance for really good drops like Ilbis and other stuff, and money won’t be too big of an issue. At 17xx magic damage and 15xx touch damage, carrying Barbarian Elixirs or Ramen + Grilled Cheese works really well. As of .56, the map is renovated, with new sniping and puppet points. Great alternative to squids, nearly the entire map can be done with AR/AE

Aqua Dungeon: Dangerous Sea Gorge II

Black Squids, Risell Squids
Spawn: Moderate
Training Cost: Moderate
Movement: High
EXP/HP: Squids 1/20.9; Risell Squids 1/19.6
Overall Rating: A

I Recommend: Level 92 (leech level) or 85 minimum soloing with required skills; Strafe at level 15+, Hawk and/or 11+ Blizzard

Notes: Squids are a decent map to train on, and would help an Archer adapt to high leveled monsters, since they can kill a player in two hits. However, this is usually only by touch damage and not magic so the risks of dying and pot usage is smaller than other high-level places. This map mostly consists of Risell Squids and should only be trained on if you can perform well at Dangerous Sea Gorge I. If you are spawned on swim out the way, because the second hit WILL kill you. This map is more suited for parties and will gain you exceptional experience if you do so, assuming your party is good. The best way to clear the bottom is to lure the Squids with Rain/Erupt or other lure skill to one side of the map and place puppet out of reach on an above platform.
For a more detailed training route, check out RoyalCat's Lethal Squid Soloing Guide.

Aqua Dungeon: Deep Sea Gorge II

Goby Houses, Gobies, Bone Fish
Spawn: Moderate
Training Costs: Moderate
Movement: High
EXP/HP: Gobies 1/12.1
Overall Rating: A

I Recommend: Level 90+ minimum, unless with early Goby build; Strafe and Rain/Erupt both at level 11+ minimum (but as much as possible is recommended), Blizzard/Inferno 1, Eagle/Hawk may be of help

Notes: Arrow Eruption/Arrow Rain is a must to train here. Snipers should have at least level 1 Blizzard and Rangers should have at least a Level 1 Inferno to cluster Goby’s. Soloing Goby’s can be better experience than a good Squid party and even Goby parties as you get closer to level 100.
For more details... there are a whole bunch of guides out there. CrItiCaLSniper's (for Snipers), Googlesearch's (for Rangers), Devilry's (with purely AR/E) and more I haven't added at the moment.

Leafre: The Burning Forest, Leafre: The Forest That Disappeared, Leafre: The Hidden Dragon Tomb II, and Leafre: Dragon Forest III

Crimsonwood Mountain: Cavern of Honor

Nightshadows, (Windraiders)
Spawn: High, but lower then in the Hall of Mastery
Training Cost: Moderate-High
Movement: Moderate
Exp/HP: Nightshadows 1/19.4; (Windraiders 1/20)
Overall Rating: A-

I Recommend: Level 85+ minimun; Maxed or high Strafe, Maxed Arrow Bomb/Iron Arrow and Power KnockBack.

Notes: This is a toned-down version of the Hall of Mastery map with Nightshadows. The spawn is a bit lower, so you don't get swamped at lower levels. Also you don't have to cross the Crimson Guardians, making it accesable for lower level Rangers/Snipers. To get to the Cavern of Honor, take the topleft portal to the Path of Strength, and take the right portal to the Cavern of Honor.
Because Nightshadows have 0 Knockback, and are unfreezeable, this map is better for Rangers then for Snipers; And because of the low KB, it should be easy to get distance from the Nightshadows to prevent massive pot burning, since they don't have a ranged attack. For 1v1, Strafe should be enough to keep distance. For 2 or 3 Nightshadows as a Ranger, use Arrow Bomb 1 or 2 times so all or all except one are stunned, and use Strafe till they lose the stun-effect, use Arrow Bomb again and repeat. For 4 to 6 Nightshadows and for 2 to 3 Nightshadows as a Sniper, use Arrow Bomb or Iron Arrow to kill the mob. For 7 or more Nightshadows as a Ranger, Bomb the mob and if the mob get stretched out because not all monsters get stunned, use PKB while the monster is stunned (because of the 0 KB you have like 95% to PKB them). For Snipers it's a bit more difficult because you can't stun or freeze them.
There are also some Windraiders in the map, but these are killed in 3 Strafes and don't have a bad HP:Exp ratio, so they shouldn't slow you down that much.

Green Cornians, Dark Cornians, Brextons
Spawn: High
Training Cost: Moderate
Movement: Moderate-High
EXP/HP: Green Cornians 1/18.7; Dark Cornians 1/18.1; Brextons 1/22
Overall Rating: B

I Recommend: Level 100+ minimum

Notes: A collection of middle-Leafre training areas. Burning Forest is pretty flat and has a good spawn of Dark Cornians. Forest That Disappeared has a better spawn and better terrain than Burning Forest, saving pots, but has more Green Cornians which give less EXP than Dark ones. The Hidden Dragon Tomb has a lot of sniping spots but has less spawn, and is good if you want to save money. Dragon Forest III has a massive spawn of Brextons, and a lot of teleports that will save walking time.

Leafre: Canyon: East Road

Need information about this and other Wyvern maps if they're any good. If you would like to provide input, please tell us at http://s4.zetaboards.com/Archer_Guide/index/

Leafre: Entrance to Dragon Nest

Dark Wyverns
Spawn: High
Training Cost: High
Movement: Low
EXP/HP: 1/19.0
Overall Rating: B

I Recommend: Reliable KB (sharp eyes), DB, maxed Puppet

Notes: Dark Wyverns have an extremely fast spawn, as well as having a lot of unconfirmed drops. As wyverns move fairly quickly, Dragon Breath and puppet is a frequent combo here.

Zipangu: Encounter with the Buddha

Mong Ghosts, (Black Crow)
Spawn: High
Training Cost: High
Movement: High
EXP/HP: 1/21.3
Overall Rating: B+

I Recommend: Level 100+ minimum; Rain/Erupt, Puppet, Inferno/Blizzard, Phoenix/Freezer, Dragon’s Breath

Notes: This map is flat and easy to navigate, but the spawn is massive and the enemies move very fast. The skills recommended above will make your life much easier here and are effective in slowing them down, but if you train here, plan to die a few times getting used to it. Bringing something that recovers 2000 HP is also recommended. It is also very difficult to kill Black Crow without an experienced party and it will kill an Archer in one hit even with HB (touch and magic damage 8000+).
For more details, check out WhiteAsIce's Himes Guide for Archers.

Nightshadows (Map to come later. It's the one in the Hall of Mastery)

Nightshadows
Spawn: High
Training Cost: Low
Movement: Moderate-Low
Exp/HP: 1/19.4
Overall Rating: A

I Recommend: Level 100+ minimum; Max AR/AE, Max Puppet, Max Strafe. Dragon's Breath, Phoenix, and Inferno or Iron Arrow/Pierce help greatly.

Notes: This map is divided into 5 platforms. Starting at the top, there is a long platform with puppet platforms on both ends. Climbing up one of the ropes in the center of the room PKB or Dragon Breath either right or left side, whichever has a larger mob, followed immediately with a ranged mobbing skill. Then clean up entire top platform with Strafe or Hurricane. Below top platform are two middle-length platforms on either end, that slopes towards the center. Choose either the left or right middle platform and arrow rain or eruption the monsters from the top platform. Aggravate them with arrow rain or eruption and place the puppet towards the center; drop down to the middle platform and strafe or hurricane the monsters. The bottom platform is a single long platform. After clearing the middle platform, go to the center of the middle slope and arrow rain or eruption the bottom mob, or drag them to one side with PKB/DB, and take them out with a ranged mobbing skill. There is good party potential for this map, as you can split map any number of ways. HB and HS mules can hang on either of the vertical ropes to provide party buffs.

The Grave of a Wrecked Ship

Sharks, Cold Sharks
Spawn: Moderate
Training Cost: Moderate
Movement: Moderate
EXP/HP: Sharks 1/21.7; Cold Sharks 1/21.6
Overall Rating: C

I Recommend: Strafe, Puppet, Blizzard, Inferno, Hawk/Eagle, Arrow Bomb, Rain/Eruption (pretty much every 3rd job skill)

Notes: Sharks are right next door to Goby’s/Squids, and drop the only Archer storybook, as well as Sharp Eye 20. Sharks have a magic attack that does 2.8k, but it is dodge able, while Cold Sharks have a weaker attack that is impossible to dodge. To train here, simply mob around the map, and strafe down any single sets of Sharks, much like training at Squids. One problem with training here, is that Sharks dispell, and Cold Sharks slow.

Leafre: Destroyed Dragon Nest

Jr. Newties, Nest Golems
Spawn: High
Training Cost: Moderate
Movement: Low
EXP/HP:

Overall Rating: A

I Recommend: Maxed or high Strafe and Hawk/Eagle. High level of Puppet and Blizzard for Snipers who wish to top.

Notes: On this map, it is highly recommended that you stand in one of the two spots on the left hand side of the map. Take either the bottom platform (assuming you can survive one hit from a Nest Golem) or middle platform. The top platform is not suited for Rangers unless they are 120+, but a Sniper can take the top if they have 20 Puppet, and 21 Bliz. The Newties attacks are VERY fast and are auto aggroed, in some cases it appears that they attack while spawning. They do about 2.2k damage and can attack with a decently long range. The bottom platform has a Transforming Newtie that turns into a Nest Golem, which has avoidable ground attacks that deal roughly 2.8~3k and give about 2.1 more exp than a Jr. Newtie. Most Newtie parties require the Archer to take the bottom. If you lack the health, take the second platform as the first two are regular Jr. Newties. Most of the time, you will only be attacking 1-2 Newties. Also, looting is very dangerous because of the Newties' magic attacks.
For more details check out Otay's Guide to Jr Newties. An explanation on the Top that is not given here, but works for any Sniper level 110+ that has high level of Puppet and Blizzard, is to aggro the far left Newtie on top, and place Puppet towards it. Then, move forward so that Eagle stuns the newties in front of you, and alternate Blizzard and Strafe/IA. Eagle isn't really needed, but it helps if you get careless. (This is the tactic I've used since level 108 to Top.)

Crimsonwood Mountain: Crimsonwood Keep

Crimsonwood Guardians
Spawn: Medium
Training Cost: Moderate
Movement: Low

Overall Rating: A

I Recommend: You be 4th job, with at least 3.4k HP. The Mark of Heroism helps greatly in getting here

Notes: One of the best high level maps for soloing, or partying, Crimsonwood Guardians are the strongest trainable non-boss monsters in the game at this time. Dragon breath is both useless and useful here, small dividers in the ground limit the guard's movement. This map has two main training styles. One is with AR/E sniping from the steps, which is probably faster for low 4th jobbers. AR/E sniping uses up around 200 holy water/allcures per hour, on top of MP potions. The other is Hurricane+Bomb, which involves a player cycling the map taking down mobs. Pierce can be used here, although the guards tend to seal a lot and can make you waste the charge up as well as spawn into your minimum range on the bottom. Depending on the color of a Crimsonwood Guardian's eyes, what it will do next will change. Yellow eyes denote it is idle or walking, purple is its lethal jump attack, that deals about 5k. They turn blue when KB'd, and orange before using its mace attack (1k damage). Never stand below a Crimsonwood Guardian, because it will kill you unless you are very late 4th job, or have HB. An in depth guide to killing Crimsonwood Guardians can be found at Fiel's website, in the Bowman section.

Party Quests

Party Quests (abbreviated PQ) are an alternate way of gaining EXP. Each PQ has a specific level range allowed. Basically, a party of 3-6 people (it varies for each PQ) must complete a series of stages within a certain time limit, and gain EXP and prizes. Only one party per channel can participate in PQ at any one time, which means that in crowded servers it may be difficult to get in.

PQs include the Henesys PQ (1-200), Ariant PQ (20-30), Kerning PQ (21-30), Carnival PQ (30-50), Ludibrium PQ (35-50), Orbis PQ (51-70), Ludibrium Maze (51-70), Herb Town "Pirate" PQ (55-100), Magatia PQ (71-85), and others.

More in-depth info can be found in guides specific to PQs.

Legal Junk/Acknowledgements

This guide was the result of the members of Archer Guide Forums working together to produce the ultimate training reference. All information in this guide was user-submitted by people who have had personal experience with these training locations.

All content in this guide is free. You may cite any part of it but you MUST acknowledge the original authors and reference the original version at AGF, and you cannot claim it as your own.

Many thanks to LordMufasa for starting the project, and Technolink, spiritrival, bluebomber24, kennethjay, gfreak002, and tzkbowman for helping compile and edit the guide. Very special thanks to Sapphire08 for having kept the guide maintained and updated for so long.

Thanks to Hidden-Street for map and monster info, Invision for being the host to our forum, Mrbasil for running this site, the Sleepywood bowman community for knowing so much (specifically WhiteAsIce, Chrome, Otay, Keone, RoyalCatManDo, SimplyBowman, and Googlesearch (whose area-specific guides I linked to).

Also, thanks to whlin, Curiox, sky7sky, Aflac, VanHelsing, Reginleif, IlDrowRanger, Flare2sword, KriegWulfen, beerbeer, lasthope, HawkyX, V3rnxrulz, Werewolfkiss, lucent, Libernation, HawkXRanger, darkoda, Jombie, orz, Perkins777, PaperSh0es, robinhood, bittersweet, esvil4, LoveBegins, GoldenAngei, Champ, Sybaris, DemonKing19, IceKyoobEetr, sinles1, GearsofMaple, illogik, LuckyFocus, Greg182, 22ttiimmeess, riceboy36, devilry, caimaster, slyferz, lolmanwth, Abba26, strongdude, Aurum, jmor, Quxn, sandlkdsn, Kinus, hyperfell, kbaz1, ZomgName, gdpt123, TheJolly, OMGFireIsHot, player1or2, Elitemage56, mashavsapir, Bowmanoob, issacrandom, lcedfire, Hobofever, Chloren, MadAyukawa, SwitchUpper, IMustBeEM0, xtimmayx, Royal, Yokuwin, Aznwofex, DarkKitsune, and yutsumoto who contributed information to us! We greatly appreciate your help.
08/07/09 +
aznarcher904
96 Bera Ranger
 
Please Edit the Crimson Guardians.
They're now not the strongest non-boss monsters.
Chief Oblivion Guardians Are.
profil3
sheriff
08/08/09 +
Qynat
139 Bera Bow Master
 
They deal the most damage, aya. I think that's good, don't you?
08/11/09 +
LifeOnHigh
61 Scania Wind Archer
 
Thanks for this =D
online
08/14/09 +
4thJobBWMule
81 Scania Blaze Wizard
 
Nice guide I like training at many different places. O and for 2 hitting monsters I think lv25-30 other places in ariant are good too (possibly better than Desert Rabbits). The Map w/ 2 Levels of Cactus would be good if u had a buddy on the other platform. If you 100% a lv25 bow or 28 xbow then the place Deo is good exp around lv28 since u can mostly 2 shot the royal cactus that give 55exp (71 w/ pendant after 2 hrs of wearing it, Max DS and CS are recommended).
Aug 14* +
LightBolt289
80 Scania Ranger
 
Kewl, in your opinion, which would you think is better, staying at red nose pirate den 2, or going into the haunted boat. I really want to hit 80, its just red nose pirates are so boring, and i dont like going to windraiders. I can do the jq just fine, its getting there thats the problem...

[edit] im 77 btw, its just i have not been on basil for a while.
08/14/09 +
Mimsies
70 Bera Marauder
 
Kevvl: Henesys: Mushroom Garden

Orange Mushrooms, (Red Snails), (Shrooms)
Spawn: Moderate-High
Training Cost: Low
Movement: Moderate
EXP/HP: Orange Mushrooms 1/5.3
Overall Rating: A

I Recommend: Maxed Eye of Amazon

Notes: At level 18 you should have no trouble here. Lower levels should do fine too however; this isn't a very demanding map. If you can, bring a friend to crank up the spawn, since there's a lot of ground to cover.


I love that map! But my suggestion is that if you initially put 25 into STR, (I recall that was something archers did at level 10), you can take a wooden mallet and go crazy at that map! It's even faster than training with a bow, and the STR will last you all the way to level 20 at the very least!
08/16/09 +
Shimlo
75 Khaini Wind Archer
 
Very nice guide. I was just thinking where i should train my WA yesterday. This should help me alot . Thanks!
08/18/09 +
Aznthlf44
72 Broa Hermit
 
hey kewl can u give me a link to the guild for wind archer training because im lvl 103 but idk if typhons is still good with 1x for me i dnt think so but lots of ppl say ur an expert so im asking u thx if u can reply
profil3
sheriff
08/18/09 +
Qynat
139 Bera Bow Master
 
NANDY3: hey kewl can u give me a link to the guild for wind archer training because im lvl 103 but idk if typhons is still good with 1x for me i dnt think so but lots of ppl say ur an expert so im asking u thx if u can reply

Ok.

The guide to Wind Archer training can be found here.
08/18/09 +
chaosreign52
65 Windia Wind Archer
 
great help but you need to add in mithril/iron mutae they helped me so much from 40-50 i found it better training then most of the suff here
profil3
sheriff
08/20/09 +
Qynat
139 Bera Bow Master
 
dragoncore74: great help but you need to add in mithril/iron mutae they helped me so much from 40-50 i found it better training then most of the suff here

Didjya try Roids? They're apparently beyond amazing during those levels.
08/20/09 +
wasdff
131 Scania Shadower
 
'Guide to Pixies for Archers' link doesn't seem to work.
08/20/09 +
Aznthlf44
72 Broa Hermit
 
lol kewl im dumb i frgt i was on it..lol just didnt understand the 80-1337 but i get it now thx i guess il go to typhons till 120 and wb newts are they good exp and if you put that down on the guild then sorry dnt really like to read for a while i just scroll down alot
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