
A Guide for Clerics 1 - 9Table of Contents
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1) Legal Stuff
2) Version History
3) Clerics vs. Other Classes
4) Ability Point Allocation
5) Starting off: Maple Island
6) Becoming a Mage
7) Skill Point Allocation <1st Job>
8) Training Spots <1st Job>
9) Becoming a Cleric
10) Skill Point Allocation <2nd Job>
11) Training Spots <2nd Job>
12) Becoming a Priest
13) Skill Point Allocation <3rd Job>
14) Training Spots <3rd Job>
15) Equipment
16) FAQs, Skill Details, Etc.
17) Suggestions Corner (New! Yay!)
18) Credits, Finishing Stuff
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1) Legal Stuff
This guide may not be reproduced under any circumstances except for
personal private use. It may not be placed on any of the sites not listed below
without written permission. Use of this guide on any other or as part of a
public display is strictly prohibited and is a violation of copyright.
Sites that have permission to use this guide:
Gamefaqs.com
Hidden-street.net
Neoseeker.com
Gamerstemple.com
Supercheats.com
blog.swagvault.com
NOTE - I am no longer allowing any more sites to use my guide...submitting it
to these 6 for every update is more than enough. Sorry!
NOTE - If you see this guide on ANY other sites than the ones listed above,
then please notify me. You should give me a few days though - it may just be
that a new site got the guide and I haven't released an update as of yet. Give
me a few days, then e-mail me, as it's a violation of copyright.
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2) Version History
Version 1.0 – First complete version of this guide. Began 7/12/06.
Finished 17/12/06.
Version 1.1 - Updating a lot of things here. Fixed Formatting, my first guide
wasn't quite finished, now it is fully complete. Apologies to all who read it.
Updating Skills Section, fixed some minor typos and ... yeah. I don't remember
much else. A big update due to formatting. (18/12/06)
Version 1.11 - Really a teeny tiny update. Allowed www.neoseeker.com to
use the guide. Same day too! (18/12/06)
Version 1.21 - A major update. Re-generated (hehe) ASCII at beginning.
Fixed typos I missed on 1.1. Also added Priest Skill Chart (not the word format
I had at the beginning - the real thing). Probably last update for awhile,
Christmas is approaching. Happy Holidays! (19/12/06)
Version 1.22 – Small Update – allowed gamerstemple.com to use the guide.
(20/12/06)
Version 1.32 - A good update IMO. Completed Training Section in Priest Section,
fixed typos that were STILL present, as well as finally changed the version
number at the top. Very pleased with my guide now. Ok this really
IS the FINAL update until AFTER Christmas. Don't count on that
though ... I tend to lie to myself. (20/12/06)
Version 1.42 - Not a huge update, but my last for a long time. Fixed typos,
grammar and other little mistakes. Changed some things suggested via email.
Once again changed ASCII, still generated.
Happy Holidays (28/12/06)
Version 1.43 - Small update. Allowed supercheats.com to use the guide.
(30/12/06)
Version 1.44 - I dare not say this is my final update, but it may well
be. Added notes here and there. Happy New Year! (20/1/07)
Version 1.54 - Good update. More notices, added that I quit Maple Story =[.
Allowed 8bitGFX.com to use the guide, as well as putting in some e-mail
suggestions. (2/2/07)
Version 1.64 - Switched from 8bitGFX.com to theoreX.net. Added more suggestions
and notes, etc. Guide is now free of typos, to my knowledge. (25/2/07)
Version 1.74 - It's been awhile hasn't it? I'm into Gunbound now and e-mails
have been less frequent lately. Some of you may have heard via e-mail that I
had to reformat (reboot, whatever it is) my PC due to a virus and all my data
was lost, including this guide. Thus I sort of neglected it for awhile until I
had enough suggestions from other maplers to copy and paste it from GameFAQS
and bring it back to Notepad to edit it. Thanks guys, I appreciate the e-mails.
About changes - I put a lot of suggestions, "Yet Another Note" at the
beginning of the guide...and that's about it. This isn't a big update but I
felt like bringing it up a tenth so I did.
One more thing, I was unable to locate a theoreX.net, and the person who
submitted the website was notified about this and I hope it'll get cleared up.
Enjoy! (7/5/07)
Version 1.75 - I now started playing MS again, and this guide is well overdue
for an update anyway. I felt it was the right time. Now I don't think I've
gotten any guide-worthy suggestions since last time - if I'm wrong, e-mail
me and I'll put em' in. This is just to commemorate me restarting MS. Edited
the Clerics vs. Other Classes section, with some stuff I realized while
playing. (8/23/07)
Version 1.85 - Updates are less frequent - only for suggestions now, usually.
I added a ton of them and fixed typos, etc.
Happy Mapling! (1/10/08)
Version 1.95 - Every time I check back there are more typos. Anyways, I added
the Suggestions Corner and transferred all the suggestions throughout the guide
to there. Enjoy, please read, there's a lot of useful info there. (2/8/08)
Version 2.05 - Yay! I'm in the two's. More suggestions, note at the beginning
and in the training section (CPQ!). (13/4/08)
Version 2.06 - The only updates you will see are ones with suggestions from now
on, or possibly notes about a new PQ I have tried out. Also, an Archer (Hunter)
Guide is on the way, so expect a decrease in updates. (22/5/08)
Version 2.16 - More suggestions were added and despite myself I allowed another
site to use the guide, though they were very nice about it and curteous. Take
that as a lesson! =) (23/10/08)
Version 2.17 - Added more suggestions. (10/8/09)
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3) Cleric vs. Other Classes
Why would you want to become a mage (and later a cleric)? First of all, mages
benefit from being able to attack from afar and from close up. Although the
first 10 or so levels may be hell, from levels 15 to the mid-30's, you will far
out-damage other classes. Mages are easily accepted into PQs (from Kerning PQ,
where mages are powerful, to Ludibrium PQ, where clerics are one of the most
desired party members). Yes, mages have the worst Defense and HP of all
characters. However, they get ridiculously high MP. You will also get a skill
that transfers HP Damage into MP Damage, which makes up for you low HP. Of
course, clerics get the awesome skill Heal, which, as the name indicates, will
heal you and your party members, but will also inflict damage to Undead
Monsters. In addition, clerics are the best partiers, because they have buff
skills (skills that increase your stats such as defense, accuracy, etc.).
The best think about clerics in my opinion is this. You can:
A. Heal your own HP.
B. Regain your own MP
C. Damage Monsters
D. Gain Experience
All with one skill - Heal. Well, sort of. If you get MP Eater to a decent
level, and heal to a decent level, you'll do all that on your own. And, of
course, you'll gain EXP from healing if you're in a party. Clerics become
very rich this way since they buy no HP potions, and very few MP potions.
Clerics are stable characters and are really fun to play.
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4) Ability Point Allocation
Maple Story is a game that is very stat sensitive, meaning that it depends
heavily on stats. Should you "mess up" one of your stats, your character
will be ruined for ever and will deal lower damage than if it wasn't
"messed up". The first step to creating a mage is to roll those dice.
When you select "Create a Character", choose your hair, clothes, etc. Pick a
name for your character, and roll the dice. A perfect roll would be:
STR: 4
DEX: 4
INT: X
LUK: X
Int and Luk are listed as "X" because these stats do not matter when you are
rolling. STR and DEX are your two stats that do not affect your damage. You
will NEVER add to these stats, nor will you add to your HP or MP. You want your
STR and DEX to be as low as possible so that your LUK and INT will be
respectively higher. The ideal STR and DEX is 4, however you could settle for a
5 in one of them, or, if you're really impatient, a 5 in both. In the end, it
doesn't RUIN your character; it just means you will have a little lower damage.
On Maple Island, most prefer to get their LUK to 11 right off the bat, and then
dump all their points into INT until level 8. You do not need to do it this
way, it is just simpler.
For every level after this, you will want your LUK to be your level + 3.
For example, if you are level 22, your LUK should be 25; if you're level 45,
your LUK should be 48.
To become a mage, you will need 20 INT. Also, since you become a magician at level 8, your LUK should be 11 at this time (but it isn't NECESSARY).
You will have more INT than 20, just a reminder that you need that much.
All you need to remember about Ability Points (AP) is that your LUK
should be Your Level + 3, and that all other points should go into INT.
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5) Starting Off: Maple Island
Once you have created your character you will find yourself in a map. Customize
your controls the way you think is right for you, and continue. There are some
quests you can do on the way to the Training Grounds. Personally I find these a
waste of time. You could spend 2 minutes clicking back and forth between NCPs
(Non-Player-Characters) or you could kill a Snail (which takes 5 seconds), and
get the same reward. The only quest you may want to complete is Roger's,
because the reward is a much needed 3 Red Potions. Press the UP arrow to go
through portals. From levels 1-7 you will be staying at Snail Hunting Ground I
to train on Green Snails.
Other snails take too many hits, because your raw damage is only 1-3 now.
When you're level 7 and about 50%, travel to Amherst.
Complete all the quests you can and you should level to 8. You are now ready
to leave Maple Island. Travel to Southperry and pay the 150 meso fine to travel
to Victoria Island. A little reminder that your LUK should be 11, and that your
INT should be at least 20. If you followed the Ability Points Allocation
section, your INT should be well above that.
NOTE: After a very cool update, you now go through "Training Camp", which I think is awesome, and you get dressed up as a little apple. The quests are easier to do now, so I suggest you do them. It's also a very fun experience, so enjoy yourself here.
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6) Becoming a Mage
After taking the ship to Victoria Island, you will arrive in Lith Harbor. Talk
to the guy in the Ticket Booth and tell him "Please take me somewhere else"
Pay the 100 mesos to go to Ellinia. This is the mage town, and you will be
going here a lot to buy equipment. Travel to the very top of Ellinia and
enter the building. Talk to Grendel the Really Old, and if you're level 8 with
20 INT (which you should be) he will make you a Magician. You will notice that
your stats have increased. He also mentions something about SP (Skill Points).
We'll find out what that is and how to use it in the next section.
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7) Skill Point Allocation <1st Job>
Every level after level 8, you will receive 3 Skill Points. You can distribute
these however you like. With mages, where you put your SP (and when) can
greatly affect your stats later on. I have made 3 Skill Paths. The first is for
the first timer mage, who will want to conserve mesos. The second is for the
funded mage who will want to become as powerful as possible, as early as
possible. The final build is the "perfect" mage build, which will allow you
to have slightly more MP, at the cost of having to kill snails for another 5
or so levels (which, in my opinion is not worth it). Well, it's your choice.
I will list the skill point(s) acquired at each level and where to distribute
them for that level. The one SP you receive at level 8 is from the Job
Advancement.
BUILD 1
For the First-Timer
Level 8: +1 Energy Bolt
Level 9: +3 Improving MP Recovery
Level 10: +2 Improving MP Recovery, +1 Improving Max MP Increase
Level 11: +3 Improving Max MP Increase
Level 12: +3 Improving Max MP Increase
Level 13: +3 Improving Max MP Increase (MAX)
Level 14: +3 Improving MP Recovery
Level 15: +3 Improving MP Recovery
Level 16: +3 Improving MP Recovery
Level 17: +2 Improving MP Recovery (MAX), +1 Magic Claw
Level 18: +3 Magic Claw
Level 19: +3 Magic Claw
Level 20: +3 Magic Claw
Level 21: +3 Magic Claw
Level 22: +3 Magic Claw
Level 23: +3 Magic Claw
Level 24: +1 Magic Claw (MAX), +2 Magic Guard
Level 25: +3 Magic Guard
Level 26: +3 Magic Guard
Level 27: +3 Magic Guard
Level 28: +3 Magic Guard
Level 29: +3 Magic Guard
Level 30: +3 Magic Guard (MAX)
For those who prefer it in words:
Energy Bolt > 1, Improving MP Recovery > 5, Improving Max MP Increase > MAX,
Improving MP Recovery > MAX, Magic Claw > MAX, Magic Guard > MAX
At level 30, your skills should look like:
Improving MP Recovery: 16 (MAX)
Improving Max MP Increase 10 (MAX)
Magic Guard: 20 (MAX)
Energy Bolt: 1
Magic Claw: 20 (MAX)
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BUILD 2
For the Funded Mage
Level 8: +1 Energy Bolt
Level 9: +3 Improving MP Recovery
Level 10: +2 Improving MP Recovery, +1 Improving Max MP Increase
Level 11: +3 Improving Max MP Increase
Level 12: +3 Improving Max MP Increase
Level 13: +3 Improving Max MP Increase (MAX)
Level 14: +3 Magic Claw
Level 15: +3 Magic Claw
Level 16: +3 Magic Claw
Level 17: +3 Magic Claw
Level 18: +3 Magic Claw
Level 19: +3 Magic Claw
Level 20: +2 Magic Claw (MAX), +1 Improving MP Recovery
Level 21: +3 Improving MP Recovery
Level 22: +3 Improving MP Recovery
Level 23: +3 Improving MP Recovery
Level 24: +1 Improving MP Recovery (MAX), +2 Magic Guard
Level 25: +3 Magic Guard
Level 26: +3 Magic Guard
Level 27: +3 Magic Guard
Level 28: +3 Magic Guard
Level 29: +3 Magic Guard
Level 30: +3 Magic Guard (MAX)
For those who prefer it in words:
Energy Bolt > 1, Improving MP Recovery > 5, Improving Max MP Increase > MAX,
Magic Claw > MAX, Improving MP Recovery > MAX, Magic Guard > MAX
At level 30, your skills should look like:
Improving MP Recovery: 16 (MAX)
Improving Max MP Increase 10 (MAX)
Magic Guard: 20 (MAX)
Energy Bolt: 1
Magic Claw: 20 (MAX)
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BUILD 3
To Maximize MP (makes levels 8-13 EXTRMEMELY hard – you must continue to use
your physical attack, because your first point goes into MP Recovery, which
means slightly more MP later since you max MP Increase earlier. In my opinion,
this is not worth it. I just put it here for you "different" people ;). I also
assumed you are not a first timer if you are using this build, meaning you max
Magic Claw before finishing Improving MP Recovery.
Level 8: +1 Improving MP Recovery
Level 9: +3 Improving MP Recovery
Level 10: +1 Improving MP Recovery, +2 Improving Max MP Increase
Level 11: +3 Improving Max MP Increase
Level 12: +3 Improving Max MP Increase
Level 13: +2 Improving Max MP Increase (MAX), +1 Energy Bolt
Level 14: +3 Magic Claw
Level 15: +3 Magic Claw
Level 16: +3 Magic Claw
Level 17: +3 Magic Claw
Level 18: +3 Magic Claw
Level 19: +3 Magic Claw
Level 20: +2 Magic Claw (MAX), +1 Improving MP Recovery
Level 21: +3 Improving MP Recovery
Level 22: +3 Improving MP Recovery
Level 23: +3 Improving MP Recovery
Level 24: +1 Improving MP Recovery (MAX), +2 Magic Guard
Level 25: +3 Magic Guard
Level 26: +3 Magic Guard
Level 27: +3 Magic Guard
Level 28: +3 Magic Guard
Level 29: +3 Magic Guard
Level 30: +3 Magic Guard
For those who prefer it in words:
Improving MP Recovery > 5, Improving Max MP Increase > MAX, Energy Bolt > 1,
Magic Claw > MAX, Improving MP Recovery > MAX, Magic Guard > MAX
At level 30, your skills should look like:
Improving MP Recovery: 16 (MAX)
Improving Max MP Increase 10 (MAX)
Magic Guard: 20 (MAX)
Energy Bolt: 1
Magic Claw: 20 (MAX)
Really it is just the order in which you acquire skills that makes the
difference in these builds. The overall outcome is identical in all 3.
If you have a question on anything skill-wise, chances are it is in
Section 16 (Skill Details).
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8) Training Spots <1st Job>
Now you're probably wondering... where do I train? Well, ultimately, the
choice is yours. I have listed here some tried and true training methods,
some suggestions from our fellow maplers (thanks a lot, everybody!)
and I've thrown some of my own into the mix. Please note that some are more
for funded mages because they consume more MP and HP. This will be listed,
so not to worry. At the bottom of each level section there is a monster/area
listed in caps. This is basically to summarize what I've explained, in one or
two words =].
TRAINING AREAS
Level 8-14
You're going to want to go with slimes at this level. You should 2 or 3 hit KO
them, and at 10 exp apiece, they're good for leveling. In terms of where to
find them, I suggest either Henesys Hunting Grounds I (from here on referred
to as HHG), The Tree That Grew or the Slime Tree. The Tree that Grew is 2 maps
north of Ellinia, while the Slime Tree is one map south, inside a tree in the
far south-western area of the map. All of these options are high-spawn (except
possibly The Tree that Grew), so you shouldn't have a problem. For the funded
mage I suggest HHG I because of the high spawn rate.
>SLIMES
Level 14-18
This is really where the funded and non-funded split up. The non-funded will
want to stick with slimes until level 16 or 17, at which point they will switch
to Orange Mushrooms, at Kerning City Construction Site (one map left
or Kerning City) or at HHG I. The funded mage has just acquired Magic Claw, so
they will definitely want to switch to Orange Mushrooms right at 14. You can
stay here until around level 21 for non-funded and 18 or 19 for funded.
>ORANGE MUSHROOMS
Level 18-22
Here the non-funded and funded are divided as well. The non-funded will be
sticking with Orange Mushrooms until about level 20 or 21. Then they will
switch to Pig Beach. Assuming you are starting from Henesys, Pig Beach can
be found by first going 4 maps left of Henesys. You will end up at a map called
Split Road. Here you will take the LAST ladder you see (meaning the left-most
one) up. Travel a little bit to the right and you will see a patch of Yellow
Flowers. Press up on these and you will be warped to Pig Beach. The funded mage
is going to change to Pig Beach at level 18 or so, because by now Orange
Mushrooms aren't giving you as much experience.
>PIG BEACH
Level 22-26
Here there are a few options and the funded and unfunded start to merge toward
each other. The non-funded will want to stick with Pig Beach till level 24 or
even 25. At this point they will switch to the Ant Tunnel, which can be found
on the right most side of the Dungeon-town Sleepywood. The funded mage will
switch right at 23 or even 22, for experience sake. You WILL use A LOT of
potions here, so be warned; however, you are literally right beside a town,
so restocking shouldn't be a problem.
The second option here is PQ, also known as Party Quest. Because you are a mage
you are accepted into parties more frequently than a warrior of the same level.
However, even though you are a mage, you aren't suitable (and thus people won't
accept you) until about level 24. You may want to wait for level 25 for a PQ;
most parties like to have members at or over that level. PLEASE do not ask me
how to PQ, there are many guides for that and this is not one of them.
>ANT TUNNEL or PARTY QUEST
Level 26-30
I would have to say, the best option here is PQ. Now that you're level 26
or so, everybody will want to accept you (well, most of them). Party Quests
are also fountains of money, but be warned: they can make you rich
(like giving you a 10% Overall DEX scroll, worth a lot) or making you lose
some money by giving you something like ores. Really it depends. Personally,
I think you've trained hard enough to get to level 26 or so, and PQ is one of
the most fun things in Maple Story. You deserve some fun, right? ...Right?
Nearing level 28, you will be accepted in a matter of minutes (or seconds)
because mages really are THE most powerful character at this level. So all
that hard work DID pay off!
The second option here is to stick with Ant Tunnel. You will be coming back
here later, and if you're funded chances are you've been here for a few levels.
This place will get REALLY boring later, so my advice is to PQ. It is your
character, so if you want to go from 22 to say 35 in one place, be my guest.
>PQ or ANT TUNNEL
You're finally level 30, and it's time for the Second Job Advancement!
Along with a new title for yourself, you get new skills and new equipment.
It's time to advance!
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9) Becoming a Cleric
Yes, it's finally time to become... a cleric! Journey to Ellinia and meet up
with your (old) friend Grendel the Really Old. Talk to him and you will acquire
a letter. This time it's a little more than a walk in the park to make the
advancement. You will need to travel 3 maps north of Ellinia, to a map called
"The Forest North of Ellinia". Venture to the very top and you will find an NPC
called "Mage Instructor" or something along those lines. Make sure you have a
good amount of potions, as the monsters here do not drop them. Talk to the
instructor and you will be transported to a map. It is similar to the Curse
Eye tree if you have been there. The monsters here are different. They drop
nothing except Black Marbles, and they don't give experience. Although all you
have to fight is Horny Mushrooms and Curse Eyes, their stats are raised
(including HP and ATTACK), so be on your toes and keep an eye on your HP
(MP if you are using Magic Guard, which you should be). Once you have collected
30 of these, exit via talking to the Instructor. He will reward you with the
"Proof of a Heroc.
Back in Ellinia, talk to Grendel once again, and this time, he will make you a
Cleric Your stats are raised and you get an extra ETC. row in your inventory.
He'll also give you SP just like before, along with a new set of skills. Where
to put the SP is explained in the next section.
FROM:www.gamefaqs.com




