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  • A Guide for Clerics 1 - 9
  • Table of Contents
    *****************
    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.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    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)

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    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.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    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.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    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.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    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.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    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)

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    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!

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    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

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