
The ULTIMATE Magician GuideAbility Points Distribution
Your Luk should be your level+3 in order to use ordinary equips. You can either add 4 INT and 1 LUK per level, or you could add 5 INT per level and a few points into LUK a level before/when you reach the level of your next equips. Make sure to keep track on your LUK and remember that you cannot use a new equip without subtracting the LUK bonus of your last equip [can't equip an item without the right amount of LUK]. INT determines your MP amount. That's why most higher leveled Mages prefer adding 5 INT per level, then add LUK when needed. More INT spread to a few levels = more MP.
Job Tree
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Cleric |
Priest |
Bishop |
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1st Job: Skills
| Icon | Skill Name | Description | Type | Mastered | Prerequisites |
| Improving MP Recovery | Recovering even more MP every 10 sec. The higher the level of the character and the skill level, the more recovery it enables the character to have. | Passive | 16 | - | |
| Improving Max MP Increase | This skill boosts up the amount of increase on MaxMP after each Level UP, or AP used on MaxMP. | Passive | 10 | Improving MP Recovery Level 5 | |
| Magic Guard | Temporarily replaces damage with MP instead of HP. If MP reaches 0, the HP takes a full hit. | Supportive | 20 | - | |
| Magic Armor | Temporarily boosts the weapon defense by blowing magic into the armor. | Supportive | 20 | Magic Guard Level 3 | |
| Energy Bolt | Use MP to attack one enemy. | Active | 20 | - | |
| Magic Claw | Use MP to attack an enemy twice. | Active | 20 | Energy Bolt Level 1 |
1st job skill build
Basic maximum MP skill build:
Level 8: +1 Energy Bolt
Level 9: +3 Improving MP Recovery
Level 10: +2 Improving MP Recovery, +1 Improving MaxMP Increase
Level 11-13: +3 Improving MaxMP Increase
Level 14-19: +3 Magic Claw
Level 20: +2 Magic Claw, +1 Improving MP Recovery
Level 21-23: +3 Improving MP Recovery
Level 24: +1 Improving MP Recovery, +2 Magic Guard
Level 25-30: +3 Magic Guard
Total: every skill maxed except for Energy Bolt [1] and Magic Armor [0].
Magic Armor Build
Level 8: +1 Energy Bolt
Level 9: +3 Improving MP Recovery
Level 10: +2 Improving MP Recovery, +1 Improving Max MP Increase
Level 11-13: +3 Improving Max MP Increase
Level 14-19: +3 Magic Claw
Level 20: +2 Magic Claw, +1 Improving MP Recovery
Level 21-23: +3 Improving MP Recovery
Level 24: +1 Improving MP Recovery, +2 Magic Guard
Level 25: 1 Magic Guard (3), 2 Magic Armor
Level 26-30 3 Magic Armor(17)
Total: everything maxed except energy bolt [1], magic guard [3], magic armor [17]
1st Job Training
1-8: Maple Island. Quests are VERY helpful.
9-15: Slimes, Stumps, Mushrooms, Orange Mushrooms, Pigs.
16-25: Pigs, Ribbon Pigs, *Kerning PQ [21+], Green Mushroom, Bubblings.
26-30: *Kerning PQ, Horned Mushrooms, Zombie Mushrooms, Green Mushroom, Wild Boar, Stirge [Kerning City subway].
- Kerning PQ: Magicians are argueably the best class for this PQ. Magicians are also one of the few exceptions to the normal guide of starting this PQ around lvl 24; almost every magician should have no trouble at all with this PQ. When you get into the higher lvls (26-30) the EXP might seem to come slowly. To fix this problem, just try to solo the boss as often as possible, and if need be you can stay inbonus for an extra 5 min.
Lukless Magician
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NOTE: This guide contains a dice roll section for AP points. We would like to inform you that dice roll function is not used anymore in GMS and MapleSEA. Please avoid that section and everytime you level up, press 'a' and press auto-assign to auto-assign your points, then after you get your job advancement, press 'a' again and auto-assign your skills to the proper ones. You may continue that system or if you are looking to use a special point build eg. dexless assassin, then you may do so. |
Lukless Mages, also known as pure INT Mages, keeps his STR, DEX and LUK in the lowest amount possible [4]. While regular-built mages keep their LUK as their level +3, a lukless mage would invest all his AP into INT.
Pros & Cons of making a Luckless Mage
Pros:
• The main advantage for a luckless mage is that the INT boost causes the damage to be higher compared to a normal mage at 2nd job .
• As a result to the higher damage, a luckless mage would usually level up faster than a normal mage. In addition to that, he would also be able to train on higher leveled monsters, at a lower level.
• A luckless mage is easier to fund in the beginning, since you don’t have to buy new equips every few levels.
• Luckless mages have more MP [more INT=more MP received when leveling up]. And after level 43, they would also have more HP [an average Maple Lama Staff or Nocturnal Staff has +100 HP].
• With the addition of level 64 Mage weapons to the game, Luckless mages can match up/have a higher m.atk advantage compared to normal luck mages.
Cons:
• A lack of equipment to fit your level. Mage equips require a level +3 LUK build in order for you to be able to wear them, and a luckless mage is not able to do so.
• Possibly less magic accuracy than normal built mages.
• Your equips should be well scrolled to make up for the normal built mage's equip bonuses. Sadly, the prices of the scrolls needed for a luckless mage’s equips are very high. At lower levels, luckless mages would probably have more money than a normal mage. But, as the levels get higher, it would get harder for the luckless to afford all the scrolls. A luckless should make more efforts to make money, at higher levels.
• Ice, Fire, Poison and Holy attacks in 2nd job don't benefit as much as Heal and Lightning attacks benefit from the extra damage. • At higher levels, a luckless mage would have a harder time competing with normal mages, as their equips keep getting better. With the right scrolled equips, at high levels, a normal mage could probably out-damage a luckless mage at same level. A luckless mage would have to get more money to keep up with the normal mage’s bonuses.
• A luckless mage has less weapon and magic defense [lack of equipment to fit your level and LUK] = higher HP pot usage. • When dying, a lukless mage would lose 10% EXP while a normal built mage would lose only 5% EXP.
• The appearance of a luckless mage’s equips would stay the same at level 100 as they were at level 43, unless it’s covered up with Cash Shop items [or got a Black Umbrella].
Luckless Mage equipment
Level 1-30
· Hat: Any Bandana
· Overall: Beginner Clothes, Camo Pants at 26 if you want. If you are funded, try getting a luk or int bathrobe.
· Shoes: Sandals or Whitebottoms.
· Cape: Old Raggedy Cape *Necessity due to Low Avoidability
· Gloves: Any Color WG that is not scrolled for attack.
· Shield: any shield scrolled for M.ATK.
Level 30-43:
· Hat: Bone Helm or any Bandana
· Overall: Sauna Robe
· Shoes: Blue Snowshoes
· Cape: INT Icarus Cape (2) [this can last you to about Level 80 if it is scrolled well enough]
· Gloves: Try to get a Yellow Work Gloves
· Earrings: INT earrings, or even clean earrings scrolled with 100%'s.
· Shield: any shield scrolled for M.ATK.
Level 43-60:
· Hat: Bone Helm or Zakum Helmet if funded, get any color bandana if you cannot afford Bone/zhelm
· Overall: Sauna Robe
· Shoes: Blue/Yellow Snowshoes
· Cape: Any INT Cape preferably Icarus cape or Purple Adventurer Cape if you cannot afford the latter]]
· Gloves: Keep Improving the Yellow Work Gloves INT.
· Earrings: INT earrings, or even clean earrings scrolled with 100%'s.
· Shield: any shield scrolled for M.ATK.
Level 60+:
· Hat: Lord Pirate's Hat or Zhelm
· Overall: Sauna Robe
· Shoes: Yellow Snowshoes
· Cape: Any INT Cape
· Gloves: Try getting a 3 INT Yellow WG
· Earrings: INT earrings.
· Shield: any shield scrolled for M.ATK.
Luckless Mage weapons
Level 8-34: Wooden Wand Scrolled with 100%'s [Save up for the 100%'s and use them as soon as you can afford each one]
Level 35-39: Maple Staff
Level 40-42: Yellow Umbrella
Level 43-69: Maple Lama Staff or Nocturnal Staff if you are not able to afford the Lama staff. See Cleaning Up The Streets for a Nocturnal Staff.
Level 70+: Black Umbrella
NOTE: Some Mages use their Lama Staffs and/or Noc staffs forever because of the 100 HP Bonus.
Cleric Skills
| Icon | Skill Name | Description | Type | Mastered | Prerequisites |
| MP Eater | Soak up an enemy's MP after every magic attack. But if its MP reaches 0, no more. | Passive | 20 | - | |
| Teleport | Use the arrow keys to teleport to other places in the same map on a set distance. The higher the skill level, the less MP you spend. | Supportive | 20 | - | |
| Heal | Recovers the HP of all party members around the area.The amount of healing depends on the number of people being healed, and the undead monster in the vicinity of this will receive damage. | Recovery | 30 | - | |
| Invincible | Temporarily decreases the weapon damage received. Doesn't decrease the spell damage, however. | Supportive | 20 | Heal Lv 5 | |
| Bless | Temporarily increases the weapon def., magic def., accuracy and avoidability of all party members around the area. BUT, it can't be used if combined with a skill or a potion. | Supportive | 20 | Invincible Lv 5 | |
| Holy Arrow | Fires holy arrows at an enemy. Applies major damage to the undeads and devil-based monsters. | Active | 30 | - |
Cleric
NOTE: If a skill just says its name and not a number, it means to max it out.
Hybrid Cleric [non-Teleport supporting]:
1 Teleport > Heal > HA > MP Eater > 5 Invincible > Bless > 15 Invincible.
Party Cleric [non-Holy Arrow supporting]:
1 Teleport > Heal > MP Eater > 5 Invincible > Bless > 15 Invincible > 19 Teleport > 11 HA.
100% Solo Cleric [non-Bless supporting]:
1 Teleport > Heal > HA > MP Eater > 19 Teleport > Invincible > 1 Bless.
Money-making Cleric [non-Holy Arrow supporting]:
1 Teleport > Heal > MP Eater > 19 Teleport > Invincible >11 HA> Bless.
Cleric Training
Level 30-40: Jr Wraiths, Psycho Jack Boxes, Psycho Jacks, Nightmares, Rocky Masks, Wooden Masks, Zombie Mushroom, Horny Mushroom, Wild Boars, Brown Teddy, Pink Teddy, Stirge, CPQ
Level 40-50: Jr Wraiths, Wraith [Wraith Training guide], Zombie Lupin, Chrono, Platoon Chrono, Master Chrono, LPQ, CPQ
Level 50-60: Skeleton Soldier, Officer Skeleton, Wraith, Zombie Lupin, Coolie Zombie, OPQ, LMPQ
Level 60-70: Hoodoo, Voodoo, Wraith, Coolie Zombie, Death Teddy, Master Death Teddy, OPQ, LMPQ, PPQ
Wizard Skills
| Icon | Skill Name | Description | Type | Mastered | Prerequisites |
| Meditation | Meditate for a bit to temporarily boost up the magic attack of party members around the area. | Supportive | 20 | MP Eater Lv. 3 | |
| Slow | Temporarily slows down the opponents around you. Can't use it on them twice at once, and affects only 6 enemies per attack. | Supportive | 20 | Teleport Lv. 5 | |
| MP Eater | Soak up an enemy's MP after every magic attack with a certain success rate. But if its MP reaches 0, no more. | Passive | 20 | - | |
| Teleport | Use the arrow keys to teleport to other places in the same map on a set distance. The higher the skill level, the less MP you spend. | Supportive | 20 | - |
Fire Poison Wizard Skills
| Icon | Skill Name | Description | Type | Mastered | Prerequisites |
| Fire Arrow | Create a fire arrow with the power of magic, and fires at an enemy. Applies 1.5 times the damage to the ice-based monsters, where as fire-based enemies receive only half the damage. | Active | 30 | - | |
| Poison Breath | Create a poisonous water bubble, and shoots at an enemy. The enemy gets temporarily poisoned with a set success rate. Once poisoned, the HP slowly decreases. | Active | 30 | - |
Ice & Lightning Skills
| Icon | Skill Name | Description | Type | Mastered | Prerequisites |
| Cold Beam | Creates a sharp piece of ice to fire at an enemy. The ones that are struck temporarily freezes. Damages the fire-based enemies 1.5 times more, where as the ice-based enemies get only half the damage. | Active | 30 | - | |
| Thunderbolt | Creates an electric force field around the wizard and makes an electric lightning attack on a max of six of the monsters near you. | Active | 30 | - |
Ice Lightning Wizard
Level 30: +1 Teleport
Level 31-40: +3 Cold Beam
Level 41: +3 MP Eater
Level 42-47: +3 Meditation
Level 48: +2 Meditation, +1 MP Eater
Level 49-58: +3 Thunderbolt
Level 59-63: +3 MP Eater
Level 64: +1 MP Eater, +2 Teleport
Level 65-69: +3 Teleport
Level 70: +2 Teleport, +1 Slow
Total: every skill maxed except for Slow [1].
Ice Lightning Wizard Training
Level 30-40: Psycho Jack Boxes, Psycho Jacks, Rocky Masks, Wooden Masks, Zombie Mushroom, Horny Mushroom, Wild Boars, Brown Teddy, Pink Teddy, Stirge, Crow, Street Slime, Urban Fungus, Boomer, Jr Lioners, Jr Cellions
Level 40-50: Fire Boar, Jr Lioner, Jr Cellion, Wild Boars, Retz, Sakura Cellion, Straw Target Dummy, Paper Lantern Ghost, Night Foxes, LPQ, CPQ
Level 50-60: Straw Target Dummy, Paper Lantern Ghost, Night Fox, Gryphon, Red Drakes, Retz, Cellion, Jr Cellion, Lioner, Jr Lioner, Clang, Tortie, OPQ, LMPQ
Level 60-70: Straw Target Dummy, Hoodoos, Voodoos, Dark Stone Golem, Mixed Stone Golem, Retz, Gryphon, Paper Lantern Ghost, Night Fox, The Book Ghost, Reindeer, OPQ, LMPQ, PPQ
Fire Poison Wizard
Level 30: +1 Teleport
Level 31-40: +3 Fire Arrow
Level 41: +3 MP Eater
Level 42-47: +3 Meditation
Level 48: +2 Meditation, +1 Teleport
Level 49-57: +3 Poison Brace
Level 58: +1 Poison Brace, +2 Teleport
Level 59: +1 Teleport, +2 Slow
Level 60-65: +3 Slow
Level 66-70: +3 Teleport
Total: every skill maxed except for MP Eater [3] and Poison Brace [28].
Fire Poison Wizard Training
Level 30-40: Psycho Jack Boxes, Psycho Jacks, Jr Wraiths, Rocky Masks, Wooden Masks, Zombie Mushroom, Horny Mushroom, Wild Boars, Brown Teddies, Pink Teddies, Stirges, Jr Grupins, Street Slimes, Urban Fungus, Boomers
Level 40-50: Leatty, Jr Pepes, Jr Wraiths, LPQ, CPQ
Level 50-60: Straw Target Dummies, Three Tailed Foxes, Jr Yetis, Grupins, Death Teddies, Ghost Pirates, Book Ghosts, Reindeer, LMPQ, OPQ
Level 60-70: Hoodoos, Voodoos, Water Goblins, Jr. Selkies, Grupins, Death Teddies, Ghost Pirates, Three Tailed Foxes, OPQ, LMPQ, PPQ




