P.s These arent my works they are from websites
so i just posted their ideas here
Cleric Guide
Note: This guide does NOT cover lvls 1-30 for a mage, there are other guides that do that. Not mine.
I would also like to thank you all for reading any part of my guide, as well as getting feedback. Maplestory is made up of people, and people are the reason why it can run and be successful in the first place!
Also, be aware that these skill trees are just backbone. They are ment so you can make up variations in your builds...(like my diverse build) You do not have to follow these exactly, they are just a skeleton. After all, it's your character!
The way of the Cleric:
So, you wanted to become a cleric. Perhaps you thought healing was really useful or cool. Or maybe your friends forced you to become one because of peer pressure or blackmail. Nevertheless, you're a cleric now.
Cleric Abilities:
Yes you may know these already, but I'm putting them back because it's important to know before you get into skill patterns. This is also said in my own words.
Mp Eater--soaks up a certain percentage of an enemy's mp with a certain success rate. The higher the lvl, the more mp you "absorb" from enemies. Saves you from buying those expensive pots. Mp eater only works if you attack the monster with a magic attack. any magic attack can absorb the enemies mp and transfer it to yours.
Heal--a unique skill for clerics in which you heal a certain percentage of your hp, and the undead monsters in the area will also take damage. (Note, I did not say devil based monsters, they are unaffected) Heal heals a maximum of 5 monsters at a time. The higher the lvl of this skill, the more hp you heal of you and your party members. (300% heal rate=300% of YOUR HP, this applies for party members being healed by you) Heal damage is based on your intellegence. That 300% thing is 300% of your hp divides among the party
Teleport--a skill that allows you to tele to a certain distance of the map. The higher the skill, the less mp you spend, and the farther you go. (tele at 1 can go faster than a thief with maxed haste, of you use it constantly)
Invincible--reduces weapon damage from all monsters. When maxed, it can reduce 30% of an enemies attack! (if an enemy does 1000 dmg, you only take 700 of it)
NOTE: weapon damage IS NOT magic damage, a Crimson Barlogs dark lightning is a MAGIC ATTACK, not a weapon attack. Some monsters just have weapon attack and some have both.
Bless--increases yours and the parties avoidably, accuracy, weapon def, and magic def. The higher the skill, the longer bless lasts, and the more avoid, acc, wep def, and mag def the party gets. Parties will adore and invite you to their party because of this skill. Also, Bless stacks (means that you can get it with other abilites that other party members have) with everything except magic armor. (if you were a mage, you should max magic guard, because you get delt less dmg, and bless does stack with it)
Holy Arrow--launches a holy arrow at a foe, does 1.5 times damage to both undead and devil based monsters. This is really the only active skill (magic attack) that a cleric has. Heal is not a magic attack, it is a recovery skill. Now there is a giant debate about which is better, magic claw or holy arrow, in which I will explain later.
Yes that was long, and I commend you for reading that, it's pretty useful, eh?
EDIT: I'M SORRY ABOUT THE PICS GETTING DELETED, apperently you have a pic limit. I'll post this in complains to try and get the pics back.
Stat Builds
Yes, this is what you were looking for, right? The stat builds!
Solo Cleric:
I bet you've heard this before in other cleric guides. A solo cleric is a cleric who usually does not get involved in parties as other clerics tend to do. This is for people who are quiet, or don't do party things.
Lvl 30-1 Teleport or Heal
Lvl 31-3 Heal
Lvl 32-3 Heal
Lvl 33-3 Heal
Lvl 34-3 Heal
Lvl 35-3 Heal
Lvl 36-Save 3
Lvl 37-Save 3
Lvl 38-Save 3
Lvl 39-Save 3
Lvl 40-15 Heal (maxed)
Lvl 41-3 MP Eater
Lvl 42-3 MP Eater
Lvl 43-3 MP Eater
Lvl 44-3 MP Eater
Lvl 45-3 MP Eater
Lvl 46-3 MP Eater
Lvl 47-2 Mp Eater 1 HA
Lvl 48-3 HA (Holy Arrow)
Lvl 49-3 HA
Lvl 50-3 HA
Lvl 51-3 HA
Lvl 52-2 HA (15)
Lvl 53-Save 3 (+1)
Lvl 54-Save 3
Lvl 55-Save 3
Lvl 56-Save 3
Lvl 57-15 HA (maxed)
Lvl 58-3 Invin (Invincible)
Lvl 59-3 Invin
Lvl 60-3 Invin
Lvl 61-3 Invin
Lvl 62-3 Invin
Lvl 63-3 Invin
Lvl 64-2 Invin 1 Teleport
Lvl 65-3 Tele
Lvl 66-3 Tele
Lvl 67-3 Tele
Lvl 68-3 Tele
Lvl 69-3 Tele
Lvl 70-2 Tele +1 (there's an extra point you can into bless if you so desire)
For lazy people like me, the short hand version of a solo cleric at lvl 70 (in order)
Heal-30
Mp eater-20
Holy Arrow-30
Invincible-20
Teleport-20
Bless-1
Many people debate as if to max mp eater or arrow first. If you want to save money on pots, I suggest mp eater. If you want to fight different monsters besides wraiths or zombie lupins, max arrow. Eventually your gonna max both.
Party Cleric:
Ah, the party cleric. The cleric who enjoys the company of other people, and likes to share exp with them. Party clerics only put one in mp eater, but they max bless to attract party members. Bless attracts thieves with haste and spearman with hyper body, which are for you, very, VERY helpful in game! (this could also be a diverse cleric build, which ill explain later)
Lvl 30-1 Tele/Heal
Lvl 31-3 Heal
Lvl 32-3 Heal
Lvl 33-3 Heal
Lvl 34-3 Heal
Lvl 35-3 Heal
Lvl 36-Save 3
Lvl 37-Save 3
Lvl 38-Save 3
Lvl 39-Save 3
Lvl 40-15 Heal (maxed)
Lvl 41-1 Mp eater or 1 Tele and 2 invin (whichever 1 you didn't put in earlier)
Lvl 42-3 Invin
Lvl 43-3 Bless (invin is at 5)
Lvl 44-3 Bless
Lvl 45-3 Bless
Lvl 46-3 Bless
Lvl 47-3 Bless
Lvl 48-3 Bless
Lvl 49-2 Bless (max) 1 Invin
Lvl 50-3 Invin
Lvl 51-3 Invin
Lvl 52-3 Invin
Lvl 53-3 Invin
Lvl 54-2 Invin (max) 1 HA
Lvl 55-3 HA
Lvl 56-3 HA
Lvl 57-3 HA
Lvl 58-3 HA
Lvl 59-3 HA (16)
Lvl 60-3 HA
Lvl 61-3 HA
Lvl 62-3 HA
Lvl 63-3 HA
Lvl 64-2 HA 1 Tele
Lvl 65-3 Tele
Lvl 66-3 Tele
Lvl 67-3 Tele
Lvl 68-3 Tele
Lvl 69-3 Tele
Lvl 70-3 Tele (max)
Some people max Tele before HA, but when your party fights dark there expecting you to use your holy skills, heal is good but don't always spam it unless its necessary!
And for the lazy, at lvl 70 you should look like: (also in order of maxed things)
Heal-30
Mp eater-1
Bless-20
Invincible-20
Holy Arrow-30
Teleport-20
Money Cleric/Diverse Mp eater:
Hah, sounds funny dosen't it! I mean, clerics make a lot of money nonetheless, but this is a cleric that's ONLY used for getting money, usually high level sins and bandits, as well as some warriors and archers usually have a cleric devoted for just getting them money! If you are one of the people who supports mp eater rather then HA, (I know there are some of you) then I made this build just for you.
Lvl 30-1 Mp eater
Lvl 31-3 Heal
Lvl 32-3 Heal
Lvl 33-3 Heal
Lvl 34-3 Heal
Lvl 35-3 Heal
Lvl 36-Save 3
Lvl 37-Save 3
Lvl 38-Save 3
Lvl 39-Save 3
Lvl 40-15 Heal (maxed)
Lvl 41-3 MP Eater
Lvl 42-3 MP Eater
Lvl 43-3 MP Eater
Lvl 44-3 MP Eater
Lvl 45-3 MP Eater
Lvl 46-3 MP Eater
Lvl 47-1 Mp Eater, (2 Invincible if continuing)
------------------------------(STOP if you're just getting money, this build can continue)
Lvl 48-3 Invincible
Lvl 49-3 Invincible
Lvl 50-3 Invincible
Lvl 51-3 Invincible
Lvl 52-3 Invincible
Lvl 53-3 Invincible (max)
Lvl 54-3 Bless
Lvl 55-3 Bless
Lvl 56-3 Bless
Lvl 57-3 Bless
Lvl 58-3 Bless
Lvl 59-3 Bless
Lvl 60-2 Bless (max), 1 Teleport
Lvl 61-3 Teleport
Lvl 62-3 Teleport
Lvl 63-3 Teleport
Lvl 64-3 Teleport
Lvl 65-3 Teleport
Lvl 66-3 Teleport
Lvl 67-1 Teleport, 2 HA
Lvl 68-3 HA
Lvl 69-3 HA
Lvl 70-3 HA
Here ya go: (in order of maxing)
Heal-30
Mp Eater-20
Invincible-20
Bless-20
Teleport-20
Holy Arrow-11
Diverse Cleric (my build):
A cleric who doesn't follow the rules of solo, party or money. I am a diverse cleric, but I have an end build exactly the same as a party build. Its just the ORDER you max things in that makes it different! I will tell you why I chose to max what's what, and tell you what path I took to get to the lvl I am today.
Lvl 30-1 Tele (fast way of getting to stuff)
Lvl 31-3 Heal (Max this 1st always!)
Lvl 32-3 Heal
Lvl 33-3 Heal
Lvl 34-3 Heal
Lvl 35-3 Heal
Lvl 36-Save 3
Lvl 37-Save 3
Lvl 38-Save 3
Lvl 39-Save 3
Lvl 40-15 Heal (maxed)
Lvl 41-1 Mp eater 2 HA (eater is good at 1*)
Lvl 42-3 HA (yes I did go with arrow**)
Lvl 43-3 HA
Lvl 44-3 HA
Lvl 45-3 HA (14, I was training on zombie lupins at the time, HA is a good "finishing" move to them)
Lvl 46-3 Invin (A must have for clerics!)
Lvl 47-3 Invin
Lvl 48-3 Invin
Lvl 49-3 Invin
Lvl 50-3 Invin
Lvl 51-3 Invin
Lvl 52-2 Invin 1 Bless
Lvl 53-3 Bless (parties love me! Lol)
Lvl 54-3 Bless
Lvl 55-3 Bless
Lvl 56-3 Bless
Lvl 57-3 Bless
Lvl 58-3 Bless
Lvl 59-1 Bless 2 HA (moved on to zombies, ha was too weak of a finishing move at the time, so I uped it more)
Lvl 60-3 HA
Lvl 61-3 HA
Lvl 62-3 HA
Lvl 63-3 HA
Lvl 64-2 HA (max) 1 Tele
Lvl 65-3 Tele
Lvl 66-3 Tele
Lvl 67-3 Tele
Lvl 68-3 Tele
Lvl 69-3 Tele
Lvl 70-3 Tele (max)
Look Similar?
Heal-30
Mp eater-1
Invincible-20
Bless-20
Holy Arrow-30
Teleport-20
In my personal opinion (controversy about HA or MP eater:
As a cleric, the two skills one would commonly come down to is deciding between MP eater and Holy Arrow. The simple reason is this: Heal is a must, Invincible is a must. Both keep you alive when training and Invincible sometimes leads you not to use Mg and waste pots. Bless and teleport are both extremly useful. Bless for parties, and although 20 to stats becomes weaker over time, one would be suprised how many warriors incorporate their DEX into a cleric/priests bless. Most of the time, a bless cleric/priest will be chosen over a non-bless one. Teleport is really useful when you want to either get to places faster, or teleport out of dangerous situations. I can saftley say tele has helped me when I mob using SR. Now for Arrow and Eater:
*Mp eater is not the best skill in the world for a cleric, which is why I chose it to be at 1. I could have maxed it instead of tele, but tele is a better skill to use. It gives a mage speed, thieves and bowmen get speed (bowmen in 3rd job) but mages are weak, and if they don't have a good move to get them out of trouble, then they'll die. Mp eater may save money on pots, but think about this, clerics are the some of the richest people in the game. Currently, at level 10x and higher, I spend nothing on pots. Currently, with my mp eater at 1, I've only spent about 10 mill on pots throughout my training starting from level 0. I've gained this money back by drops and saving.
Although! If you do not plan to go past 70 into priest, I recommend maxing eater. The reason why I say that is because you lose the money you spend on pots without eater from 3x-7x, BUT you gain that money back past 70. So it's a trade-off here, choose what you will. =)
**HA is NOT a bad skill. People think that it is, but its not. It is the only skill a cleric has that actually does damage in 2nd job. (Besides heal) Clerics are used for support, but other than that, they have no offensive what so ever. If you are the kind of person who likes to solo and party, using combos and having fun with the game. HA covers that nicely, because you can do proportinate damage to heal during those days. It's still fun to use at level 10x too =D.
For those of you saying, "but at lvl 80 (or 90), I would have shining ray maxed, it does more, so there is no point in HA." No, that's partially incorrect, true that shining ray is better in power, it is also one of the slowest casing spells in the game, only a little faster than thunder spear. HA is faster to cast, so it does about the same base damage over a certain period of time as shining ray to one monster. This does not mean SR>HA because ray is much better, but arrow is a fun alternative, and a fun thing to use with heal and sr against monsters.
Mp eater is a GREAT skill for soloing, and does suck the mp away from monsters if a spell sucessfully cast 3 times. If you plan to solo bottom grims, or solo DT's or anything later on, Mp eater eliminates the use for pots altogether. In a party, besides sucking mp away from monsters, mp eater doesn't shine.
Two options, Mp eater or Holy Arrow. I maxed HA for my own reasons. If you are against these reasons, by all means max eater. This is exclusivly MY own opinion, so max one or the other, its really up to you. =)
Remember, you do not have to do any of these skill charts for your character, it is just recommended. Also, don't get upset if I said anything in here that made you angry, some of the stuff I write is personally my opinion, and I respect what you want to follow, or what your goals are.
Priest Guide
Yay! This is newly added. This guide covers levels 70-120 (which logically should be when at if any 4th job advancement would come out)
Priest Skills
Elemental Resistance--this allows you even more immunity to elemental attacks. Some say its like a second invincible for a priest. This is actually as important as putting 1 into tele or mp eater early. If you put it in early, you get a 12% immunity to elemental attacks, which is VERY VERY useful. Put 1 into this early, and then max it later.
Dispel--nullifies all effects that render to your party. (Basically like poison, darken, weaken, ect.) It does however have a success factor, the more you put into it, the better the success. You do need 3 dispel to get spells such as holy symbol and mystic door. Put 3 into this early, and then depending on your status, max it later.
Mystic Door--this skill is VERY useful to any type of cleric. (You will probably attract more sins to your party, lol) the reason why I say that, is because mystic door allows you to create a magic door that transports you to the nearest town. Well i bet your saying, "That's pointless; I can just use a return scroll." BUT, mystic door allows you TO COME BACK TO WHERE YOU WERE TRAINING, saving time. This spell does however require a magic rock, which costs 5k each. So don't use this ALL the time. (Monsters also drop magic rocks in the game frequently) <--not in gms or msea yet.
<--------->
Holy Symbol--this is the spell you've heard of when you were a noob mage, and then wanted to become a cleric because of it. Most people get tired of lvling around 60 and stop. People who really want this can get it! it boosts up party experience by 150% (100% is what you would normally get) Every1 will want you in your party, and you'll be happy because you get more experience than solo clerics. Max this asap. Party exp: 150% Solo exp: 110% (proven)
Shining Ray--a solo cleric's main move. This attack has a base damage of 105 MAXED. This is also a mob attack, (attacks up to 5 monsters at once) so clerics love to get it. However, this attack is quite powerful, but it is also very slow. It is also useful in parties for attack. In essence, it's better than Holy Arrow, but it's also slower, and your more suseptable to damage because your in the middle of a mob. It should be maxed first or second for Priests who solo.
Doom--yes, you can turn enemies into snails now. Sounds fun doesn't it? This does cost a summoning rock (magic rock in gms), so use wisely. Doom is mostly used on big monsters, like Tarospears or Lycans. It totally makes them an easy target and mollifies their attack completely. However they do still have the same defense and it only lasts a certain period of time.
(pic currenly not avalible)
Summon Dragon--another attack that requires a summoning rock (again magic rock in gms). Summon dragon summons a familiar to attack for you. This skill is actually useful for both party and solo clerics, because when you heal, the dragon attacks the enemy nearest to you. Max this after you get your recommended skills out of the way.
Skill Guide
Correct me if im wrong but:
Party Priest
Party Priest's now have the advantage of gaining exp faster than solo priests, where in 2nd job, solo gained exp faster. This is the trade off. MAX HOLY SYMBOL ASAP!!!! And there is a debate on what to max after that, I recommend Elemental Resistance because 50% against all attrubutes is REALLY helpful, and will keep you alive, which is what your party wants. Don't bother with shining ray until the end, your gonna always be in a party now you have Holy Symbol!
Lvl 70- 1 Dispel
Lvl 71- 2 Dispel 1 Mystic door (Holy symbol unlocked)
Lvl 72- 3 Holy Symbol
Lvl 73- 3 Holy Symbol
Lvl 74- 3 Holy Symbol
Lvl 75- 3 Holy Symbol
Lvl 76- 3 Holy Symbol
Lvl 77- 3 Holy Symbol
Lvl 78- 3 Holy Symbol
Lvl 79- 3 Holy Symbol
Lvl 80- 3 Holy Symbol
Lvl 81- 3 Holy Symbol (maxed)
Lvl 82- 3 Elemental Resistance
Lvl 83- 3 Elemental Resistance
Lvl 84- 3 Elemental Resistance
Lvl 85- 3 Elemental Resistance
Lvl 86- 3 Elemental Resistance
Lvl 87- 3 Elemental Resistance
Lvl 88- 2 Elemental Resistance 1 Dispel
Lvl 89- 3 Dispel
Lvl 90- 3 Dispel
Lvl 91- 3 Dispel
Lvl 92- 3 Dispel
Lvl 93- 3 Dispel
Lvl 94- 2 Dispel 1 Summon Dragon
Lvl 95- 3 Summon Dragon
Lvl 96- 3 Summon Dragon
Lvl 97- 3 Summon Dragon
Lvl 98- 3 Summon Dragon
Lvl 99- 3 Summon Dragon
Lvl 100- 3 Summon Dragon
Lvl 101- 3 Summon Dragon
Lvl 102- 3 Summon Dragon
Lvl 103- 3 Summon Dragon
Lvl 104- 1 Shining ray 2 Summon Dragon
Lvl 105- 3 Shining ray
Lvl 106- 3 Shining ray
Lvl 107- 3 Shining ray
Lvl 108- 3 Shining ray
Lvl 109- 3 Shining ray
Lvl 110- 3 Shining ray
Lvl 111- 3 Shining ray
Lvl 112- 3 Shining ray
Lvl 113- 3 Shining ray
Lvl 114- 1 Shining ray 2 Doom
Lvl 115- 3 Doom
Lvl 116- 3 Doom
Lvl 117- 2 Doom (10) 1 Mystic Door
Lvl 118- 3 Mystic Door
Lvl 119- 3 Mystic Door
Lvl 120- 3 Mystic Door (10)
For the lazy: (in order)
Mystic door- 11
Holy Symbol- 30
Elemental Resistance- 20
Dispel- 20
Summon Dragon- 30
Shining Ray- 30
Doom- 10
If you want some longer doors, put some of the doom points into it. (or visa versa)
*note- there are no "money priests." A money cleric stops around lvl 40-50 just to get money for there MAIN character. If you become a priest, it is usually your MAIN character, so there is no point for becoming a priest for money. Only second job.
Zakum Priest requirements
Max Dispel needed
Max Elemental Resistance needed
Heal
Bless
Holy Symbol needed
Invincible
Level: 10X and higher recommended.
Solo Priest
So you probably leveled faster in second job, but third job will become harder for you. You could cheat and go into parties once in a while, but you won't be as popular as a party cleric. Max shining ray, then holy symbol, doom and summon there after. Solo Priests usually lvl fastest from 75-85, but a party priest will still outshine them in terms of experience.
Lvl 70- 1 Elemental Resistance (if you realllly want mystic door, you must put 3 in dispel first!)
Lvl 71- 3 Shining Ray
Lvl 72- 3 Shining Ray
Lvl 73- 3 Shining Ray
Lvl 74- 3 Shining Ray
Lvl 75- 3 Shining Ray
Lvl 76- 3 Shining Ray
Lvl 77- 3 Shining Ray
Lvl 78- 3 Shining Ray
Lvl 79- 3 Shining Ray
Lvl 80- 3 Shining Ray
Lvl 81- 3 Dispel (add mystic door if you want it)
Lvl 82- 3 Holy Symbol
Lvl 83- 3 Holy Symbol
Lvl 84- 3 Holy Symbol
Lvl 85- 3 Holy Symbol
Lvl 86- 3 Holy Symbol
Lvl 87- 3 Holy Symbol
Lvl 88- 3 Holy Symbol
Lvl 89- 3 Holy Symbol
Lvl 90- 3 Holy Symbol
Lvl 91- 3 Holy Symbol
Lvl 92- 3 Elemental Resistance
Lvl 93- 3 Elemental Resistance
Lvl 94- 3 Elemental Resistance
Lvl 95- 3 Elemental Resistance
Lvl 96- 3 Elemental Resistance
Lvl 97- 3 Elemental Resistance
Lvl 98- 1 Elemental Resistance 2 Summon Dragon
Lvl 99- 3 Summon Dragon
Lvl 100- 3 Summon Dragon
Lvl 101- 3 Summon Dragon
Lvl 102- 3 Summon Dragon
Lvl 103- 3 Summon Dragon
Lvl 104- 3 Summon Dragon
Lvl 105- 3 Summon Dragon
Lvl 106- 3 Summon Dragon
Lvl 107- 3 Summon Dragon
Lvl 108- 1 Summon Dragon 2 Doom
Lvl 109- 3 Doom
Lvl 110- 3 Doom
Lvl 111- 3 Doom
Lvl 112- 3 Doom
Lvl 113- 3 Doom
Lvl 114- 3 Doom
Lvl 115- 3 Doom
Lvl 116- 3 Doom
Lvl 117- 3 Doom
Lvl 118- 1 Doom 2 Mystic Door
Lvl 119- 3 Mystic Door
Lvl 120- 3 Mystic Door (
Therefore: (in order)
Shining Ray- 30
Dispel- 3
Holy Symbol- 30
Elemental Resistance- 20
Summon Dragon- 30
Doom- 30
Mystic door- 8
If you added in mystic door first it would be at 8, if you put into elemental resistance 1st, then transfer that point over into doom. Again CORRECT ME IF I'M WRONG.
Diverse Priest
My build again, if you followed it, or if you have a clerics party stats at the end of being a cleric. You can take this alternate route. It is however different from a party priests stats. This build is also for people who do alot of both partying and soloing
Lvl 70- 1 Dispel
Lvl 71- 2 Dispel 1 Mystic door (Holy symbol unlocked)
Lvl 72- 2 Holy Symbol 1 Elemental Resistance
Lvl 73- 3 Holy Symbol
Lvl 74- 3 Holy Symbol
Lvl 75- 3 Holy Symbol
Lvl 76- 3 Holy Symbol
Lvl 77- 3 Holy Symbol
Lvl 78- 3 Holy Symbol
Lvl 79- 3 Holy Symbol
Lvl 80- 3 Holy Symbol
Lvl 81- 3 Holy Symbol
Lvl 82- 1 Holy Symbol 2 Shining Ray
Lvl 83- 3 Shining Ray
Lvl 84- 3 Shining Ray
Lvl 85- 3 Shining Ray
Lvl 86- 3 Shining Ray
Lvl 87- 3 Shining Ray
Lvl 88- 3 Shining Ray
Lvl 89- 3 Shining Ray
Lvl 90- 3 Shining Ray
Lvl 91- 3 Shining Ray
Lvl 92- 1 Shining Ray 2 Summon Dragon
Lvl 93- 3 Summon Dragon
Lvl 94- 3 Summon Dragon
Lvl 95- 3 Summon Dragon
Lvl 96- 3 Summon Dragon
Lvl 97- 3 Summon Dragon
Lvl 98- 3 Summon Dragon
Lvl 99- 3 Summon Dragon
Lvl 100- 3 Summon Dragon
Lvl 101- 3 Summon Dragon
Lvl 102- 1 Summon Dragon 2 Elemental Resistance
Lvl 103- 3 Elemental Resistance
Lvl 104- 3 Elemental Resistance
Lvl 105- 3 Elemental Resistance
Lvl 106- 3 Elemental Resistance
Lvl 107- 3 Elemental Resistance
Lvl 108- 2 Elemental Resistance 1 Dispel
Lvl 109- 3 Dispel
Lvl 110- 3 Dispel
Lvl 111- 3 Dispel
Lvl 112- 3 Dispel
Lvl 113- 3 Dispel
Lvl 114- 1 Dispel (max) 2 Doom
Lvl 115- 3 Doom
Lvl 116- 3 Doom
Lvl 117- 3 Doom
Lvl 118- 3 Doom
Lvl 119- 3 Doom
Lvl 120- 3 Doom (20)
Ahem:
Holy Symbol- 30
Shining Ray- 30
Summon Dragon- 30
Elemental Resistance- 20
Dispel- 20
Doom- 20
Mystic door- 1
I chose this because mystic door only needs to be at one, and dispel needs more success rate and range. Mystic door sends members only one way, and it can be casted again. If your party members know what to do, just MDing once shouldn't be a problem for them. I believe (in my opinion of corse) that this is the best build for a cleric. This is strictly an opinion, so you don't have to go with it. Again, this can be a base tree so more braches can be created. (like if you don't like dispel, and like doom, put doom at 25 and dispel at 15)
If anyone finds a mistake (yes it could be a math mistake) post it so i can correct it.
Bishop Skills
Woooo, the final frontier! The last job a healer class faces and the road up to it is here. If your character has fought through 120 levels of maplestory, this job can be availible to you. 4th jobs are tested in Kms and Jms (I think) and the information has come out. 4th jobs are NOT availiable to global and sea yet.
All 4th job mages
Maple Hero (all classes)-- increases 10% of all stats at max for 600 seconds.
Awake -- You have a probability of escaping from certain status effects.
Mana Reflection -- at max has 50% chance of reflecting 100% of the magic attack that hit you. Cannot reflect above 20% of enemy's max hp.
Quantum Explosion --350 magic attack with 80% mastery. Must charge.
Unlimited Mana -- 40 seconds without using mp, however, once used, cannot use for another 10 minutes.
Bishop exclusives
Summon Holy Dragon/Dragon Mastery-- must have summon dragon (3rd job skill) maxed. At maxed, dragon lasts 400 seconds and can attack up to 3 monsters with 300 magic attack power.
Magic Interception-- All party members will not be affected with status ailments for 40 seconds at max. Cooldown time of 5 minutes.
Ressurection--revives member(s?). Has a 60 minute cooldown time.
Holy Strike--a upgraded version of holy arrow. 270 magic attack power wtih 60% mastery.
The Last Judgement--uses 6200 mp at when skill is max; damages 15 monsters with Holy damage and has 470 magic attack power
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.1 - Getting Started: Why Make an Aran?!
Here are some of the pros and cons of making an Aran:
Pros
Very high DPM
All attacking skill hit multiple enemies
Has a party buff 'Combo Barrier' that gives 20% defense to all party members.
Has HP regaining buff 'Combo Drain' that allows you to use very few HP pots.
Are generally fun to train and fast levelers.
Get a mount at level 50.
Has a skill 'Smart Knockback' which allows monsters to be knocked back at 10% their original knockback rate.
Has a stacking skill 'Final Charge' in second job.
Deals a crazy amount of damage very early to a large group of monsters.
Has elemental advantages against some monsters with 'Snow Charge'
Has a skill that eliminates monster touch damage 'Body Pressure'
Neat and inventive storyline via quests
Cons
Standard Accuracy Problems
Does not have an HP increase skill. As a result, has less HP than a normal warrior class.
Can be physically painful to play in early jobs.
Is a quest-based class, so you won't have all of the skills immediately.
Can sometimes be awkward against boss monsters when it comes to seduce/stun
Very repetative in the first two jobs.
Stun is not your friend. It will knock out your combo, so bosses will take a little extra time for you if they can stun you.
1.2 - Getting Started: Getting to Know Your Aran
When you press "Create A Character," you'll be presented with three options: Adventurer (Warrior, Magician, Bowman, Rogue, Pirate), Cygnus Knight (Dawn Warrior, Blaze Wizard, Wind Archer, Night Walker, Thunder Breaker), and Aran. Since this is the Aran Comprehensive Guide, I'm going to assume you'll click the third option. Here's a screen shot of the character creation screen:
OGM Spoiler!
Here's a breakdown of the stars in English:
Growth Speed
Potential
Freedom
Difficulty
Max Level
Since we don't really care about this, let's go ahead and click 'Create.'
Since you've chosen to make an Aran, it might help if you know a bit of Aran's place in the Maple world.
Quote:
Originally Posted by StrategyWiki.org
Long ago, five heroes came together to fight against the Black Magician to save the Maple World. Despite their powerful skills, they couldn't defeat the Black Magician. To save the residents, the heroes sent them to Victoria Island before they went to search for the Black Magician for one last time.
But the Black Magician was stronger and froze one of the heroes, Aran, with a curse. During this period, Aran lost his memories and abilities. After hundreds of years, Aran awakes to the sound of a girl's voice.
Lilin, the only human on Rien and a member of the Rien clan, has waited for the Hero to return. She believes that one day an ancient prophecy will be fulfilled. Lilin is trying to help Aran recover all of his memories and abilities.
With Lilin's help, Aran is slowly beginning to recover and adjust to civilization. With training, he will be able to get back his formidable power that he once had before he got sealed by the Black Magician.
The heroes are aware that the Black Magician will come back to the Maple World very soon and that this time they will have to defeat the Black Magician for once and for all.
Very nice. Now since we'll go into detail about the actual tutorial in another section, let's learn about the character's movements and unique abilities.
Combos
-------
One of the things that makes Aran such a unique class is that they have a Combo System. Every attack that lands on an enemy equals 1 combo. As you advance through the jobs, the skills of that job demand higher and higher combos to perform. For instance, when you hit fourth job, the skills 'Combo Tempest' and 'Combo Barrier' both require 200 combos to perform. Don't fret - they make getting combos very easy, especially in a group of mobs. All of your attacking skills are geared to either bring you more combos or as a finisher move. Each job has a different finisher move with the same input, that is used to clear the map of all mobs. Using these finishers will erase your current combo. Thanks to Combo Ability, you gain +1 w.atk for every 10 combos you perform, maxing at 100 combos (+10 w.atk.)
Skill Input
---------
OGM Spoiler!
Some of the skills an Aran can perform are used through a unique skill input. For instance, the attack 'Final Toss' requires for you to use 'Triple Swing' and then press '↑' and the attack button. This will initiate the skill. The Skill Input system allows for a Street Fighter-like approach to Maple which is both inventive and interesting, and can make long hours grinding a lot more fun than holding down 1 button.
The Swings
-----------
Not the dance, but the skill. The swings (Double, Triple, Full, and Over Swing) vary from First, Second, Third, and Fourth Job respectively. The swings are how you'll be wracking up combos throughout your career as an Aran. The Swings are used with the ctrl button or whatever button you've put 'Attack' under. You start with a standard attack, double swing, and then triple swing.
Standard Attack + Double Swing + Triple Swing
Double Swing (1st Job)
OGM Spoiler!
Triple Swing (2nd Job)
OGM Spoiler!
Full Swing (3rd Job)
OGM Spoiler!
Over Swing (4th Job)
OGM Spoiler!
The same input is used throughout the four jobs. Full Swing and Over Swing are Double and Triple Swing with different animations and both increased damage and number of attacks performed. For instance, the standard 2nd job combo has 3 hits (normal attack, Double Swing, Triple Swing) while the fourth job combo has 5 hits (normal attack, Over Double Swing [double swing that hits twice], Over Triple Swing [triple swing that hits twice.]
Here's a table of the multipler for the swings:
Job / Skill Normal attack Double Swing Triple Swing Final Blow Total
1st Job 100% 140% x 1 - - 240%
2nd Job 100% 140% x 1 250% x1 - 490%
3rd Job 100% 110% x 2 350% x1 - 670%
4th Job 100% 170% x 2 240% x2 700% 1620%
1.3 Before You Get Started - Aran Skills
First Job:
OGM Spoiler!
Combo Ability: Enables the visibility of combo counts. After every 10 combo counts, your stats will increase by a certain amount up to a maximum of ten times. This buff disappears when you lose your combo count. Requires 10 SP in Double Swing.
Note: You can obtain this skill after completing a special quest at Lv 13.
OGM Spoiler!
Double Swing: Press the attack key twice to attack up to 12 surrounding monsters two times.
OGM Spoiler!
Combat Step: Press the arrow keys twice to move to a far distance at fast speed. Requires 5 SP in Double Swing.
[Command: → →]
OGM Spoiler!
Polearm Booster: By using HP and MP, the attack speed of the polearm temporarily increases. Can only be used when having a polearm equipped. Requires 5 SP in Combat Step.
Note: You can obtain this skill after completing a special quest at Lv 22.
OGM Spoiler!
Second Job:
OGM Spoiler!
Polearm Mastery: Increases the mastery as well as accuracy. Only applied with a polearm equipped. Requires 3 SP in Triple Swing.
Note: You can obtain this skill after completing a special quest at Lv 31.
OGM Spoiler!
Triple Swing: Press the attack key three times to attack up to 12 surrounding monsters thrice. Requires 20 SP in Double Swing.
OGM Spoiler!
Final Charge: Push monsters in front of you. You have to use Triple Swing first before using this skill. Requires 20 SP in Triple Swing.
[Command : Triple Swing + → + attack key]
OGM Spoiler!
Combo Drain: For a certain amount of time, you will absorb some HP of the damage dealt to the monster. Requires 1 SP in Combo Ability.
[Command : ↓ ↓ + attack key]
OGM Spoiler!
Combo Smash: Throw a polearm that penetrates a certain amount of monsters in the direction you are facing. Requires 1 SP in Combo Ability.
[Command : ↓ → + attack key]
OGM Spoiler!
Body Pressure: For a short period of time, you can attack monsters with your own body. The attacked monster has a small probability to get stunned for 5 seconds.
OGM Spoiler!
Third Job:
OGM Spoiler!
Full Swing: Increases the damage of Double Swing and Triple Swing. Requires 20 SP in Triple Swing.
OGM Spoiler!
Combo Critical: Allows you to perform a critical attack with a certain success rate. For every 10 combos, your critical damage and the chance of a critical attack goes up from a default of 100% damage and 10% chance of performing a critical attack. Requires 10 SP in Combo Ability.
OGM Spoiler!
Final Toss: Toss up to 12 monsters in the air. If you attack monsters in the air, they will receive additional damage. You have to use Triple Swing first before using this skill. Requires 20 SP in Triple Swing.
[Command : Triple Swing + ↑ + attack key]
OGM Spoiler!
Combo Fenrir: The soul of the wolf is summoned and merged into the sword to attack monsters twice in a wide range. Requires 10 SP in Combo Smash. [Command : ↓ → + attack key]
OGM Spoiler!
Snow Charge: Adds an ice element to the polearm for a short period of time. The monster's speed will decrease after being attacked.
OGM Spoiler!
Smart Knockback: Lower the damage required to knockback a monster.
OGM Spoiler!
Rolling Spin: Push monsters away to the left and right side with a powerful wind. [Command : ↑ ↑ + attack key]
OGM Spoiler!
Fourth Job:
OGM Spoiler!
Maple Warrior: Increase all players' stats within a party by certain percentage.
OGM Spoiler!
High Mastery: Increases the polearm mastery as well as weapon attack. Requires 20 SP in Polearm Mastery.
OGM Spoiler!
Over Swing: Increases the damage of Double Swing and Triple Swing to the extreme. Requires 20 SP in Full Swing.
OGM Spoiler!
High Defense: Permanently increases the weapon defense of one's armor
OGM Spoiler!
Final Blow: Swing your polearm widely to deliver a fierce attack to a maximum of 12 monsters. You have to use Triple Swing first before using this skill. Requires 20 SP in Triple Swing.
[Command : Triple Swing + ↓ + attack key]
OGM Spoiler!
Combo Tempest: Freezes the surrounding monsters. If a monster is frozen using this skill it will die instantly upon attack. If used against a boss monster, it deals four consecutive hits of powerful damage. Requires 10 SP in Combo Fenrir. [Command : ↓ → + attack key]
OGM Spoiler!
Combo Barrier: Grants a buff that makes party members to receive less damage for a limited time. Requires 10 SP in Combo Drain.
[Command : ↓ ↓ + attack key]
OGM Spoiler!
Freeze Standing: Infusing the weight of a frozen glacier, prevent yourself from being pushed back by a monster's attack.
OGM Spoiler!
Hero's Will: Enables one to shrug off abnormal conditions. The higher the skill level, the more types of abnormal conditions one can nullify.
OGM Spoiler!
1.4 - Getting Started: HP Issue
While Arans are great for mobbing, bossing will be a slight problem because of their low HP. Without an HP increase skill, it'll be hard for them to keep up with other warriors, so HP washing is highly recommended. Arans usually gain 40-50 HP a level.
Here's a few levels of an Aran's HP so you can see how much HP an Aran gains a level.
OGM Spoiler!
As you can see, it's about 40-50. A level 127 Aran had a little under 6k HP unwashed.
HP Washing Formula
-------------------
OGM Spoiler!
lvl ~ HP ~ MP ~ int(when lvl up) ~ HP(washing.. about 5 times every level) ~ MP(after washing)
20 ~ 902 ~ 219 ~ 75 ~ H934 ~ 966 ~ 999 ~ 1031 ~ 1065 ~ M199
21 ~ 1111 ~ 214 ~ 74 ~ H1145 ~ 1178 ~ 1211 ~ 1243 ~ 1275 ~ M194
22 ~ 1320 ~ 208 ~ 81 ~ H1354 ~ 1388 ~ 1418 ~ 1448 ~ 1482 ~ M188
23 ~ 1526 ~ 200 ~ 86 ~ H1558 ~ 1589 ~ 1623 ~ 1654 ~ 1687 ~ M180
24 ~ 1734 ~ 197 ~ 91 ~ H1768 ~ 1798 ~ 1832 ~ 1866 ~ 1900 ~ M177
25 ~ 1946 ~ 194 ~ 98 ~ H1977 ~ 2009 ~ 2040 ~ 2073 ~ 2104 ~ M174
26 ~ 2149 ~ 189 ~ 102 ~ H2180 ~ 2211 ~ 2244 ~ 2278 ~ 2310 ~ M169
27 ~ 2357 ~ 185 ~ 102 ~ H2390 ~ 2421 ~ 2455 ~ 2489 ~ 2519 ~ M165
28 ~ 2565 ~ 178 ~ 89 ~ H2597 ~ 2630 ~ 2660 ~ 2693 ~ 2727 ~ M170(only mp wash 2 times(-..reach the min.)
29 ~ 2772 ~ 186 ~ 102 ~ H2804 ~ 2838 ~ 2870 ~ 2901 ~ 2931 ~ M174(only mp wash 3 times(-12)..reach the min.)
30 ~ 2975 ~ 190 ~ 104 ~ H3006 ~ 3038 ~ 3070 ~ 3100 ~ 3131 ~ M178
(only mp wash 3 times(-12)..reach the min.)
31 ~ 3178 ~ 193 ~ 113 ~ M185(mp wash 2 times(-..)
there's still 5 point AP on HP which is not washed..
=========2nd job adv========
====gain 0 AP, 0 HP, 102 MP====
31 ~ 3178 ~ 287 ~ M267 ~ H3212 ~ 3246 ~ 3279 ~ 3312 ~ 3344 ~ M247(mp wash 10 times(-40)..)
32 ~ 3391 ~ 266 ~ 120 ~ H3425 ~ 3455 ~ 3486 ~ 3519 ~ 3549 ~ M246
33 ~ 3593 ~ 263 ~ 125 ~ H3625 ~ 3656 ~ 3690 ~ 3722 ~ 3755 ~ M243
34 ~ 3802 ~ 261 ~ 130 ~ H3834 ~ 3866 ~ 3900 ~ 3930 ~ 3961 ~ M241
35 ~ 4006 ~ 258 ~ 130 ~ H4037 ~ 4071 ~ 4105 ~ 4136 ~ 4166 ~ M238
36 ~ (forgot..)
37 ~ 4259 ~ 276 ~ 130 ~ H4293 ~ 4324 ~ 4354 ~ 4384 ~ 4417 ~ 4451 ~ 4482 ~ 4514 ~ 4544 ~ 4577 ~ M236(mp wash 10 times)
38 ~ 4624 ~ 257 ~ 130 ~ H4654 ~ 4687 ~ 4717 ~ 4750 ~ 4781 ~ M237
39 ~ 4825 ~ 255 ~ 130 ~ H4857 ~ 4888 ~ 4921 ~ 4954 ~ 4986 ~ M235
40 ~ 5030 ~ 255 ~ 130 ~ H5064 ~ 5096 ~ 5127 ~ 5159 ~ 5191 ~ M235
41 ~ 5235 ~ 255 ~ 130 ~ H5268 ~ 5301 ~ 5335 ~ 5366 ~ 5398 ~ M235
42 ~ 5446 ~ 252 ~ 130 ~ H5478 ~ 5510 ~ 5540 ~ 5573 ~ 5605 ~ M232
43 ~ 5651 ~ 249 ~ 130
44 ~ 5696 ~ 261 ~ 130
45 ~ 5741 ~ 284 ~ 130 ~ H5771 ~ 5803 ~ 5834 ~ 5864 ~ 5897 ~ 5928 ~ 5961 ~ 5991 ~ 6024 ~ 6055 ~ 6087 ~ 6117 ~ 6150 ~ 6183 ~ 6215 ~ M236(15 times)
46 (forgot..)
47 ~ 6307 ~ 275 ~ 130 ~ M263 ~ MW275 ~ 287 ~ 299 ~ 312 ~ 325 ~ 336
(i tried to put 6 AP to MP...and find out the range (2~4)+int*0.075)
48 ~ 6354 ~ 354 ~ 130 ~ H6384 ~ 6414 ~ 6446 ~ 6480 ~ M314
49 ~ 6526 ~ 331 ~ 130 ~ H6560 ~ 6590 ~ 6623 ~ 6654 ~ 6687 ~ 6719 ~ 6750 ~ 6780 ~ 6810 ~ 6841 ~ M291
50 ~ 6886 ~ 309 ~ 130
51 ~ 6932 ~ 327 ~ 130 ~ H6962 ~ 6995 ~ 7026 ~ 7057 ~ 7087 ~ 7119 ~ 7150 ~ 7181 ~ 7214 ~ 7248 ~ M287
52 ~ 7296 ~ 306 ~ 130 ~
53 ~ 7344 ~ 324 ~ 130 ~ H7374 ~ 7407 ~ 7439 ~ 7473 ~ 7507 ~ 7538 ~ 7571 ~ 7604 ~ 7638 ~ 7668 ~ M284
1.5 Getting Started - AP Distribution and Dexless versus Low Dex
AP Distribution
--------------
Arans have the same exact AP distribution as a warrior. For those who have warriors, they already know how to calculate it, which is:
10 - 30: Str + 3, Dex + 2
31 - 70: Str + 4. Dex + 1
Or at least that's how the Auto-Assign does it. This is only for Normal Dex Arans, who should cap at around 50-60. Unless you are starting in a new server or have no money to fund your Aran whatsoever, I do not recommend building your Aran like this.
Low Dex verus Dexless
---------------------
This is something I've been asked several times, and the answer is: if you have the funds, go dexless. If you don't, you're find with around 25-30capped dex. Some people may add to add dex where needed. The only advantage of an Aran having low-normal dex is the lower damage allows for it to take more hits to kill a monster, which equals more combos.
Think of Arans in terms of warriors. Dexless is clearly better in terms of damage, but the accuracy issue is very prominent here. Also think of capping dex when thinking about combos.
Damage Calculation
------------------
Very fun stuff, here:
Min damage formula:
STR * 5.0 * Mastery * 0.9 + DEX / 100 * ATT
Max damage formula:
STR * 5.0 + DEX / 100 * ATT
1.6 - Getting Started: Aran Criticals
The Aran's Crits are one of the things that make them such an amazing class. Paired with SE, you will do beast damage.
Here's a table with maxed Combo Critical:
Combo % Change of Critical Damage
0 Combo 0% Rate 100% Damage
10 Combo 6% Rate 110% Damage
20 Combo 12% Rate 120% Damage
30 Combo 18% Rate 130% Damage
40 Combo 24% Rate 140% Damage
50 Combo 30% Rate 150% Damage
60 Combo 36% Rate 160% Damage
70 Combo 42% Rate 170% Damage
80 Combo 48% Rate 180% Damage
90 Combo 54% Rate 190% Damage
100 Combo 60% Rate 200% Damage
2.0 Starting Your Aran - Aran First Job
NOTE: I'm told from Ayumilove's guide that the job is called Recollections. Not that your class is Recollections (it won't say that above your name) but just the storyline part of the job. I don't really know nor care, because this is my guide. So we're calling it Aran 1st Job.
As soon as you talk to the pole arm and have the cool cut scene, you light up and advance to Aran! Finally! Armed with a noob pole arm given to you by Lillin, you get one skill point to put into one of your new Aran First Job skill.
If you open your skill book to put that point away somewhere, you'll notice that you only have two skills: Double Swing and Combat Step. Huh. Don't worry, you'll get them later, but this is a key point in the Aran jobs: you need to quest to get all of their skills. Think of them as a fourth job character, which doesn't have all of its skills right away. You'll get these at certain levels as long as you keep up with the Aran quests, which I might or might not go completely into.
Here's my skillbuild for first job Aran:
OGM Spoiler!
And the skillbuild propsed by iguy:
OGM Spoiler!
And SleepyJando's build for funded players:
OGM Spoiler!
So you got the build, it's time for this to be an actual guide and tell you what to do. As soon as you become an Aran Lillin will ask you to train with one of the local penguins. Go over to him (one of the maps to the left of Lillin) and accept his quests. He'll ask you to enter the portal next to him and kill certain familiar monsters (slimes, orange mushrooms, pigs.) On top of the experience you get from the monster, the quest itself will give you enough experience for a level. These quests are equivilent to the Adventurer's Beginnger Training Missions and, when you reach the last one at level 13, the quest yields Combo Ability.
From here, you are asked to go visit a man in Lith Harbor. He has an official name, although me and my KMS friends just call him "the scroll guy" on account of the shop he is located in has a giant scroll above it. Go all the way right to the pier and talk to the man on the whale.
OGM Spoiler!
Now it's off to Lith.
The shop is located on the top right of Lith Harbor. For those of you that did "the wolf who awaits his master" quest for the Aran event in GMS knows where you find it: it's where Ryuho (the official name of the Aran's wolf mount) was lying all depressed. The boarded up place behind him will be changed into the Aran base of operations: Scroll Guy's House. Scroll Guy will periodically give you quests to do involving other towns in Victoria Island.
OGM Spoiler!
As you level, please remember coming back to see if he has quests. You need to do them all in order to gain Pole Arm Booster at level 22 and perhaps the 2nd Job Advancement, although I'm not too sure.
Also note that because Arans will be constantly coming and going from Lith Harbor, a taxi will be set up in Lith Harbor.
Training Locations
-----------------
OGM Spoiler!
Second Job Advancement
------------------------
When you're level 30, a quest will pop up. Go to Rien and talk to Lillin. Finish up the chain of “quests” that require you to go back and forth between Lillin and Maha, the spirit sealed in the Giant Polearm. Eventually Lillin will direct you to the Cave of Mirrors which is the last map to the left. This is also where you woke up and all job advancements will take place. Enter the portal and you will find yourself in a chinese-themed place that looks like Mu Lung Accept the NPC’s quest collect items dropped by the Asiatic Black Bears which you will find in the next map. Once you’re done, return to the NPC and then to Lillin to (finally) get your well-deserved job advancement.
~GRATS ON 2ND JOB THOSE OF YOU WHO ARE FOLLOWING THIS GUIDE ALONG WITH YOUR ARAN. THE REST OF YOU, WHY ARE YOU STILL READING THIS GRATS MESSAGE IF IT DOESN'T CONCERN YOU? NARCISSISTS THIS HAS NOTHING TO DO WITH YOU >.< ~
2.1 Starting Your Aran - Aran Second Job
Note: Ayumilove calls this "Memory." Once again, I know not nor care.
When you advance you'll notice that you're missing quite a few skills. This is the worst job for Aran in terms of skills. The 4th job you only quest for 1 skill (the remaining skill books are dropped from Zakum) but in 2nd job you quest for four:
Pole Arm Mastery at Lv. 31
Combo Drain at Lv. 37
Combo Smash at Lv. 45
Final Charge at Lv. 54
NOTE: I can't go into much detail about the quests because I'm not sure what the English translations of those quests will be, so that section will have to wait until after the GMS patch.
This will be your skill build to follow for 2nd Job:
OGM Spoiler!
2nd Job Training Locations
-------------------------
OGM Spoiler!
NOTE: Level 50 should be when you can get Lillin's Ring, which gives +3 stats and +3 watk and matk.
3rd Job Advancement
--------------------
Before you get started, collect these:
3 Diamond Ores
3 Garnet Ores
1 Dark Crystal
Maker Skill Lv. 1
When you hit level 70, a quest will pop up for you. Head back to Rien. Go back and forth between Lillin and Maha until you're prompted to go check out the pier. Suit up for a boss battle, 'cause you'll see a timer when you enter the map. The Black Crow Thief is here, and he has something you want. It's not a hard boss battle. Just pin him to the left side with Final Charge and Triple Swing him until he dies. His attacks don't do much damage but you might want to have Combo Drain up when you hit 30 combos. At any rate, when you kill him he'll drop a red gem. Pick it up and bring it back to Maha.
There will be some more dialouge here. After you're done, go to the Cave of Mirrors (same place as the second job advancement) and you're off to your memories again. Now it's an El Nathian map, with a Yeti that asks for your help. Go left and gear up again. NOTE: It's best if you equip Red Snowshoes at this point, as the ice is slippery and using Combat Step will propell you into the Black Crow Thief. Take him out like you did at the Pier and he drops another gem. Take this back to the Yeti and something happens with it (I'm told he eats it...o.O) so you'll have to make another.
Open up your Maker Skill and click the Etc. Option. The gem will be there in maker, and you need to make it with a Dark Crystal, 3 diamond ores, and 3 garnet ores. When you're done finish the quest and go back to Maha.
Talk to Maha to advance.
~GRATS ON 3RD JOB ADVANCEMENT! ~
2.1 Starting Your Aran - Aran 3rd Job
Ayumilove calls this "Skirmish."
Save your 1 SP point for a few seconds. Head over to Ereb and talk to Ninehearts. There will be some dialogue between the two of you. Afterwards, talk to him again to receive the Full Swing skill.
3rd job is the skill where the Aran class really begins to shine. You get Smart Knockback, a skill that lets you knockback mobs with very little damage, Combo Peril, a stronger finisher, and Snow Charge, which gives you an ice elemental attack.
OGM Spoiler!
70 - 1 Full Swing
71 - 3 Full Swing
72 - 3 Full Swing
73 - 3 Full Swing
74 - 3 Full Swing
75 - 3 Full Swing
76 - 3 Full Swing
77 - 1 Full Swing (MAX), 2 Combo Critical
78 - 3 Combo Critical
79 - 3 Combo Critical
80 - 3 Combo Critical
81 - 3 Combo Critical
82 - 3 Combo Critical
83 - 3 Combo Critical (MAX)
84 - 3 Snow Charge
85 - 3 Snow Charge
86 - 3 Snow Charge
87 - 3 Snow Charge
88 - 3 Snow Charge
89 - 3 Snow Charge
90 - 2 Snow Charge (MAX), 1 Smart Knockback
91 - 3 Smart Knockback
92 - 3 Smart Knockback
93 - 3 Smart Knockback
94 - 3 Smart Knockback
95 - 3 Smart Knockback
96 - 3 Smart Knockback
97 - 1 Smart Knockback (MAX), 2 Combo Peril
98 - 3 Combo Peril
99 - 3 Combo Peril
100 - 3 Combo Peril
101 - 3 Combo Peril
102 - 3 Combo Peril
103 - 3 Combo Peril
104 - 3 Combo Peril
105 - 3 Combo Peril
106 - 3 Combo Peril
107 - 1 Combo Peril (MAX), 1 Final Toss
108 - 3 Final Toss
109 - 3 Final Toss
110 - 3 Final Toss
111 - 3 Final Toss
112 - 3 Final Toss
113 - 3 Final Toss
114 - 3 Final Toss
115 - 3 Final Toss
116 - 3 Final Toss
117 - 2 Final Toss (MAX), 1 Rolling Spin/22 Final Charge/17 Booster
118 - 4 Rolling Spin/25 Final Charge/20 booster (MAX)
119 - 7 Rolling Spin/28 Final Charge/ 3 Rolling Spin
120 - 10 Rolling Spin/30 Final Charge (MAX), 1 Rolling Spin/ 6 Rolling Spin
Reason: Your output becomes greater when you max Full Swing first. Critical to increase it even further. Snow Charge for more damage + the slow ability. Smart Knockback doesn't really have purpose in earlier levels but is helpful when starting to train on skeles. Maxing it now will allow easier Hime training. Combo Peril is next for finishers at Himes and Gallopera's. Final Toss for added damage then you have a choose on either getting rolling spin, maxing final charge or maxing booster. Doesn't matter which one you as they are all resemble useless.
OGM Spoiler!
Quote:
Originally Posted by Infection on Southperry forums
Total SP: 151
70 - 1 Full Swing
71 - 3 Critical Combo
72 - 3 Critical Combo
73 - 3 Critical Combo
74 - 3 Critical Combo
75 - 3 Critical Combo
76 - 3 Critical Combo
77 - 2 Critical Combo (MAX), 1 Full Swing
78 - 3 Full Swing
79 - 3 Full Swing
80 - 3 Full Swing
81 - 3 Full Swing
82 - 3 Full Swing
83 - 3 Full Swing (MAX)
84 - 3 Smart Knockback
85 - 3 Smart Knockback
86 - 3 Smart Knockback
87 - 3 Smart Knockback (MAX)
88 - 3 Snow Charge
89 - 3 Snow Charge
90 - 3 Snow Charge
91 - 3 Snow Charge
92 - 3 Snow Charge
93 - 3 Snow Charge
94 - 2 Snow Charge (MAX), 1 Smart Knockback
95 - 3 Smart Knockback
96 - 3 Smart Knockback
97 - 1 Smart Knockback (MAX), 2 Fenrir Phantom
98 - 3 Fenrir Phantom
99 - 3 Fenrir Phantom
100 - 3 Fenrir Phantom
101 - 3 Fenrir Phantom
102 - 3 Fenrir Phantom
103 - 3 Fenrir Phantom
104 - 3 Fenrir Phantom
105 - 3 Fenrir Phantom
106 - 3 Fenrir Phantom
107 - 1 Fenrir Phantom (MAX), 2 Final Toss
108 - 3 Final Toss
109 - 3 Final Toss
110 - 3 Final Toss
111 - 3 Final Toss
112 - 3 Final Toss
113 - 3 Final Toss
114 - 3 Final Toss
115 - 3 Final Toss
116 - 3 Final Toss
117 - 1 Final Toss (MAX), 2 Whirlwind
118 - 3 Whirlwind
119 - 3 Whirlwind
120 - 3 Whirlwind
FINAL:
20 Critical Combo
20 Full Swing
20 Snow Charge
20 Smart Knockback
30 Fenrir Phantom
11 Whirlwind
30 Final Toss
NOTES:
[] Adjust amount of initial SKB to make sure you 100% KB whatever you train on until Snow Charge is maxed. Then, you can proceed to maxing it after.
[] If you really want to, you can leave Whirlwind at 9, the point where it hits 8 monsters, and put the two points in Booster.
3rd Job Training Locations
-------------------------
OGM Spoiler!
Levels: 70-80
Possible Training Grounds:
Zenumist Research Institute: Lab - Unit 202: Homunculus, Homunscullo
Full Swing
Leafre: The Area of Blue Kentaurus: Blue Kentaurus %$
Full Swing
Final Charge
Combo Drain
Note: To train at Blue Kents you'll need high accuracy, around 210. Also, having Combo Drain on is a MUST.
Mini Dungeon: Pillage of Treasure Island: Captain
Full Swing
Malaysia: Longest Ride on ByeBye Station: Jester Scarlion, Froscola
Full Swing
Levels: 80-90
Possible Training Grounds:
Leafre: The Area of Blue Kentaurus: Blue Kentaurus %$
Full Swing
Final Charge
Combo Drain
Note: To train at Blue Kents you'll need high accuracy, around 210. Also, having Combo Drain on is a MUST.
Mini Dungeon: Pillage of Treasure Island: Captain
Full Swing
Malaysia: Longest Ride on ByeBye Station: Jester Scarlion, Froscola
Full Swing
Malaysia: Entrance to the Spooky World: Gallopera %
Full Swing
Zipangu: Encounter with the Buddha: Dreamy Ghost %
Full Swing
Levels: 90-100
Possible Training Grounds:
Leafre: The Area of Blue Kentaurus: Blue Kentaurus %$
Full Swing
Final Charge
Combo Drain
Malaysia: Entrance to the Spooky World: Gallopera %
Full Swing
Zipangu: Encounter with the Buddha: Dreamy Ghost %
Full Swing
Mini Dungeon: Newt Secured Zone: Jr. Newtie, Nest Golem
Full Swing
Levels: 100-110
Possible Training Grounds:
Zipangu: Encounter with the Buddha: Dreamy Ghost %
Full Swing
Mini Dungeon: Newt Secured Zone: Jr. Newtie, Nest Golem
Full Swing
Mini Dungeon: The Restoring Memory: Skelegon, Skelosaurus
Full Swing
Levels: 110-120
Possible Training Grounds:
Zipangu: Encounter with the Buddha: Dreamy Ghost
Full Swing
Mini Dungeon: Newt Secured Zone: Jr. Newtie, Nest Golem
Full Swing
Mini Dungeon: The Restoring Memory: Skelegon, Skelosaurus %[
Full Swing
Party with bishop
4th Job Advancement
---------------------
When you hit 120, you'll have a quest over your head. Accept it and head on back to Rien, and talk to Lillin and Maha. After a decent bit of monologue you'll be transported to a different map where you fight Maha. This boss battle reminds us all of Adventurer 3rd job advancements, so you know what you're in for. After you beat Maha talk to him again and you'll advance to a 4th job Aran.
2.4 Starting Your Aran - Aran 4th Job
Ayumilove calls this "Legend."
So this is where all of your hard work has brought you: 4th Job Aran. You're missing 5 skills: Combo Tempest, Combo Barrier, Freeze Standing, High Defense, and Final Blow. Here are the skillbook locations for you:
OGM Spoiler!
I'm going to put down my personal skillbuild, just so you can see what I'm up to. I really doubt there's much of a difference between a bossing/mobbing build except switching around with skill you'd like to max first. Eventually you max every skill anyway.
Level 120: Overswing, 2 High Mastery
Level 121: 3 High Mastery (5)
Level 122: 3 High Mastery (
Level 123: 3 High Mastery (11)
Level 124: 3 High Mastery (14)
Level 125: 3 High Mastery (17)
Level 126: 3 High Mastery (20)
Level 127: 3 High Mastery (23)
Level 128: 3 High Mastery (26)
Level 129: 3 Overswing (4)
Level 130: 3 Overswing (7)
Level 131: 3 Overswing (10)
Level 132: 3 Overswing (13)
Level 133: 3 Overswing (16)
Level 134: 3 Overswing (19)
Level 135: 1 Overswing (20), 2 Freeze Standing (2)
Level 136: 3 Freeze Standing (5)
Level 137: 3 Freeze Standing (
Level 138: 3 Freeze Standing (11)
Level 139: 3 Freeze Standing (14)
Level 140: 3 Freeze Standing (17)
Level 141: 3 Freeze Standing (20)
Level 142: 3 Freeze Standing (23)
Level 143: 3 Freeze Standing (26)
Level 144: 3 Freeze Standing (29)
Level 145: 1 Freeze Standing (30), 1 Combo Tempest (1), 1 Overswing (21)
Level 146: 3 Overswing (24)
Level 147: 3 Overswing (27)
Level 148: 3 Overswing (30)
Level 149: 3 Final Blow (3)
Level 150: 3 Final Blow (6)
Level 151: 3 Final Blow (9)
Level 152: 3 Final Blow (12)
Level 153: 3 Final Blow (15)
Level 154: 3 Final Blow (1
Level 155: 3 Final Blow (21)
level 156: 3 Final Blow (24)
Level 157: 3 Final Blow (27)
Level 158: 3 Final Blow (30)
Level 159: 3 Maple Warrior (3)
Level 160: 3 Maple Warrior (6)
Level 161: 3 Maple Warrior (9)
Level 162: 3 Maple Warrior (12)
Level 163: 3 Maple Warrior (15)
Level 164: 3 Maple Warrior (1
Level 165: 1 Maple Warrior (19), 2 Combo Barrier (2)
Level 166: 3 Combo Barrier (5)
Level 167: 3 Combo Barrier (
Level 168: 3 Combo Barrier (11)
Level 169: 3 Combo Barrier (14)
Level 170: 3 Combo Barrier (17)
Level 171: 3 Combo Barrier (20)
Level 172: 3 Combo Barrier (23)
Level 173: 3 Combo Barrier (26)
Level 174: 3 Combo Barrier (29)
Level 175: 1 Combo Barrier (30), 2 Combo Tempest (3)
Level 176: 3 Combo Tempest (6)
Level 177: 3 Combo Tempest (9)
Level 178: 3 Combo Tempest (12)
Level 179: 3 Combo Tempest (15)
Level 180: 3 Combo Tempest (1
Level 181: 3 Combo Tempest (21)
Level 182: 3 Combo Tempest (24)
Level 183: 3 Combo Tempest (27)
Level 184: 3 Combo Tempest (30)
Level 185: 3 Maple Warrior (22) or Save SP for MW30
Level 186: 3 Maple Warrior (25) or Save SP for MW30
Level 187: 3 Maple Warrior (2 or Save SP for MW30
Level 188: 2 Maple Warrior (30) or Save SP for MW30, 1 High Defense (1)
Level 189: 3 High Defense (4)
Level 190: 3 High Defense (7)
Level 191: 3 High Defense (10)
Level 192: 3 High Defense (13)
Level 193: 3 High Defense (16)
Level 194: 3 High Defense (19)
Level 195: 3 High Defense (22)
Level 196: 3 High Defense (25)
Level 197: 3 High Defense (2
Level 198: 2 High Defense (30), 2 Hero's Will (2)
Level 199: 3 Hero's Will (5)
Level 200: ??? dump points
Note that the build changed due to availability of skillbooks and where I was training. (i.e. Bigfoot as opposed to skellies) and that from 165 on, my build is just speculation based on my personal activies (such as HT)
4th Job Training Locations
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OGM Spoiler!
Levels: 120-130
Possible Training Grounds:
Malaysia: Entrance to the Spooky World: Gallopera $
Full Swing
Mini Dungeon: Newt Secured Zone: Jr. Newtie, Nest Golem
Overswing Swing
Mini Dungeon: The Restoring Memory: Skelegon, Skelosaurus%
Over Swing
Party with bishop
Levels: 130-140
Possible Training Grounds:
Mini Dungeon: Newt Secured Zone: Jr. Newtie, Nest Golem
Over Swing
Mini Dungeon: The Restoring Memory: Skelegon, Skelosaurus
Over swing Swing
Party with bishop
Levels: 140-200
Possible Training Grounds:
Mini Dungeon: Newt Secured Zone: Jr. Newtie, Nest Golem
Over Swing
Mini Dungeon: The Restoring Memory: Skelegon, Skelosaurus
Over swing Swing
Party with bishop
Time Lane: Road to Oblivion 4: Eye of Time, Oblivion Guardian, Chief Oblivion Guardian %
Over Swing
After you hit level 200 go get Echo and your level 200 mount. As of right now, we only have 1 level 200 Aran in KMS:
[center]
3.1 Aran Quest Guides - Wolf Mount Quests
Arans get 4 different mounts. The mount's name is Ryuho, and you get a different version of him every 50 levels, starting at level 50.
Level 50 Wolf Mount
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Items Needed:
10,000,000 (10M) mesos
50 Seal Meats
50 Jr. Yeti Skins
To start things off, head two maps to the right of Aqua Road and accept the quest above you. Talk to Nanuke. She's on the frozen whale, the NPC ice fishing with huskies around her. Talk to her and accept the quest. Head over to Aqua Road and go to the Zoo; talk to Kenta and pay 10M for a bottle item. Bring the bottle and the 50 seal meats to Nanuke and she'll direct you to Rien. Head over to Rien and go two maps right and one map up from Rien and talk to the Pengiun. He'll take the bottle and give you the actual mount.
Now to get the Monster Rider skill and Saddle.
Head to El Nath and talk to the NPC near the entrance to the town. Make sure you have the 50 Jr. Yeti skins to give him. Finish the quest and you have your wolf mount.
Level 150 Wolf Mount
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Items needed:
500 Broken Horn (Skelle Drop)
500 Wyvern Wing (Red Wyvern Drop)
500 Frozen Shark's Fin (Cold Shark Drop)
80,000,000 (80m) mesos
Accept the quest above you and talk to the penguin NPC that does all of the mount quests. He'll tell you to come to him. Go back to Rien and talk to him. He'll tell you that a group of wolves want to meet you concerning Ryka (I refuse to call him Werewolf.) Go to the map before the Cave of Mirrors and talk to the Wolf Guard at the top of the map. He'll let you into another map were another wolf waits. Talk to him and he'll send you to a map for "testing" which involves beating up a bunch of wolves. They aren't hard but make sure you get them off of every platform before you can leave. Talk to the wolf again and he'll tell you to make a potion to help Ryka reach adulthood. Gather the above items and maker the potion. Talk to the wolf again to recieve your 150 mount.
Results 1 to 3 of 3
- 24 Mar. 2010 03:13am #1
[ULTIMATE GUIDE] FOR Cleric/Bishop~Aran
I Don't Bite!
- 24 Mar. 2010 08:26pm #2
You should have posted the name of the website or a direct link or something with a bibliography. im afraid this is playgarism..... the guide is very long ill give you that much
[SIGPIC]http://i288.photobucket.com/albums/ll173/xxsneezlexx/Tobisig.png[/SIGPIC]
- 24 Mar. 2010 10:57pm #3
Its just got it from basil market thats all
and some at wikipedia not a big deal
I Don't Bite!