Maple Story CHARACTER GUIDE: Wizards By Great Teacher Templarle VERSION HISTORY: VER. 1.0: 1st edition 11/25/04 TABLE OF CONTENTS: 1) Intro to Wizards 2) Common Wizard Skills 3) Ice/Lightning Wizards A- Skills B- SP Build C- Leveling Guide D- Tips/Strategies 4) Fire/Poison Wizards A- Skills B- SP Build C- Leveling Guide D- Tips/Strategies 5) Copyright 6) Thanks ----------------------------------------------------------------------- 1) INTRO TO WIZARDS ----------------------------------------------------------------------- When you're level 30 and you complete the 2nd job advancement test, you'll get the chance to become an Ice/Lightning Wizard, Fire/Poison Wizard, or a Cleric. ----------------------------------------------------------------------- 2) COMMON WIZARD SKILLS ----------------------------------------------------------------------- MP Eater- (20 Levels) This is a passive skill that may automatically consume MP from the enemy you targeted with a spell and redistribute that consumed MP to your own reserves. Level 1: 11% Chance of Successfully Activating/21% of the enemy's MP will be consumed if MP Eater activates. The % Chance of Successfully Activating and % of the enemy's MP that will be consumed if MP Eater activates will increase by 1 % for every SP you add to this skill after level 1. Level 20: 30% Chance of Successfully Activating/40% of the enemy's MP will be consumed if MP Eater activates. Meditation- (20 Levels) After activation, your Magic Attack Power will be increased by a certain amount for a limited amount of time. Level 1: +1 Magic Attack/+10 Seconds for the Spell Duration/-10 MP Magic Attack will increase by 1 and 10 more Seconds for the Spell Duration will be added for every SP used on this skill. After level 10, the MP cost will increase to 20. Level 20: +20 Magic Attack/+200 Seconds for the Spell Duration/-20 MP Teleport: (20 Levels) This skill allows you to teleport a short distance to aid on offense, defense, escape, traveling, etc. It cannot teleport you through walls in front of you. Level 1: -60 MP The MP cost will drop by 3 per SP you place into this skill until level 11. At level 11 and onward, every SP will decrease the MP cost by only 2, but will now also add 1 point in the distance you can teleport. Level 20 -13 MP Slow: (20 Levels) This skill will slow down an enemy's movement by a certain amount and for a limited amount of time. Level 1: -2 Enemy Movement/2 Seconds of Spell Duration/-8 MP Every SP added will increase the Enemy Movement reduction by 2 and Seconds of Spell Duration by 2 seconds. After level 10, this spell will cost 16 Mp. Level 20: -40 Enemy Movement/40 Seconds of Spell Duration/-16 MP ----------------------------------------------------------------------- 3) ICE/LIGHTNING WIZARDS ----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// A- Skills /////////////////////////////////////////////////////////////////////// Cold Beam: (30 Levels) This spell causes a large sharp icicle to form above a monster's head and land on them to cause damage and freeze them in place momentarily. This spell is able to go through walls to hit enemies. Ice Elements spell will inflict 150% damage on fire type monsters. Level 1: 13 Base Spell Power/-12 MP/1 Second Frozen Duration/15% Mastery +3 Base Spell per SP. The Freeze Duration lasts 2 seconds and the MP cost is -24 after level 15. The mastery increases by 5% every 3 skill levels. Level 30: 100 Base Spell Power/-24 MP/2 Seconds Frozen Duration/60% Mastery Thunder Bolt: (30 Levels) This spell can hit up to 6 enemies at the same time with lightning bolts. Lightning spells inflict 150% against water type monsters. Level 1: +2 Base Spell Power per lightning bolt/-20 MP/15% Mastery An additional +2 Base Spell Power per lightning bolt will be added per SP. The MP cost will increase to 40 after level 15. The mastery percentage increases by 5% every 3 skill levels. Level 30: +60 Base Spell Power per lightning bolt/-40 MP/60% Mastery /////////////////////////////////////////////////////////////////////// B- SP Build /////////////////////////////////////////////////////////////////////// Do not jump around putting SP into both Ice and Lit. Max out one and then start on the other. It isn't productive to split the point distribution between these 2 attacks before one is maxed. The early goal is to gain an attack that becomes more efficient at leveling than MClaw. Splitting points before one is maxed is only going to cause your spell to remain in a weaker state for an extra amount of unnecessary time. The exception to this rule is adding just 1 point into Ice before maxing Lit, this will be explained momentarily. Even after you max out one, do not start maxing out the other. It's better to increase your leveling speed by providing support skills to the attack you already maxed out before you attempt to max out the other attack. Slow is useless here because Ice/Lit 2nd and 3rd advance's offense consists almost entirely of crowd control, Thunder Spear being the only exception since it's a single target brute force attack. Do not feel that you have to follow this SP schedule point for point, feel free to improvise if you believe it'll suit your personal needs more effectively. At the end of this SP skill distribution guide, you'll obviously have leftover SP. The guide will help get you on the right track; you can do whatever you want with the rest of your SP, based on your own personal preferences. Ice Wizard: L30: 1-Ice L31: 3-Ice L32: 3-Ice L33: 3-Ice L34: 3-Ice L35: 3-Ice L36: 3-Ice L37: 3-Ice L38: 3-Ice L39: 3-Ice L40: 2-Ice 1-Teleport L41: 3-MP Eater L42: 3-Meditation L43: 3-Meditation L44: 3-Meditation L45: 3-Meditation L46: 3-Meditation L47: 3-Meditation L48: 2-Meditation 1-Teleport L49: 3-Teleport L50: 3-Teleport L51: 3-Teleport L52: 3-Teleport L53: 3-Teleport L54: 3-Teleport 3 levels into MP Eater is a requirement to use Meditation. Why Meditation? More power means less hits needed to kill a target, which in turns mean faster leveling. Teleportation will be a very important tool to an Ice Wizard; this will be explained in the Strategies section. Getting a point into Teleport early on is very useful as an evasion, offensive, and defensive too for a ranged fighter. Lit Wizard: L30: 1-Ice L31: 3-Lit L32: 3-Lit L33: 3-Lit L34: 3-Lit L35: 3-Lit L36: 3-Lit L37: 3-Lit L38: 3-Lit L39: 3-Lit L40: 3-Lit L41: 3-MP Eater L42: 3-Meditation L43: 3-Meditation L44: 3-Meditation L45: 3-Meditation L46: 3-Meditation L47: 3-Meditation L48: 2-Meditation 1-Teleport Even though you're going to max out Lit first, level 1 Ice can be very useful in combination with MClaw for those 1 on 1 situations. 3 levels into MP Eater is a requirement to use Meditation. Why Meditation? More power means less hits needed to kill a target and that in turn means faster leveling. 1 point is recommended to be placed into Teleport later than an Ice Wizard because a Lit Wizard often needs to be in the heart of a crowd to maximized damage output. Still, even if it's not as useful to a Lit Wizard early on, it's still a very good escape tool in a desperate situation. After level 47, I suggest that you start maxing out both MGUard and MArmor. Since a Lit Wizard will usually need to be within a mob to maximize its damage potential, defensive skills are a great asset to you. /////////////////////////////////////////////////////////////////////// C- Leveling Tips /////////////////////////////////////////////////////////////////////// Ice: As soon as your Ice can kill Fire Boars as fast as your MClaw(consistent 2-Hit KO's), that's when you should begin leveling on Fire Boars. The freezing effect makes things a lot easier when you're going up against more than 1 enemy at a time. You will be able to consistently 1-Hit KO Fire Boars before Ice is even maxed out. You will soon realize, if you haven't already, that there's a world of a difference in being able to 1-Hit KO instead of 2. Fire Boars can be found by going through the dungeon entrance in Perion, move on pass that area to come to a place that has a doorway labeled "Burning Zone". Once you enter there, you'll be in Burnt Land I. I personally find Burnt Land II to be the most productive area to slaughter Fire Boars. I recommend moving in a clockwise direction and killing Fire Boars as you go along. The purpose of this is to keep the Fire Boars Respawning efficiently. If you only stay at the top or bottom, most of the Fire Boars will just respawn in the area you're not killing and it's just a waste of time to mess around on just the top/bottom for a while before switching locations after realizing not much is spawning in your area. Get used to the scenery because Fire Boars will be the most efficient place for Ice Wizards to level until at least level 48. When you get to level 48 or 49, you'll be ready to fight them, though it won't be easy. At level 48-49, your accuracy isn't very consistent, but by then it's still better to level on Fire Drakes than Fire Boars. Fire Drakes are level 60, so they'll be a very good monster to level off of for quite some time for an Ice Wizard. Lit: Lit is very weak at first and has a slow start, so don't think about trying to use your elemental advantage too early on in Florina because some of the monsters there are too high for you for now. As soon as you notice that your Lit has become more productive than your MClaw against Wild Boar mobs, start using Lit in the Land of the Wild Boar. This place is located behind the wooden door in the first area east of Perion. A strong enough Lit works exceptionally well on Wild Boars because there are 2 platforms there where the Wild Boars group together making them extremely vulnerable to a multiple targeting attack. This location is very popular, so if it becomes too crowded in every channel, you might want to give Fire Boars a try for the time being. When you feel your Lit is strong enough, go to Florina Beach to see if you can level more efficiently there. To get there, you have to go to Lith Harbor and ask this person standing by a little boat. /////////////////////////////////////////////////////////////////////// D- Tips/Strategies /////////////////////////////////////////////////////////////////////// Even level 1 Teleport is a great emergency escape tool in certain situations and it's a good idea to get early practice with Tele so you don't end up teleporting into enemies during a desperate situation. Teleport + Offensive Spell Combo: Have you noticed the obvious pause after you cast a spell? If there wasn't a pause in between spells, you could cast rapidly. Well this pause exists for Teleport too. Once you teleport, you can still move, but you can't activate another spell for about 1 second. The point of the combo is to lessen this pause. To activate this combo: Cast an offensive spell and immediately teleport in 1 direction. If properly done, you will teleport in a direction and immediately fire off the spell as soon as you reappear. This combo will allow your spell attack lag and teleport lag to occur at the same time so you don't have to wait for each pause individually. Some things you should know: You have to be within normal firing range to be able to target the monster during this combo. However, even if you teleport away from the monster to a distance that's normally out of targeting range, the spell will still hit them if you are within normal targeting range when you initiate this combo. When you start fighting Fire Drakes it's a good idea to have Ice and Meditation maxed ASAP and then start using every single SP you get on Teleport. You're going to be teleporting all the time against Fire Drakes. You won't always have the ideal situation where you get to freeze one and beat it to death with Ice while it's helpless. Multiple Fire Drakes will often creep up on you and then you'll need to teleport around offensively and defensively, depending on the situation. Even if you don't care about the high MP cost of teleport, the added distance can be very useful. At level 1, it's almost impossible to teleport through a drake safely w/o being right in it's face before teleporting. Fire Drakes are level 60 monsters that inflict magic damage, but even so, you'll still be taking around 300 damage a hit. They also yield many types of equipment that are worth millions to buyers out there. They give al this great stuff, at a cost. Fighting a powerful monster that can shoot a projectile is far different from going up against monsters that have to run to you. This will not be the same as taking on 2 to 3 monsters that need to run up to you while you freeze them. You'll need to develop certain new techniques and strategies against enemies like this. Remember that Fire Drakes have a slightly longer range than your spell's targeting range. Also remember that Fire Drakes extend themselves forward when shooting fire balls so this will close the gap between you 2, allowing you to be farther away, but still within targeting range. Do NOT attempt to jump over fireballs when a Fire Drake isn't frozen. This won't work because a Fire Drake can fire off another Fireball right as you land from jumping over the first one. Remember to use your environment to your advantage. Ropes and ladders are excellent tools in a firefight; you can jump on them and wait for the chasing Fire Drakes to pass so you can get on one side of the crowd and start fighting again. If the owner of the fireball dies, the fireball becomes harmless and will pass through you. 1 on 1: In the event that a Fire Drake gets off a fire ball before you freeze it, you could teleport away from it and fire off another shot, but that could put too much distance for you to use the Tele+Spell combo again. Instead use the Tele+Spell combo to tleport past the oncoming fireball and fire off another Ice at the Fire Drake. You'll now have more than enough time to recover from the pause and fire off another Ice before it can thaw out from your last shot. 2 on 1: If, you can freeze them practically side-by-side without having fired any fireballs at you, you've achieved the perfect 2 on 1 set up. This setup allows you to keep them both contained until they die because when you hit one, it'll be pushed back just a little but so you can hit the other Fire Drake so they both stay frozen until their deaths. But let's be realistic, things don't always go according to plan. You won't always get them in that perfect situation and a third or more Fire Drake could show up. In this case, keep teleporting away from the Fire Drake and firing off your Ice. Remember that once you get far enough away, they'll have to retarget you and this is where one of their weaknesses lies. When a Fire Drake needs to walk up to you to shoot, it needs a second to position itself and fire, this is enough time for you to freeze it before it does so. Do not try to Teleport away from within a group of fire drakes if you can't take 1 hit from them and be able to run away on time. The pause after the Teleport will prevent you from doing anything, but moving, this includes potions. So it's better to walk through the crowd while chugging down white potions after every hit you take to stay at full health and use the invincibility intervals to escape. When you know you've gotten far enough to avoid the next fireball with a Tele+Spell combo, do so and go back on the defensive again. Defensive meaning teleporting away from them each time and firing off your Ice, not forward like you do when on the offense. This is because it's too difficult to time teleports to get through multiple fireballs from multiple Fire Drakes and then be able to keep multiple Fire Drakes frozen while you've teleported right in front of their face. ----------------------------------------------------------------------- 4) FIRE/POISON WIZARDS ----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// A- Skills /////////////////////////////////////////////////////////////////////// Fire Arrow: (30 Levels) This spell fires off a fire arrow that strikes a single target. It inflicts 150% damage against wooden and ice type monsters. This spell can't shoot through walls to hit an enemy. Level 1: +33 Base Spell Power/-14 MP/15% Mastery An additional +3 Base Spell Power will be added per SP. The MP cost will increase to 28 after level 15. The mastery percentage increases by 5% every 3 skill levels. Level 30: +120 Base Spell Power/-28 MP/60% Mastery Poison: (30 Levels) This spell has a chance of poisoning a target and causing it to gradually take a little damage. Boss type monsters have a resistance so they'll only take 1 damage at a time. Level 1: +12 Base Spell Power/31% Chance of Infliction/4 Seconds of Infliction Duration/-10 MP/15% Mastery Every added SP will increase the Base Spell Power by 2 and the Chance of Infliction by 1 %. The Seconds of Infliction Duration by 4 and Mastery increases by 5% every 3 skill levels. MP cost will increase to -20 MP after level 15. Level 30: +70 Base Spell Power/60% Chance of Infliction/40 Seconds of Infliction Duration/-20 MP/60% Mastery /////////////////////////////////////////////////////////////////////// B- SP Build /////////////////////////////////////////////////////////////////////// Fire Wizard: L30: 1-Fire L31: 3-Fire L32: 3-Fire L33: 3-Fire L34: 3-Fire L35: 3-Fire L36: 3-Fire L37: 3-Fire L38: 3-Fire L39: 3-Fire L40: 2-Fire 1-Teleport L41: 3-MP Eater L42: 3-Meditation L43: 3-Meditation L44: 3-Meditation L45: 3-Meditation L46: 3-Meditation L47: 3-Meditation L48: 2-Meditation 1-Teleport or Slow Even level 1 Teleport is a great emergency escape in certain situations and it's a good idea to get early practice with Tele so you don't end up teleporting into enemies during a desperate situation. 3 levels into MP Eater is a requirement to use Meditation. Why Meditation? More power means less hits needed to kill a target, which in turns mean faster leveling. Teleportation and Slow can be very useful to a Fire Wizard because of the lack of any form of crowd control. Even during the next advancement, though Fire Explosion is at least a form of multi-targeting, it still isn't the same as freezing, powerful mass targeting, mass freezing, mass disabling(Arrow Bomb), etc. Don't bother with Poison at all. Your SP is better spent elsewhere. It could be used for hit and hide for a while tactics, but hit and hide for a while tactics can probably only be used effectively to gather certain quest materials that you need from a high level monster, otherwise this strategy is useless if you want to level efficiently. More importantly, Magic Composition, a 3rd advancement skill that is a stronger version of Fire Arrow and can also poison a target makes the 2nd advancement's Poison skill seem absolutely worthless. /////////////////////////////////////////////////////////////////////// C- Leveling Tips /////////////////////////////////////////////////////////////////////// Basically, just level off of the monster that has a high respawn rate, you can kill in 1 or 2 hits, and gives you the most experience. When your Farrow can take down a Cold Eye in 1 or 2 hits, work on them until the amount of exp they give you is worth less than .01% of your exp meter or you find some monster that's more efficient. When you get to your level 50's, you're eventually going to have to move on to stronger monsters that you need more than 2 hits to kill because just about everything else gives way too little experience by then. In Victoria, there aren't very easy decisions to make on leveling areas because there is pretty much only 1 ice type monster. /////////////////////////////////////////////////////////////////////// D- Tips/Strategies /////////////////////////////////////////////////////////////////////// Even level 1 Teleport is a great emergency escape tool in certain situations and it's a good idea to get early practice with Tele so you don't end up teleporting into enemies during a desperate situation. Teleport + Offensive Spell Combo: Have you noticed the obvious pause after you cast a spell? If there wasn't a pause in between spells, you could cast rapidly. Well this pause exists for Teleport too. Once you teleport, you can still move, but you can't activate another spell for about 1 second. The point of the combo is to lessen this pause. To activate this combo: Cast an offensive spell and immediately teleport in 1 direction. If properly done, you will teleport in a direction and immediately fire off the spell as soon as you reappear. This combo will allow your spell attack lag and teleport lag to occur at the same time so you don't have to wait for each pause individually. Some things you should know: You have to be within normal firing range to be able to target the monster during this combo. However, even if you teleport away from the monster to a distance that's normally out of targeting range, the spell will still hit them if you are within normal targeting range when you initiate this combo. ----------------------------------------------------------------------- 5) COPYRIGHT © Great Teacher Temp 2004 All Rights Reserved. ----------------------------------------------------------------------- This FAQ is the property of Great Teacher Temp and may not be distributed without my consent. ----------------------------------------------------------------------- 6) THANKS ----------------------------------------------------------------------- GameFAQs- For hosting my FAQ. My Friends- You know who you are. This FAQ's Readers- For... Well... Reading this. ;p Playstar- For some help with some of the stats.