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    Cleric Guide by CocoaArcher

    Version: 2.17 | Updated: 09/16/09 | Printable Version | Search Guide | Bookmark Guide

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    ASCII by FIGlet (because I can’t do ASCII for beans)
    >> A Guide for Clerics, from level 1-120
    Written by: CocoaArcher, Prismatic on Neoseeker (Matt Greene)
    Version: 2.17
    If you have ANY questions, corrections (whether the errors are big or small)
    or suggestions, do not hesitate to contact me via email.
    In the SUBJECT of your mail, or in the actual message, please include the words
    "Cleric Guide" at least once. Putting just "Guide" will probably be fine, but
    since I have two guides (and likely three soon), putting "Cleric Guide"
    is much appreciated. Thank you.
    E-mails in ALL CAPS, using improper grammar (this does not mean
    that if you make a few mistakes I won't answer. I'm talking "u no were 2 lvl
    nao?" and stuff like that) or that contain insults WILL NOT BE ANSWERED.
    Please, be respectful and don't waste my time.
    Hi. I am Matt Greene (CocoaArcher on Gamefaqs).
    Admittedly, this is my first guide. I’m trying my best to complete it to meet
    the needs of all Clerics/Future Clerics of Maple Story. I made this guide due
    to the lack of Cleric Guides that use proper English ^^. Well, on we go, and I
    hope you enjoy my guide.
    Table of Contents
    1) Legal Stuff
    2) Version History
    3) Clerics vs. Other Classes
    4) Ability Point Allocation
    5) Starting off: Maple Island
    6) Becoming a Mage
    7) Skill Point Allocation <1st Job>
    8) Training Spots <1st Job>
    9) Becoming a Cleric
    10) Skill Point Allocation <2nd Job>
    11) Training Spots <2nd Job>
    12) Becoming a Priest
    13) Skill Point Allocation <3rd Job>
    14) Training Spots <3rd Job>
    15) Equipment
    16) FAQs, Skill Details, Etc.
    17) Suggestions Corner (New! Yay!)
    18) Credits, Finishing Stuff
    1) Legal Stuff
    This guide may not be reproduced under any circumstances except for 
    personal/private use. It may not be placed on any of the sites not listed below
    without written permission. Use of this guide on any other or as part of a
    public display is strictly prohibited and is a violation of copyright.
    Sites that have permission to use this guide:
    NOTE - I am no longer allowing any more sites to use my guide...submitting it
    to these 6 for every update is more than enough. Sorry!
    NOTE - If you see this guide on ANY other sites than the ones listed above,
    then please notify me. You should give me a few days though - it may just be
    that a new site got the guide and I haven't released an update as of yet. Give
    me a few days, then e-mail me, as it's a violation of copyright.
    2) Version History
    Version 1.0 – First complete version of this guide. Began 7/12/06.
    Finished 17/12/06.
    Version 1.1 - Updating a lot of things here. Fixed Formatting, my first guide
    wasn't quite finished, now it is fully complete. Apologies to all who read it.
    Updating Skills Section, fixed some minor typos and ... yeah. I don't remember
    much else. A big update due to formatting. (18/12/06)
    Version 1.11 - Really a teeny tiny update. Allowed www.neoseeker.com to
    use the guide. Same day too! (18/12/06)
    Version 1.21 - A major update. Re-generated (hehe) ASCII at beginning.
    Fixed typos I missed on 1.1. Also added Priest Skill Chart (not the word format
    I had at the beginning - the real thing). Probably last update for awhile,
    Christmas is approaching. Happy Holidays! (19/12/06)
    Version 1.22 – Small Update – allowed gamerstemple.com to use the guide.
    Version 1.32 - A good update IMO. Completed Training Section in Priest Section,
    fixed typos that were STILL present, as well as finally changed the version
    number at the top. Very pleased with my guide now. Ok this really
    IS the FINAL update until AFTER Christmas. Don't count on that
    though ... I tend to lie to myself. (20/12/06)
    Version 1.42 - Not a huge update, but my last for a long time. Fixed typos,
    grammar and other little mistakes. Changed some things suggested via email.
    Once again changed ASCII, still generated.
    Happy Holidays (28/12/06)
    Version 1.43 - Small update. Allowed supercheats.com to use the guide.
    Version 1.44 - I dare not say this is my final update, but it may well
    be. Added notes here and there. Happy New Year! (20/1/07)
    Version 1.54 - Good update. More notices, added that I quit Maple Story =[.
    Allowed 8bitGFX.com to use the guide, as well as putting in some e-mail 
    suggestions. (2/2/07)
    Version 1.64 - Switched from 8bitGFX.com to theoreX.net. Added more suggestions
    and notes, etc. Guide is now free of typos, to my knowledge. (25/2/07)
    Version 1.74 - It's been awhile hasn't it? I'm into Gunbound now and e-mails
    have been less frequent lately. Some of you may have heard via e-mail that I
    had to reformat (reboot, whatever it is) my PC due to a virus and all my data
    was lost, including this guide. Thus I sort of neglected it for awhile until I
    had enough suggestions from other maplers to copy and paste it from GameFAQS
    and bring it back to Notepad to edit it. Thanks guys, I appreciate the e-mails.
    About changes - I put a lot of suggestions, "Yet Another Note" at the
    beginning of the guide...and that's about it. This isn't a big update but I
    felt like bringing it up a tenth so I did. 
    One more thing, I was unable to locate a theoreX.net, and the person who
    submitted the website was notified about this and I hope it'll get cleared up.
    Enjoy! (7/5/07)
    Version 1.75 - I now started playing MS again, and this guide is well overdue
    for an update anyway. I felt it was the right time. Now I don't think I've
    gotten any guide-worthy suggestions since last time - if I'm wrong, e-mail
    me and I'll put em' in. This is just to commemorate me restarting MS. Edited
    the Clerics vs. Other Classes section, with some stuff I realized while
    playing. (8/23/07)
    Version 1.85 - Updates are less frequent - only for suggestions now, usually.
    I added a ton of them and fixed typos, etc.
    Happy Mapling! (1/10/08)
    Version 1.95 - Every time I check back there are more typos. Anyways, I added
    the Suggestions Corner and transferred all the suggestions throughout the guide
    to there. Enjoy, please read, there's a lot of useful info there. (2/8/08)
    Version 2.05 - Yay! I'm in the two's. More suggestions, note at the beginning
    and in the training section (CPQ!). (13/4/08)
    Version 2.06 - The only updates you will see are ones with suggestions from now
    on, or possibly notes about a new PQ I have tried out. Also, an Archer (Hunter)
    Guide is on the way, so expect a decrease in updates. (22/5/08)
    Version 2.16 - More suggestions were added and despite myself I allowed another
    site to use the guide, though they were very nice about it and curteous. Take
    that as a lesson! =) (23/10/08)
    Version 2.17 - Added more suggestions. (10/8/09)
    3) Cleric vs. Other Classes
    Why would you want to become a mage (and later a cleric)? First of all, mages
    benefit from being able to attack from afar and from close up. Although the
    first 10 or so levels may be hell, from levels 15 to the mid-30’s, you will far
    out-damage other classes. Mages are easily accepted into PQs (from Kerning PQ,
    where mages are powerful, to Ludibrium PQ, where clerics are one of the most
    desired party members). Yes, mages have the worst Defense and HP of all
    characters. However, they get ridiculously high MP. You will also get a skill
    that transfers HP Damage into MP Damage, which makes up for you low HP. Of
    course, clerics get the awesome skill Heal, which, as the name indicates, will
    heal you and your party members, but will also inflict damage to Undead
    Monsters. In addition, clerics are the best partiers, because they have buff
    skills (skills that increase your stats such as defense, accuracy, etc.).
    The best think about clerics in my opinion is this. You can:
    A. Heal your own HP.
    B. Regain your own MP
    C. Damage Monsters
    D. Gain Experience
    All with one skill - Heal. Well, sort of. If you get MP Eater to a decent
    level, and heal to a decent level, you'll do all that on your own. And, of
    course, you'll gain EXP from healing if you're in a party. Clerics become 
    very rich this way since they buy no HP potions, and very few MP potions.
    Clerics are stable characters and are really fun to play.
    4) Ability Point Allocation
    Maple Story is a game that is very stat sensitive, meaning that it depends
    heavily on stats. Should you “mess up” one of your stats, your character
    will be ruined for ever and will deal lower damage than if it wasn’t
    “messed up”. The first step to creating a mage is to roll those dice.
    When you select “Create a Character”, choose your hair, clothes, etc. Pick a 
    name for your character, and roll the dice. A perfect roll would be:
    STR: 4
    DEX: 4
    INT: X
    LUK: X
    Int and Luk are listed as “X” because these stats do not matter when you are 
    rolling. STR and DEX are your two stats that do not affect your damage. You
    will NEVER add to these stats, nor will you add to your HP or MP. You want your
    STR and DEX to be as low as possible so that your LUK and INT will be
    respectively higher. The ideal STR and DEX is 4, however you could settle for a
    5 in one of them, or, if you’re really impatient, a 5 in both. In the end, it
    doesn’t RUIN your character; it just means you will have a little lower damage.
    On Maple Island, most prefer to get their LUK to 11 right off the bat, and then
    dump all their points into INT until level 8. You do not need to do it this
    way, it is just simpler.
    For every level after this, you will want your LUK to be your level + 3. 
    For example, if you are level 22, your LUK should be 25; if you’re level 45,
    your LUK should be 48.
    To become a mage, you will need 20 INT. Also, since you become a magician at
    level 8, your LUK should be 11 at this time (but it isn't NECESSARY).
    You will have more INT than 20, just a reminder that you need that much.
    All you need to remember about Ability Points (AP) is that your LUK
    should be Your Level + 3, and that all other points should go into INT.
    5) Starting Off: Maple Island
    Once you have created your character you will find yourself in a map. Customize
    your controls the way you think is right for you, and continue. There are some
    quests you can do on the way to the Training Grounds. Personally I find these a
    waste of time. You could spend 2 minutes clicking back and forth between NCPs
    (Non-Player-Characters) or you could kill a Snail (which takes 5 seconds), and
    get the same reward. The only quest you may want to complete is Roger's,
    because the reward is a much needed 3 Red Potions. Press the UP arrow to go
    through portals. From levels 1-7 you will be staying at Snail Hunting Ground I
    to train on Green Snails.
    Other snails take too many hits, because your raw damage is only 1-3 now.
    When you’re level 7 and about 50%, travel to Amherst.
    Complete all the quests you can and you should level to 8. You are now ready
    to leave Maple Island. Travel to Southperry and pay the 150 meso fine to travel
    to Victoria Island. A little reminder that your LUK should be 11, and that your
    INT should be at least 20. If you followed the Ability Points Allocation
    section, your INT should be well above that.
    NOTE: After a very cool update, you now go through "Training Camp", which
    I think is awesome, and you get dressed up as a little apple. The quests are
    easier to do now, so I suggest you do them. It's also a very fun experience, so
    enjoy yourself here.
    6) Becoming a Mage
    After taking the ship to Victoria Island, you will arrive in Lith Harbor. Talk
    to the guy in the Ticket Booth and tell him “Please take me somewhere else”.
    Pay the 100 mesos to go to Ellinia. This is the mage town, and you will be
    going here a lot to buy equipment. Travel to the very top of Ellinia and
    enter the building. Talk to Grendel the Really Old, and if you’re level 8 with
    20 INT (which you should be) he will make you a Magician. You will notice that
    your stats have increased. He also mentions something about SP (Skill Points).
    We’ll find out what that is and how to use it in the next section.
    7) Skill Point Allocation <1st Job>
    Every level after level 8, you will receive 3 Skill Points. You can distribute
    these however you like. With mages, where you put your SP (and when) can
    greatly affect your stats later on. I have made 3 Skill Paths. The first is for
    the first timer mage, who will want to conserve mesos. The second is for the
    funded mage who will want to become as powerful as possible, as early as
    possible. The final build is the “perfect” mage build, which will allow you
    to have slightly more MP, at the cost of having to kill snails for another 5
    or so levels (which, in my opinion is not worth it). Well, it’s your choice.
    I will list the skill point(s) acquired at each level and where to distribute
    them for that level. The one SP you receive at level 8 is from the Job
    BUILD 1
    For the First-Timer
    Level 8: +1 Energy Bolt
    Level 9: +3 Improving MP Recovery
    Level 10: +2 Improving MP Recovery, +1 Improving Max MP Increase
    Level 11: +3 Improving Max MP Increase
    Level 12: +3 Improving Max MP Increase
    Level 13: +3 Improving Max MP Increase (MAX)
    Level 14: +3 Improving MP Recovery
    Level 15: +3 Improving MP Recovery
    Level 16: +3 Improving MP Recovery
    Level 17: +2 Improving MP Recovery (MAX), +1 Magic Claw
    Level 18: +3 Magic Claw
    Level 19: +3 Magic Claw
    Level 20: +3 Magic Claw
    Level 21: +3 Magic Claw
    Level 22: +3 Magic Claw
    Level 23: +3 Magic Claw
    Level 24: +1 Magic Claw (MAX), +2 Magic Guard
    Level 25: +3 Magic Guard
    Level 26: +3 Magic Guard
    Level 27: +3 Magic Guard
    Level 28: +3 Magic Guard
    Level 29: +3 Magic Guard
    Level 30: +3 Magic Guard (MAX)
    For those who prefer it in words:
    Energy Bolt > 1, Improving MP Recovery > 5, Improving Max MP Increase > MAX,
    Improving MP Recovery > MAX, Magic Claw > MAX, Magic Guard > MAX
    At level 30, your skills should look like:
    Improving MP Recovery: 16 (MAX)
    Improving Max MP Increase 10 (MAX)
    Magic Guard: 20 (MAX)
    Energy Bolt: 1
    Magic Claw: 20 (MAX)
    BUILD 2
    For the Funded Mage
    Level 8: +1 Energy Bolt
    Level 9: +3 Improving MP Recovery
    Level 10: +2 Improving MP Recovery, +1 Improving Max MP Increase
    Level 11: +3 Improving Max MP Increase
    Level 12: +3 Improving Max MP Increase
    Level 13: +3 Improving Max MP Increase (MAX)
    Level 14: +3 Magic Claw
    Level 15: +3 Magic Claw
    Level 16: +3 Magic Claw
    Level 17: +3 Magic Claw
    Level 18: +3 Magic Claw
    Level 19: +3 Magic Claw
    Level 20: +2 Magic Claw (MAX), +1 Improving MP Recovery
    Level 21: +3 Improving MP Recovery
    Level 22: +3 Improving MP Recovery
    Level 23: +3 Improving MP Recovery
    Level 24: +1 Improving MP Recovery (MAX), +2 Magic Guard
    Level 25: +3 Magic Guard
    Level 26: +3 Magic Guard
    Level 27: +3 Magic Guard
    Level 28: +3 Magic Guard
    Level 29: +3 Magic Guard
    Level 30: +3 Magic Guard (MAX)
    For those who prefer it in words:
    Energy Bolt > 1, Improving MP Recovery > 5, Improving Max MP Increase > MAX,
    Magic Claw > MAX, Improving MP Recovery > MAX, Magic Guard > MAX
    At level 30, your skills should look like:
    Improving MP Recovery: 16 (MAX)
    Improving Max MP Increase 10 (MAX)
    Magic Guard: 20 (MAX)
    Energy Bolt: 1
    Magic Claw: 20 (MAX)
    BUILD 3
    To Maximize MP (makes levels 8-13 EXTRMEMELY hard – you must continue to use
    your physical attack, because your first point goes into MP Recovery, which
    means slightly more MP later since you max MP Increase earlier. In my opinion,
    this is not worth it. I just put it here for you “different” people ;). I also
    assumed you are not a first timer if you are using this build, meaning you max
    Magic Claw before finishing Improving MP Recovery.
    Level 8: +1 Improving MP Recovery
    Level 9: +3 Improving MP Recovery
    Level 10: +1 Improving MP Recovery, +2 Improving Max MP Increase
    Level 11: +3 Improving Max MP Increase
    Level 12: +3 Improving Max MP Increase
    Level 13: +2 Improving Max MP Increase (MAX), +1 Energy Bolt
    Level 14: +3 Magic Claw
    Level 15: +3 Magic Claw
    Level 16: +3 Magic Claw
    Level 17: +3 Magic Claw
    Level 18: +3 Magic Claw
    Level 19: +3 Magic Claw
    Level 20: +2 Magic Claw (MAX), +1 Improving MP Recovery
    Level 21: +3 Improving MP Recovery
    Level 22: +3 Improving MP Recovery
    Level 23: +3 Improving MP Recovery
    Level 24: +1 Improving MP Recovery (MAX), +2 Magic Guard
    Level 25: +3 Magic Guard
    Level 26: +3 Magic Guard
    Level 27: +3 Magic Guard
    Level 28: +3 Magic Guard
    Level 29: +3 Magic Guard
    Level 30: +3 Magic Guard
    For those who prefer it in words:
    Improving MP Recovery > 5, Improving Max MP Increase > MAX, Energy Bolt > 1,
    Magic Claw > MAX, Improving MP Recovery > MAX, Magic Guard > MAX
    At level 30, your skills should look like:
    Improving MP Recovery: 16 (MAX)
    Improving Max MP Increase 10 (MAX)
    Magic Guard: 20 (MAX)
    Energy Bolt: 1
    Magic Claw: 20 (MAX)
    Really it is just the order in which you acquire skills that makes the
    difference in these builds. The overall outcome is identical in all 3.
    If you have a question on anything skill-wise, chances are it is in
    Section 16 (Skill Details).
    8) Training Spots <1st Job>
    Now you’re probably wondering... where do I train? Well, ultimately, the
    choice is yours. I have listed here some tried and true training methods,
    some suggestions from our fellow maplers (thanks a lot, everybody!)
    and I’ve thrown some of my own into the mix. Please note that some are more
    for funded mages because they consume more MP and HP. This will be listed,
    so not to worry. At the bottom of each level section there is a monster/area
    listed in caps. This is basically to summarize what I’ve explained, in one or
    two words =].
    Level 8-14
    You’re going to want to go with slimes at this level. You should 2 or 3 hit KO
    them, and at 10 exp apiece, they’re good for leveling. In terms of where to
    find them, I suggest either Henesys Hunting Grounds I (from here on referred
    to as HHG), The Tree That Grew or the Slime Tree. The Tree that Grew is 2 maps
    north of Ellinia, while the Slime Tree is one map south, inside a tree in the
    far south-western area of the map. All of these options are high-spawn (except
    possibly The Tree that Grew), so you shouldn’t have a problem. For the funded
    mage I suggest HHG I because of the high spawn rate.
    Level 14-18
    This is really where the funded and non-funded split up. The non-funded will
    want to stick with slimes until level 16 or 17, at which point they will switch
    to Orange Mushrooms, at Kerning City Construction Site (one map left
    or Kerning City) or at HHG I. The funded mage has just acquired Magic Claw, so
    they will definitely want to switch to Orange Mushrooms right at 14. You can
    stay here until around level 21 for non-funded and 18 or 19 for funded.
    Level 18-22
    Here the non-funded and funded are divided as well. The non-funded will be
    sticking with Orange Mushrooms until about level 20 or 21. Then they will
    switch to Pig Beach. Assuming you are starting from Henesys, Pig Beach can
    be found by first going 4 maps left of Henesys. You will end up at a map called
    Split Road. Here you will take the LAST ladder you see (meaning the left-most
    one) up. Travel a little bit to the right and you will see a patch of Yellow
    Flowers. Press up on these and you will be warped to Pig Beach. The funded mage
    is going to change to Pig Beach at level 18 or so, because by now Orange
    Mushrooms aren’t giving you as much experience.
    Level 22-26
    Here there are a few options and the funded and unfunded start to merge toward
    each other. The non-funded will want to stick with Pig Beach till level 24 or
    even 25. At this point they will switch to the Ant Tunnel, which can be found
    on the right most side of the Dungeon-town Sleepywood. The funded mage will
    switch right at 23 or even 22, for experience sake. You WILL use A LOT of
    potions here, so be warned; however, you are literally right beside a town,
    so restocking shouldn’t be a problem.
    The second option here is PQ, also known as Party Quest. Because you are a mage
    you are accepted into parties more frequently than a warrior of the same level.
    However, even though you are a mage, you aren’t suitable (and thus people won’t
    accept you) until about level 24. You may want to wait for level 25 for a PQ;
    most parties like to have members at or over that level. PLEASE do not ask me
    how to PQ, there are many guides for that and this is not one of them.
    Level 26-30
    I would have to say, the best option here is PQ. Now that you’re level 26
    or so, everybody will want to accept you (well, most of them). Party Quests
    are also fountains of money, but be warned: they can make you rich
    (like giving you a 10% Overall DEX scroll, worth a lot) or making you lose
    some money by giving you something like ores. Really it depends. Personally,
    I think you’ve trained hard enough to get to level 26 or so, and PQ is one of
    the most fun things in Maple Story. You deserve some fun, right? ...Right?
    Nearing level 28, you will be accepted in a matter of minutes (or seconds)
    because mages really are THE most powerful character at this level. So all
    that hard work DID pay off!
    The second option here is to stick with Ant Tunnel. You will be coming back
    here later, and if you’re funded chances are you’ve been here for a few levels.
    This place will get REALLY boring later, so my advice is to PQ. It is your
    character, so if you want to go from 22 to say 35 in one place, be my guest.
    You’re finally level 30, and it’s time for the Second Job Advancement!
    Along with a new title for yourself, you get new skills and new equipment.
    It’s time to advance!
    9) Becoming a Cleric
    Yes, it’s finally time to become... a cleric! Journey to Ellinia and meet up
    with your (old) friend Grendel the Really Old. Talk to him and you will acquire
    a letter. This time it’s a little more than a walk in the park to make the
    advancement. You will need to travel 3 maps north of Ellinia, to a map called
    “The Forest North of Ellinia”. Venture to the very top and you will find an NPC
    called “Mage Instructor” or something along those lines. Make sure you have a
    good amount of potions, as the monsters here do not drop them. Talk to the
    instructor and you will be transported to a map. It is similar to the Curse
    Eye tree if you have been there. The monsters here are different. They drop
    nothing except Black Marbles, and they don’t give experience. Although all you
    have to fight is Horny Mushrooms and Curse Eyes, their stats are raised
    (including HP and ATTACK), so be on your toes and keep an eye on your HP
    (MP if you are using Magic Guard, which you should be). Once you have collected
    30 of these, exit via talking to the Instructor. He will reward you with the
    “Proof of a Hero”. 
    Back in Ellinia, talk to Grendel once again, and this time, he will make you a
    Cleric! Your stats are raised and you get an extra ETC. row in your inventory.
    He’ll also give you SP just like before, along with a new set of skills. Where
    to put the SP is explained in the next section.
    10) Skill Point Allocation <2nd Job>
    Here I have listed two skill paths. One of them is for the Cleric who wishes to
    conserve mesos, which means you get MP Eater and Max Teleport earlier (this is
    not necessarily a non-funded path). The second is for the Cleric who is leaning
    towards being a party cleric, meaning you get Bless and Invincible first.
    As was with the 1st job builds, the outcome is identical.
    BUILD 1
    For the money-saving Cleric (also a path suited for Solo Clerics [clerics
    who train mostly on their own instead of partying]).
    Level 30: +1 Teleport
    Level 31: +3 Heal
    Level 32: +3 Heal
    Level 33: +3 Heal
    Level 34: +3 Heal
    Level 35: +3 Heal
    Level 36: +3 Heal
    Level 37: +3 Heal
    Level 38: +3 Heal
    Level 39: +3 Heal
    Level 40: +3 Heal (MAX)
    Level 41: +3 MP Eater
    Level 42: +3 MP Eater
    Level 43: +3 MP Eater
    Level 44: +3 MP Eater
    Level 45: +3 MP Eater
    Level 46: +3 MP Eater
    Level 47: +2 MP Eater (MAX), +1 Teleport
    Level 48: +3 Teleport
    Level 49: +3 Teleport 
    Level 50: +3 Teleport
    Level 51: +3 Teleport
    Level 52: +3 Teleport
    Level 53: +3 Teleport (MAX)
    Level 54: +3 Invincible
    Level 55: +2 Invincible, +1 Bless
    Level 56: +3 Bless
    Level 57: +3 Bless
    Level 58: +3 Bless
    Level 59: +3 Bless
    Level 60: +3 Bless
    Level 61: +3 Bless
    Level 62: +1 Bless (MAX), +2 Invincible
    Level 63: +3 Invincible
    Level 64: +3 Invincible
    Level 65: +3 Invincible
    Level 66: +3 Invincible
    Level 67: +1 Invincible (MAX), +2 Holy Arrow
    Level 68: +3 Holy Arrow
    Level 69: +3 Holy Arrow
    Level 70: +3 Holy Arrow
    For those who prefer it in written form:
    Teleport > 1, Heal > MAX, MP Eater > MAX, Teleport > MAX, Invincible > 5, 
    Bless > MAX, Invincible > MAX, Holy Arrow > 11
    NOTE: If you would like, you can put your 1st point on Heal and save Teleport
    till after MP Eater or after Heal. However, I suggest 1 point on Teleport for
    Ludi PQ, which you (probably) will be doing. If you do not plan on Ludi PQing,
    I still suggest your 1st point on Teleport, because Level 1 Heal is useless. 
    NOTE: If you would like, you can max Teleport before MP Eater. Some chose to do
    this - it is a good idea if you use teleport frequently (in this case it saves
    more MP than MP Eater). MP Eater is better for the solo trainer who likes to
    hunt. If you follow my non-PQ path, MP Eater and Teleport are both useful,
    MP Eater slightly more so because you will be mob-killing with heal.
    NOTE: If you would like, you can finish off Invincible then max Bless.
    Personally I did Bless first, because I was in need of some nice Buffs
    after maxing Heal/MP Eater/Teleport.
    In the end you will end up with:
    Heal: 30 (MAX)
    MP Eater: 20 (MAX)
    Teleport: 20 (MAX)
    Invincible: 20 (MAX)
    Bless: 20 (MAX)
    Holy Arrow: 11
    BUILD 2
    For the Cleric leaning towards being a Party Cleric. In this build, you WILL
    use a lot of potions (not many more than other classes would, just more
    than other clerics would) because you do not Max Teleport early, and you
    do not get MP Eater early. You probably should be funded for this build,
    however it is not necessary.
    Level 30: +1 Teleport
    Level 31: +3 Heal
    Level 32: +3 Heal
    Level 33: +3 Heal
    Level 34: +3 Heal
    Level 35: +3 Heal
    Level 36: +3 Heal
    Level 37: +3 Heal
    Level 38: +3 Heal
    Level 39: +3 Heal
    Level 40: +3 Heal (MAX)
    Level 41: +3 Invincible
    Level 42: +2 Invincible, +1 Bless
    Level 43: +3 Bless
    Level 44: +3 Bless
    Level 45: +3 Bless
    Level 46: +3 Bless
    Level 47: +3 Bless
    Level 48: +3 Bless
    Level 49: +1 Bless (MAX), +2 Invincible
    Level 50: +3 Invincible
    Level 51: +3 Invincible
    Level 52: +3 Invincible
    Level 53: +3 Invincible
    Level 54: +1 Invincible (MAX), +2 Teleport
    Level 55: +3 Teleport
    Level 56: +3 Teleport
    Level 57: +3 Teleport
    Level 58: +3 Teleport
    Level 59: +3 Teleport
    Level 60: +2 Teleport (MAX), +1 MP Eater
    Level 61: +3 MP Eater
    Level 62: +3 MP Eater
    Level 63: +3 MP Eater
    Level 64: +3 MP Eater
    Level 65: +3 MP Eater
    Level 66: +3 MP Eater
    Level 67: +1 MP Eater (MAX), +2 Holy Arrow
    Level 68: +3 Holy Arrow
    Level 69: +3 Holy Arrow
    Level 70: +3 Holy Arrow
    For those who prefer it in written form:
    Teleport > 1, Heal > MAX, Invincible > 5, Bless > MAX, Invincible > MAX,
    MP Eater > MAX, Teleport > MAX, Holy Arrow > 11
    NOTE: If you would like, you can put your 1st point on Heal and save Teleport
    till after Heal. However, I suggest 1 point on Teleport for Ludi PQ, which you
    (probably) will be doing. If you do not plan on Ludi PQing, I still suggest
    your 1st point on Teleport, because Level 1 Heal is useless. 
    NOTE: If you would like, you can max MP Eater before Teleport. However,
    MP Eater isn’t very useful as a Party Cleric (really the only reason you
    get it is for the lack of something better. If you think Holy Arrow is better
    refer to Section 16) because you can’t absorb MP from your Party Members.
    The reason you get it is because later when you ARE soloing
    (which you WILL have to do) it comes in handy. Teleport is far more
    useful in this case, but if you feel like maxing MP Eater first, go ahead.
    NOTE: If you would like, you can finish off Invincible then max Bless. Because
    you are a party cleric, this isn’t really a great choice (Bless being a PARTY
    skill and Invincible being a SOLO skill...) but it’s your character.
    In the end, you will end up with:
    Heal: 30 (MAX)
    MP Eater: 20 (MAX)
    Teleport: 20 (MAX)
    Invincible: 20 (MAX)
    Bless: 20 (MAX)
    Holy Arrow: 11
    11) Training Spots <2nd Job>
    Ok, here it really depends on you. There is more freedom during the second job,
    and really where you train depends on your style. There isn’t a division
    between funded and unfunded because by now you don’t max attack skills
    earlier or later. I also have not listed locations; really you should now
    the world of Maple Story well enough now. Hidden Streets that are hard to
    find ARE listed. These spots are based on my experiences and my friend’s.
    Some of the credit here should go to XxXAmandaXxX (no longer actively plays)
    because she helped me with a lot of these spots. Thanks!  
    -A Little Note About CPQ:
    CPQ, or Monster Carnival Party Quest, is one of the very best sources of
    experience from levels 30-50. It's simply amazing. Basically, you get yourself
    a party of 2-6 members and kill a ton of monsters for 10 minutes. To give you
    an idea of how amazing the EXP is... at the earlier levels of CPQ, win 5 and 
    you'll level up. I was levelling twice a day and I play for an hour and a half
    or 2 hours. There's a guide for it on Hiddden Street too, but the best thing
    is to get a friend who knows how and let them teach you - it's easy to learn,
    and the EXP is amazing from 30-40. At 40, it slows down, but you also get
    "Ranks", and a higher levelled party means a higher rank - which means more EXP
    for you! It's the best option from 30-40 if you can find a party, and after 40
    it retains its top spot, although a little less OMGWTF than before.
    Level 30-35
    Here you can go two ways. You can either chose Ant Tunnel
    (I know, you’ve been here before), which is my personal favorite,
    or Wild Boars. Basically, in the Ant Tunnel you can make use of your new
    skill Heal, and you should also OHKO everything that is here. Stick to the 1st
    Floor at the bottom. You may want to go to a crowded channel such as Channel 1,
    because the spawn rate is much higher. For me boars were slower. Let's do
    a tiny bit of math here. If I kill boars (consistently) in 2 hits, that would 
    mean that I get 42 EXP for 2 hits, 40 MP used. When at Ant Tunnel, I get 84 EXP
    for 2 hits, because I can kill Zombie Mushrooms in one hit. I also save MP
    because I use 20 MP : 42 EXP rather than 40 MP : 42 EXP. Trust me, Ant Tunnel
    is better.
    (I took out LPQ because it just plain sucks compared to CPQ. There is no
    other way to describe it).
    Levels 35-41
    Here you have quite a few choices. Now you should usually OHKO Boars,
    making them a fairly good option. If you’re sick of them, you can also
    try Jr. Wraiths at the 3rd Map right in the Subway. Your heal is a decent
    level now, so you shouldn’t have too much trouble. You CAN stick with
    Ant Tunnel but I don’t suggest this. You will be thoroughly bored of it by now.
    Levels 41-50
    Here you have quite a nice option. Zombie Lupins, which give 90 EXP apiece,
    are great. You can mob-heal them too, and if you took the Meso build, you’ll
    have MP Eater by now and you can efficiently drain the lupins’ MP. In terms of
    where to fight, any old Tree Dungeon will do. Try going into Monkey Forest I,
    then going to the bottom and entering the centre tree. Yes you MISS these
    occasionally. No it doesn’t REALLY matter. As you level, you will notice less
    misses. You will level very fast from level 41-44, at which point you will slow
    down a little, but not too noticeably. This is a great place because the drops
    (Curse Dolls) are also very valued. You can sell them at 200 apiece which can
    easily add up. I love this place for its good EXP and money. If you feel it’s
    getting just too slow at 48 or so, feel free to switch to Wraiths, explained
    in the next section.
    Levels 51-60
    Whether you PQed or not, you’re on the same path now. Now is when most people
    got to Wraiths. Not the Jr.'s like you may have hunted earlier – the big ones.
    Their drops are decent and now that your heal is doing good damage they
    shouldn’t be a problem. During your upper 50’s you have another option.
    Teleport is maxed out now (if you used the Meso Build) and this can really
    help you out. You can easily teleport up and down the Tree Dungeon at Monkey
    Forest, and you can 2HKO the Zombie Lupins here, making this a favourable
    option after level 58 or so.
    Wizet/Nexon will probably come up with many other PQs and I will NOT update
    my guide every time they do. Just judge it yourself - personally I love PQ
    so I'd do it at most opportunities, but the decision is yours.
    > WRAITHS, and later ZOMBIE LUPINS
    Level 60-70
    Now is Zombies. Yes you will go here past level 70. I know it’s boring,
    I know there’s tons of KSers here. Tough luck. There’s a reason that so many
    people come here, and that is because it is such good exp at this level.
    60 is the very earliest you should come here, just because otherwise
    you’ll get KSed. If you feel that you’re too weak, stick with Wraiths or
    Z. Lupins for another 2 or 3 levels. Yes you are level 70.
    It is finally time... to become a Priest!
    12) Becoming a Priest
    It is finally time. Journey to El Nath at speak to Robeira at
    “Chief Residence”. Head back to Vic and talk to your BFF Grendel.
    Go to the Door of Dimension, which is at Forest of Evil II. You will end up at
    “Path of Glittering Crystal”. Be ready for your first real boss, excluding PQ.
    You have to fight your (ex) BFF, Grendel. Apparently this is his
    Dark Side (...). He isn’t all that difficult, but he's pretty beefy, and can
    inflict some good damage, so keep on your toes. Remember to acquire
    the Black Charm he drops.
    Go back to Grendel (the real one) and give him Black Charm. He will then give
    you Necklace of Strength. Back in El Nath, give the Necklace to Robeira.
    Mosey over to Holy Ground at the Snowfield (Sharp Cliff II). Remember to bring
    a Dark Crystal (refined) Answer the 5 (really easy) questions to get
    the Necklace of Wisdom.
    Back to Robeira... and you’re a Priest! You get some nice skills, more MP...
    and the mandatory one SP. Where to use it next.
    13) Skill Point Allocation <3rd Job>
    Hi! I cannot say that I have experienced being a Priest personally, so
    it is with limited information that I delve into this SP Chart. This path is
    the one I believe is correct, and the one I will use when I do become a priest.
    For those of you who like it in charts... It's (finally?) here! I've made a
    chart! .
    Thanks to an e-mail from Simon, I realized I had made a mistake in the build
    - too many points were put on Dispel. Thanks for noticing
    this - it has been changed.
    Level 70: +1 Dispel
    Level 71: +2 Dispel, +1 Magic Door
    Level 72: +3 Holy Symbol
    Level 73: +3 Holy Symbol
    Level 74: +3 Holy Symbol
    Level 75: +3 Holy Symbol
    Level 76: +3 Holy Symbol
    Level 77: +3 Holy Symbol
    Level 78: +3 Holy Symbol
    Level 79: +3 Holy Symbol
    Level 80: +3 Holy Symbol
    Level 81: +3 Holy Symbol (MAX)
    Level 82: +3 Shining Ray
    Level 83: +3 Shining Ray
    Level 84: +3 Shining Ray
    Level 85: +3 Shining Ray
    Level 86: +3 Shining Ray
    Level 87: +3 Shining Ray
    Level 88: +3 Shining Ray
    Level 89: +3 Shining Ray
    Level 90: +3 Shining Ray
    Level 91: +3 Shining Ray (MAX)
    Level 92: +3 Summon Dragon
    Level 93: +3 Summon Dragon
    Level 94: +3 Summon Dragon
    Level 95: +3 Summon Dragon
    Level 96: +3 Summon Dragon
    Level 97: +3 Summon Dragon
    Level 98: +3 Summon Dragon
    Level 99: +3 Summon Dragon
    Level 100: +3 Summon Dragon
    Level 101: +3 Summon Dragon (MAX)
    Level 102: +3 Elemental Resistance
    Level 103: +3 Elemental Resistance
    Level 104: +3 Elemental Resistance
    Level 105: +3 Elemental Resistance
    Level 106: +3 Elemental Resistance
    Level 107: +3 Elemental Resistance
    Level 108: +2 Elemental Resistance (MAX), +1 Dispel
    Level 109: +3 Dispel
    Level 110: +3 Dispel
    Level 111: +3 Dispel
    Level 112: +3 Dispel
    Level 113: +3 Dispel
    Level 114: +1 Dispel (MAX), +2 Doom
    Level 115: +3 Doom
    Level 116: +3 Doom
    Level 117: +3 Doom
    Level 118: +3 Doom
    Level 119: +3 Doom
    Level 120: +3 Doom
    Basically: Dispel > 3, Magic Door > 1, Holy Symbol > MAX, Summon Dragon > MAX,
    Elemental Resistance > MAX, Dispel > MAX, Doom > 20 (You can put these points
    into any skill you want).
    Like I said before, I wouldn't rely on this 100%. It is, really, a very simple
    build, considering it's 3rd job. Just a few rough guidlines to follow.
    14) Training Spots <3rd Job>
    Really, most of the training here is up to you. Unlike earleir sections, I
    haven't made a list of where to train for every level. Instead I'll list where
    to train, and you decide when you want to switch. After level 78+, you will be
    partying and PQing, so there isn't a lot in this section to begin with.
    First off, you're going to want to finish off your 5 or 6 levels at zombies.
    These are the last few levels of solo-ing for a priest, so for all you
    hard core solo-ers, this is (sadly) the end.
    At level 76, your Holy Symbol is giving good experience and you'll want to
    start partying. Find yourself some Dragon Knights or other warriors 
    (preferably Dragon Knights, because of Hyper Body, a skill that raises HP).
    You can let them chose where to go, because it really is their choice. You're
    the tag-along, healer and buffer who is the life force of these walking suits
    of armor. Dont kill any of them ;).
    Really you can decide when you want to Zakum PQ. You will want to be level
    100ish to perform it. You'll have maxed Shining Ray and Holy Symbol by now,
    so it shouldn't be too tough. Have fun ZPQing, and have a great Priest-hood.
    Pianus and Papulatus (and whatever other bosses Wizet manages to come up with
    in the future) are yours to conquer if you so wish. Have a good time beating up
    anything you want. Good luck!
    15) Equipment
    There isn’t really a need for this section, but I’m putting it in for all you
    first-timers our there. I hope you enjoy.
    Really for the first 15 or so levels, all you need to do is buy what you need
    at Ellinia. If you can afford it, I would strongly suggest a Magic Shield at
    level 22. Now I’m going to break things down...
    Please note: Why I do not list equips that add LUK when you could get one that
    adds INT: think about it. If you get an equip that adds LUK, you will not add
    into LUK. Instead, where will those points go? INT. If you get a 3 LUK bonus,
    in the end it is a 3 INT bonus. When you change equips though, if your new
    equip gives less LUK than the previous one, you'll have to add to LUK, and if
    you add AP before equipping stuff, this is a serious problem. In adddition,
    you'll just have to put LUK back on anyways, so it won't make a difference.
    When given the option, I strongly suggest equipment that adds to INT,
    because your damage is directly increased.
    A(nother) side note: I always prefer to stick with Staffs (staves?) as oppose
    to wands, in general. They look better, and it isn’t all that meso efficient to
    get a new weapon every 2 or 3 levels. You may want to get a Wand at level 48+
    but before that all you need is a Staff.
    Despite the above, I just realized that Staves are SLOWER than Wands... and
    quite noticeably too. I still use staffs, but wands are probably better now.
    Sorry if this was already a well-known fact -.-
    Level 30+33
    Here you’re going to want to get a set to reward yourself for becoming
    a cleric. A Brown Jester is almost a must, and a CircleWinded staff is
    nice as well. MagicShoes are a good buy, you will be keeping these until
    level 40. Another thing you may want to get at 33 is a Black Chaos
    Robe. You may wish to get a Lutia (glove) but it isn’t really worth it.
    Level 35+38
    Oh... you’ve gotten past the low 30’s, an annoying little section...
    you deserve a reward. Get yourself a Matty as well as new gloves (Noel).
    You may want to get new shoes, but it’s not worth it because 35-40 goes by fast
    enough. In terms of overalls, you will DEFINITELY want to get a Dark Starlight
    (note that you need 20 fame to wear it. Why, I do not know...) because you
    don’t get a new one for 10 levels. Don’t get the Crystal Wand, it’s bloody
    expensive, instead get a Petal Staff.
    Level 40 (48)
    I love these equips - you get a reward here too! You’ll want to update your
    whole inventory now. New hat (Guiltian; preferably white), Gloves (Dark Arten,
    a nice INT bonus), Shoes (Dark Moon Shoes) and a Hall Staff. In addition, get
    Blue Moons and scroll them with 100% Earring INT x 5. It only costs 175kish,
    and you get a nice 5matk bonus. Don’t get Pansy Earrings at 45, they’re ugly
    anyways. You will want to get a decently scrolled Cromi because you aren’t
    getting anything else for 7 levels.
    From here on in, you really can do it yourself. Get yourself a nice level
    50 set. If you get a really good one it can add up to 15 INT, which is a wicked
    bonus. Here on in get what you can really afford. You should be manually
    scrolling your Staffs/Wands from levels 55 and up, or buying them pre-scrolled.
    16) FAQs, Skill Details, Etc.
    Here is the reasoning behind all of my Skill Builds, along with a FAQ
    (mostly on skills). Some good stuff here (my fave section). Please read!
    A little side note: I know I say "Monsters with *Blank* Attack" and Monsters
    in Maple Story don't always have a set attack (do they...wow I don't know
    enough about this game as I should). Anyways, it's only for demonstrative
    SECTION I - Magic Armor, etc.
    -Why don't I get Magic Armor?
    The reason is because it becomes useless after a certain amount of levels.
    Magic Armor gives a 40 DEF Bonus when maxed. Let's say you're level 20,
    and you're training on a monster that has 50 Attack. The monster will do
    significantly less damage to you. However, once you start leveling, the skill
    becomes less and less useful. At level 30, you're fighting a monster with 250
    Attack, and 40 less isn't all that much. At level 40, you'll fight monsters
    with over 400 attack, and Magic Armor isn't going to do anything. There are
    1st Job skills that are much more useful.
    -Well then, what's so much better about Invincible? Isn't it the same thing?
    No. When Invincible is maxed, it gives a 30 PERCENT Weapon Damage Decrease.
    This way, whether you are fighting a 200 Attack Monster or a 10,000 Attack
    Monster, the decrease will still be significant. This skill is useful, and
    it stays that way throughout your Cleric/Priest life.
    SECTION II - Holy Arrow
    -Why don't I get Holy Arrow?
    Well, I will tell you why. The normal cleric training path goes like so
    (whether you refer to my guide or not): Ant Tunnel > Jr. Wraiths
    > Zombie Lupins > Wraiths > Zombies. At NO POINT IN THAT PATH do you EVER
    fight a monster that is susceptible to holy, but not Heal. Holy Arrow is
    completely useless, especially because by the time you get it, you'll almost
    be a priest, and Shining Ray, with a better BA when at level 11 than Holy Arrow
    is when maxed, is far better.
    SECTION III - Bless
    -If I didn't get Magic Armor because it wasn't percentage, then why am I
    getting Bless, which isn't percentage either?
    I know, I used to think the same way too. You do not get bless for the
    Weapon Defense or Magic Defense; you do not get for YOU. You get it for the DKs
    and other warriors that you will be partying with later on. They need that
    accuracy that Bless gives.
    SECTION IV - Teleport
    - Why do I max Teleport?
    The reason is this. You will use Teleport throughout your life; it will never
    become useless or overshadowed by another skill. Teleport, when at level 1,
    uses 60 MP, and while at level 20, uses 13 MP. It is so necessary to max this
    skill, otherwise you will be using MP 5 times faster. It's a HUGE MP saver,
    almost (or surpassing, depending on your style) MP Eater in how much MP
    you will save.
    Please remember, additional questions, please contact me in game
    or email me (listed at top).
    17) Suggestions Corner
    You may have noticed that I already have one of these in my assassin guide - 
    unfortunately it's not very full at all. This guide still seems to get WAY more
    suggestions, so I thought it'd be better if I did this.
    I meant this as a section you just read through, so I'm not going to categorize
    them in anyway right now (they're in the order in which they appeared in my
    guide). If you feel there's a better way, feel free to e-mail me (contact at
    the top).
    Also note that I did capitalize/correct some words, but I kept the same meaning
    so don't worry about that. Also stopped listing e-mails, instead just names.
    I don't want these people getting the spam I get -.-
    -SurfieRox833: You should advise people to stay at training camp until level
    4-5 at least. It will take about 15 minutes to level from 1-5 there and you
    can't die either making things much easier and the monsters in training camp
    die with 2-3 hits for a mage while the ones on Maple Island take at least 5-15+
    shots since you are only able to do about 1-2 damage on them.
    -Anonymous: When you are level 7+, travel to Lith Harbor and answer a number
    of questions from a guy on the right hand side (Olaf). This gives you a certain
    amount of exp and you get a quest. To finish this quest, just talk to the
    Grendel the Really Old. Careful on this quest, as if you do it at Level 8 and
    80%, you'll probably level up to 9 before advancing, which would NOT be good.
    -Marks: When my friend tried to use the MAX MP build he only got 9 MP extra so
    I don't think it's worth it.
    -Joey: If your a funded mage, level 8 to 13 is a great place to train in the
    slime tree. Near levels 14 to 17, I trained at the Pig Beach. Finally, I
    trained at the Mushroom Dungeon in Ellinia (with the horny and green mushrooms)
    until level 20 before switching to the Ant Tunnel. If you're funded, leveling
    up should be much faster, and you wouldn't use too much pots either.
    I personally used about 300 orange potions and mana elixirs, which
    isn't a lot for the funded.
    -Garrett: Have you tried leveling in Ant Tunnel at level 18? I was able to
    train there quickly and easily with the level 15 equips and not
    many potions, and on my own.
    -Elliot: Third job clerics go REALLY well with Dragon Knights, but I've
    just experimented and found out second job clerics do too. If a cleric wants to
    power-level and he has a Dragon Knight friend who's willing to help,
    he's in a lot of luck thanks to this new patch, which makes clerics gain
    EXP from healing. You'll need max Heal for this, or close. Have your DK spam
    Dragon Roar on a small map, which will make him lose huge amounts of HP. You
    spam heal to recover him. My DK friend is lvl 134, I am 46, and in addition
    to the minor experience from the enemies, (I got 20+2 party xp per Panda he
    killed,) I got roughly 60 xp every time I recovered my friend from his
    Dragon Roar, which was basically every two seconds. In I think a half hour
    I gained 25% experience, which for lvl 46 is not half bad.
    At my level a full Ludi PQ will get you maybe 6-8% in 45 minutes or so, so this
    is much better.
    -SurfieRox833: You should mention that you can either Orbis PQ or Ludi Maze
    PQ. Orbis Smug PQ is faster, but if you want to Maze PQ, feel free. They both
    give quite good exp. The only bad thing about Ludi Maze PQ is that the exp you
    get ranges from 0-15000+ exp per 7 mins or so if you only do rooms 6 and 7.
    However, Orbis PQ assures you that you will get 21000 exp every 11 mins or so.
    So in the end, Orbis Smug PQ turns out to be better. The bad thing is that
    Orbis Smug PQ will probably be patched with the next patch.
    -Sanyishka: Ludi Maze PQ Runs usually take 1-2 minutes to complete when you
    do just rooms 6 and 7. If you're in a slow group runs are still under
    5 minutes. On average I get 7500 xp per round. Getting 0 xp is VERY RARE.
    I've lost count of the times I've gotten 15,000 xp in a round, but I've
    only received 0 exp twice. So really, expect to get between 2,500-15,000
    xp every 1-2 minutes. Seriously. 
    -Yoshimichi: I was just reading your guide, and I have some Priest training
    70~73 Continue Zombies
    74~78 DT's, even without HS warriors are still begging for you to come with
    78~83 MDT's with a DK that can kill rather fast is about 15~20% an hour.
    84~100 Heres the real freedom. You can either start at gobies, which is
    extremely good exp, or you could go to spirit vikings and squids. Recommend
    Gobies though.
    100~120 I've heard that Grim Phantom Watches are nowhere near as good exp as
    gobies are, so you either stay their or find a party at those new undead
    monsters all the way at the end of Mu Lung.
    -BawangLover: So I tried out your max mp build and just from getting from lvl 9
    to 10 was driving me insane. I thought I would never reach it. Then I realized
    I actually had a way around not having bolt. From lvl 9 on I just spammed
    three snail shell skill from beginer's book. I had maxed it lvl 3 and then just
    began hording red shells, as well as asking people for their spares. For the
    most part, it deals 40 dmg per shot which is enough to easily farm again
    slimes. My suggestion is just farm acctual red snails with it for a while
    and move on when you want to. It made the process so much easier and
    acctually made the little extra you get worth it.
    -Loopiez: Around level 18 or 19, Magicians can start making their way out
    of Orange Mushrooms and towards "Over The Wall". You should know that Over
    The Wall can be reached by going into the middle of the three doors in The Land
    Of Wild Board 1. You can find Stumps, Axe Stumps, Dark Stumps and Dark Axe
    Stumps. It's not a very big map, and the experience : # of hits it takes to
    kill ratio is quite good, for me at least. I breezed through my late 1x's
    over here.
    Once you hit 20, instead of sticking to Ant Tunnel or pig beach., you can also
    head to Dungeon, Southern Forest IV, the famous Horny/Green mushroom dungeon.
    Each should take around 2-3 hits to kill. Another option is to head to Shanghai
    via the world tour guide for 3,000 mesos and go after Roosters and Ducks. The
    experience is around the same as Horny Mushrooms, and they have some
    awesome drops as well.
    At level 25 or 26, I tend to head towards PQing alot, but I get bored and head
    back to *sigh* Ant Tunnel. The new Excavation Sites show that Wooden and Rocky
    Masks are and EXCELLENT source of income. The drops are brilliant, the best
    I've seen in an under - 30 monster. More adventurous late 2x's can head to Aqua
    Road for some Masked Fish and Krips. These two are known for being the bearers
    of the Petal Staff and Circle-Winded staff respectively. 26 onwards are some of
    the funnest times in your Maple Career, because as Magicians you are recognised
    as being the strongest 1st -jobbers and thus your opportunities are endless.
    Another thing I would like to suggest is this interesting build I followed a
    couple of times. I like to think of it as a build for the "semi-funded".
    Basically, you Max out Max MP increase as always, then put seven points into
    Magic Claw, Max out MP Recovery, Max out Claw, then Magic Guard.
    It's basically to help speed the 1x's.
    -SecksyDemon: At slime tree and in ant tunnel 1 (and probably other places),
     there are weakened bosses that are worth it to kill. They're not that hard
    and they drop cakes which sell for about 2k each. I got to 2mil from them,
    and i didn't kill many, because they drop so much.
    --Note: SecksyDemon plays MapleSEA - these bosses may not be out in Global yet.
    -Yue:I have another way to build up a priest, this only work if you have a lot
    of high level “trainers” to level you. Personally, I have 1 lvl 120+ DK, 2 lvl
    110+ sader and a lvl 100 ice mage to lvl me, also a handful of random trainers
    from guild, so I don’t need to kill anything >.< basically. OK, back to topic,
    for me I lvl HS to lvl 20 first, since it give 140% exp for party at lvl 20,
    and only add 1% each lvl after it, so lvl 20 is ok for start. Then go for
    Elemental Resistance, add it to lvl 10, since it decrease 30% of mdmg at lvl
    10, and only add 2% ea lvl after lvl 10. In this way its much easier to start
    training at gobies at lvl 80, the exp is godly there for lvl 80 priest, I did 
    around 15~20%/hr most of the time, and if they kill faster it’s around 25%/hr,
    which is really nice. And those 30% less mdmg save me a lot of money! With a
    nice skill of hidden from the att of horse and bone fish, it only cost around
    100 mp pots a lvl (I use 60% mana from NLC). And for lvl 80~90 max HS then ER,
    coz at lvl 90 you can start to train at himes. After that max SR > Dragon >
    Dispel > Door(or Doom). And by lvl 105 I think you can start at Jr.Nest at
    leafer. That’s my way of training, just for the suggestion.
    AznAriez: You should try monster carnival when your level 30~50.
    Rank          Win Exp           Lose Exp
      A           30,000            10,000
      B           25,500            8,500
      C           21,000            7,000
      D           7,000             1,000
    While your fighting, you can earn maple coins.  You can exchange
    them for great rewards.
    Myrakio: noticed that you mentioned we should max SR after HS, but that
    isn't necessary. Unless your planning to be a solo priest in the later levels,
    SR isn't necessary until 10X areas. I suggest maxing Elemental Resistance
    instead after HS, because it will save you pots and save you from dying where
    it be of training with DK's/sins/etc. Most high-leveled monsters you train on
    with a DK/sin/etc. will have magic attack, so ER would effectively negate some
    damage done from that. (Except for Himes/Dreamy ghosts where ER isn't necessary
    because there magical attack is actually physical.) Anywho, a quick summary is
    that SR can be maxed after ER, because most of the time your going to be
    following around a person of higher leveled healing and HSing them.
    Maze69: From lvs 76-82 you should go to MDTs with a dk that use a spear not
    pole arms(spear is much stronger)
    u can also go to squids and train with a sniper/ranger-even without max hs
    theyr always happy to party a priest because u can heal them
    82-95 u should be at gobis-try to get a party with at list 1 dk for hb- you
    lose alot less potions, and if the attakers are less than lvs 140 u should have
    4 atakers in your party u can get around 30% an hr at lv 82
    at lv 95 u should go to himes with a DK-himes are at mushroom shrine and the
    monsters are called dreamy ghost they give around 3.5kexp wich is alot it works
    the same as mdt only thr spawn is ALOT better
    in order for u to train at himes u need a dk for hb and u need max invincble,
    max element resitance. himes are the best exp u can get until lv 120 where u
    become a Bishop and u can go to leafre and own any map with genesis if u can
    find a 4th job mage with maz blizzard than gobis are sti good exp as the
    mage can breake the goby houses of half the map with 1 blizzard and kill the
    gobis with the next blizzard.
    WazuStrife (Khaini): At level 11+, you should buy your armour from lith
    harbour. It gives you more weapon defense than mage equipment. I myself am
    level 26 and still use it, though at what level you should switch to mage
    armour is up to you; when you start fighting enemies that use magic attacks
    instead of physical is the most viable. At level 25 or so there is a starry
    bandana available in the Kerning city armour store. This gives 18 weapon
    defense, a significant amount more than mage caps.
    At level 70 until a bit later Priests may want to try windraiders with some
    friends; the leech exp is great, and windraiders is an excellent spot for a
    healer; repotting and getting back there can be trouble for some, substantially
    enough that they will give up a bit of experience. The good thing about this
    place is the terrain isn't as dull as some other maps, so for those who
    absent-mindedly jump about sometimes it's a bore breaker. On the subject of
    jumping, if you fall off the map you get teleported back to the (easy) second
    part of the jump quest. To avoid this, spam any potions whilst you're falling
    and you will be teleported to the map entrance.
    LightCelbi: I think you should add in V/Hoodoos I am doing that from 55 to
    probably 70.
    Then another good training spot from 60-70 is Master Soul Teddy and Soul Teddy.
    If people get sick of Wraiths then they can go to Ludi and train on Master
    Chronos I liked the set-up of the map alot better and now with the jump down
    you don't have to waste mp on teleporting down.
    JJ:From levels 20-30 for all classes, the quests in Ariant give REALLY good
    experience. The monsters there aren't bad either.
    CaptainEagle: Have you tried training at Henesys PQ from level 10-20? i was
    able to level quickly with a few friends and without many potions. Its hard to
    get accepted however from 10-15, but if you have problems just make your own.
    It works well and its often empty.
    18) Credits, Finishing Stuff
    A small but incredibly important section. Everyone who deserves thanks is here.
    Thanks to:
    Wizet, for making this game.
    Nexon (grudgingly...) for...whatever they do.
    GMs - You guys have gotten so much better since I last played. I haven't
    seen a single hacker yet, and the whole atmosphere seems better.
    Congratulations GMs, keep up the awesome work.
    CJayC (GameFAQs) for hosting this amazing site.
    Cloud3z/Saigo (Hidden-Street) for hosting this amazing site.
    All you hosts of guide-hosting sites (sorry).
    All the people I missed.
    You, dear reader, for reading, and (I hope) enjoying my guide.
    <<The End>>