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    Magician Guide by Whymes

    Version: 1.2 | Updated: 01/11/08 | Search Guide | Bookmark Guide

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    FLYFF Magician Guide V 1.2
    Author: Whymes
    E-mail: xelox_13@hotmail.com
    Legal: This guide can be posted anywhere, modified, and distributed anywhere.
    You do not need credits, but do NOT change the name of the owner. 
    If you do not credit, credit no one.
    12748: Header
    18693: Introduction
    78493: Change Log
    39606: Stats Of The Magician
    75389: Equipment Of The Magician
    97654: Skills Of The Magician
    69482: Leveling The Magician
    20098: Magician PVP
    59383: Overview Of The Magician
    01838: Closure
    So, you've either decided to read up more about the wonderful world of FLYFF,
    or you decided to make a mage and need to know some basic information. Well, 
    you've found the right place! Just keep on reading and i'll aquaint you with
    everything you need to know about the magician.
    If you use the 'find' function, you can use the numbers in the 
    'content' section to jump to their
    respective places, as this guide is rather long. 
    -=CHANGE LOG=-
    1-1-08: Guide's first version, 1.0
    1-12-08: Guide's second version, 1.2.
    Added a changelog, fixed some grammar
    errors, and added a new section that
    regards magician PVP
    Well first, you will NEVER need STR and DEX. Below are common builds.
    1. 50 STA	X INT
       15 STR       15 DEX
    2. X STA	15 INT
       15 STR       15 DEX
    3. 15 STA	X INT
       15 STR       15 DEX
    4. X STA	75 INT
       15 STR       15 DEX
    Build 1 is known as the 'STA Int' aoer build, because it is
    a build an INT aoer would use, so that in case they get hit, they
    won't die in 1 hit.
    Build 2 is known as the 'Crucio' build, and is used by mages
    that level using the 'Crucio' build from level 60-80.
    Build 3 is known as the 'Full Int' build, and is when a
    full hit-and-run strategy is used to AOE, or Satanology
    is used to root the enemy down and attack them with a
    torrent of spells.
    Build 4 is known as the 'Hybrid' build, which basically is
    everything thrown into one.
    There's not much else to it other than that, but
    as you can see, each build is vastly different than
    each other, and having only 2 stats to focus on
    makes them very dynamic characters.
    Magicians specialize in dealing large damage, but slowly, at the penalty of 
    Health Points and Defense Power.
    First of all, you will need to adequitely equip your mage if you're going to 
    get anywhere at all. But you will need to equip your mage based on your 
    stat build. After you have picked a build, which are in a section above, 
    you can decide what you will use. At low levels, you have two options:
    1. Use staves
    2. Use wands
    This is an interesting decision because using staves greatly lowers defense, 
    because you sacrifice the use of shields, but you do much higher damage, 
    albeit it is only a slight difference until the you get your final tier of
    spells. Most mages use the item that they will use for their future
    2nd job class, but that is not the best thing to do! In fact,
    it is the opposite thing you should do!
    The truth is, neither is better! You can use whatever you want.
    If you use a high INT build, you will do unseen damage (~3K at level 30)
    but will only have around 450 HP. Not good, you can easily get killed in
    a single critical hit, especially on monsters with rage mode. 
    So, you can use a staff to push even upwards to 4K damage around level 45,
    or use a wand and do about 3.25K at level 45, with a much needed
    Avalon Shield or a standard NPC shield. You can either complement your
    current build focus stat, or not. Just pick what suits you.
    After you pick your weapon, you have two more things to think about:
    1. Cost
    2. Rarity
    Obviously if you are new at this game both will be a problem,
    so I suggest just doing quests to get penya to buy the
    latest NPC version ofyour equipment. Updated blues are
    perfectly fine until level 65+. However, if you got the cash
    I suggest investing in some statted blue staves with a
    few +es on them, or getting a clean green one. If you get a green one,
    don't be surprised when you outlevel it fast before level 45.
    I don't suggest buying greens until level 30,
    or even 45, because with a partner healer
    you can outgrow them so fast you won't get much use out of it.
    Once you decide that, you got your weapon done. 
    Now you can either do one of two final things:
    1. Element it
    2. Leave it as it is
    Obviously if you use elemental magic you will want to element it. 
    Normally, if you use a meele weapon or such, you will want to element it to 
    the element that the mob you're fighting is weak to.
    Not true for mages. Just element it 
    to whatever skill you're using, which should
    usually be what they're weak too. Also, 
    if you use wands, DO NOT elemnt them!!!
    Elementing wands hurts thier damage, which 
    is another reason staves do more damage!
    Now, you got your weapon sorted out.
    Don't worry, getting armor is a lot easier.
    Getting armor uses the same setup except
    you don't need to worry about the first step,
    there's only one kind of armor for mages.
    Just figure out if you want to spend a
    lot of cash upgrading it and elementing it, or not.
    Keep in mind you will always
    element your suit to the element strong against the
    mob you're fighting, which, once again,
    is usually the element you'll level with.
    I suggest staying away from green armor until 45,
    because the defense increase from green armor
    is minimal and the low level mage armor just
    dosen't do much good. Oh, and the mage equipment
    dosen't look too good at low levels,
    but it gets better at higher levels.
    After level 60, you can just use the weapon suited for your class,
    and continue elementing it. After level 75, greens are imparative.
    Especially the level 75 Myuran/Myurian set for Elementers
    and the level 90 set for Psykeepers.
    Staves are cheaper at higher levels, but until level 75
    the cost is about the same for both.
    Using powerful skills, magicians can do the most damage in
    the game at once with the exception of 
    Billposters and full strength Jester criticals.
    When you make the job advancement at level 15, dump
    all the skill points into Mental Strike. 
    I highly suggest using a staff in lower levels like I
    said to maximize damage, because you 
    will die fast if you don't kill them first. With greens
    and full INT and good buffs, you can 
    whack off 2K a hit easily with SF, and this is without
    elements. Even if you're going Psykeeper, 
    use elements when you get them. Even if you're going
    Elementer, max Mental Strike. Don't sweat it,
    you get plenty of skill points. Don't bother even getting
    the elemental skills until level 30, 
    because that is when you will make an important choice,
    and even a level 10 first tier 
    elemental skill is much weaker than a level 20 Mental
    Strike, and you don't want to waste skill 
    points, so level 10 is even too high.
    After 30, it changes. You will need to choose 2 elements
    to get to level 60 from 30 with.I suggest Water and Fire.
    Because, if you use a skill, and it has an effect that lasts 5
    seconds after using it, that is a chain effect. Just cast the element
    opposite of that one. So, bind Fire Strike 
    level 20 into an F key, and bind 2 maxed Spring Waters into the action slot. 
    For every 2 Spring Waters, cast Fire Strike once.
    You get an approximate 30% damage
    increase during an element chain.
    Plus, quite a few mobs are weak to water and fire from level 30-60. 
    Anyways, kill monsters 5 levels over you using this tactic.
    Even on mobs that are 
    neutral element (Thunder, Rock, Wind) it'll still do more damage 
    than the element strong 
    against them. So, get the minimum required spell levels for the
    two skill's prerequisites 
    (Fire Strike and Spring Water) and max the final 'tier'
    After level 60, it changes again. By the way, if you
    want to max Blinkpool, feel free too, 
    it's a nice warp skill, and with only 2 elements maxed
    you can max it too. 
    You can probably max the second to last earth tier too,
    and forget about Rooting.
    Use the reskill you got from job change.
    Now, i'll split into two parts. Psykeeper and Elementer.
    Get Mental Strike to level 10, Max Ice Strike, Max Blinkpool, 
    Max Demonology, Max Crucio, Max Psychic Bomb. All at level 60. 
    Then, at 65, Max Satanology, Maximum Crisis, 
    and Spirit Bomb. At 70, Max Psychic Wall. 
    At 75, max Psychic Square.
    The only non self-explanatory Psykeeper skills
    are Crucio and Spirit Bomb.
    Name: Crucio - Level Req: 60 - Skill Req: None - Req. MP: ~60 - 
    Description: Reflect damage X2 to the enemy
    When casted, it will cast a self buff on yourself. 
    Now, all non-skill damage given to you is reflected to the target that 
    dealt it at a X2 rate during the buff duration.
    Name: Spirit Bomb - Level Req: 65 - Skill Req: Psychic Bomb level 5 - 
    Req. MP: ~100 - Description: Attack the enemy with mental power based on MP
    This skill is misleading. It attacks the enemy with high, non-elemental 
    damage based on your remaining percentage MP in your MP pool. 
    There are specific damage thresholds with it, with each one doing a certain % 
    of the skill's base damage. Maximum MP does not affect this, 
    only your current % of total MP pool does.
    Get your old skills back to their old level. Except, instead of water and fire, 
    do the same setup EXCEPT for water and fire. Leave those element branches out, 
    as the elementer versions of those skills are below par, and most level 60+ 
    monsters are strong against those. Also, instead of maxing the final tier of 
    those elements, get them to level 7. And, get Rooting to level 3. These are the
    pre-requisites for your Elementer skills. Max Blinkpool, 
    and get Mental Strike to level 5.
    Now, Max the level 60 Elementer 1 Vs 1 skills. Might seem crazy, but trust me,
    on the current skill system, you get plenty points left over without Water and 
    Fire. By level 110, all your skills will be maxed anyways, even water and fire.
    Once you get to level 65, max the thunder, earth, and wind skills. These 
    skills are area of effect. Thunder is a skill that
    reduces the target's phsyical
    defense for 4 seconds, and kills all mobs nearby.
    Wind slows the enemy down by 
    50% in movement speed for a WHOLE MINUTE on full int!
    Wind will also kill any mobs
    nearby the currently selected target, so it is the best
    one for hit and run. Earth
    acts the same as wind, but has no special effects.
    At level 70, Max the two Dual Element AOE skills 
    you can get. Neither have an
    elemental attribute since they are dual element,
    and neither have a speical
    effect. But get them anyways. Also, get the elemental
    masteries for wind, earth,
    and thunder. These last about 
    3 minutes on standard Elementer builds and increase
    damage by ~20% for the respective elements when casted.
    At level 75, you will not be able to acquire Avalanche, 
    but it is the same as the level 70 dual
    element skills, just slightly stronger.
    However, it has a 30% chance to stun when maxed, so I highly suggest getting
    this for pvp or tight spots later on, when you have water skills. 
    Max water after the other elements are maxed, and then fire last.
    Magicians will use powerful 1 on 1 skills in the lower levels, 
    but by level 75+ ALL magicians will aoe, except for Satanology Psykeepers, 
    which eventually aoe after level 105, trust me. Nobody escapes aoe.
    Aoe = Area Of Effect. It is when a skill can hit multiple targets.
    Basically, you use use the first tier ice spell 
    (Whether you are a Psykeeper or Elementer, just dump 2 points into it, 1 level.
    It's nice for gathering because it's ranged and fast.) On a mob. 
    Let it take some steps towards you, then do the same to another. 
    Repeat until you have a mob following you. Then, if you're INT, hit
    and run with windfield for mages, or tank them while being healed by a 
    healer for stamina elementers and psykeepers. Int build psykeepers don't 
    aoe because Maximum Crisis, the aoe, only hits mobs around you,
    which only works for tankers.
    Even full Inter's wont run in 1 on 1, it's not worth it.
    Just grab a healer and nuke things with your most powerful spell combos.
    If you're an Int psykeeper, you will still not run. Just root the
    enemy with Satanology at level 65 once you get it. Before that,
    just tank things.
    Level 1-2
    Kill Aibatts
    Level 2-4
    Kill Mushpangs
    Level 4-6
    Kill Burudengs
    Level 6-8
    Kill Pukepukes
    Level 8-10
    Kill Demians
    Level 10-12
    Kill Doridomas
    Level 12-14
    Kill Lawolves
    Level 14-15
    Kill Feferns
    During Vagrancy, use NO skill points, and dump all your points into STR.
    You get a free restat at level 15. Don't bother with the low level rare items.
    With a healer friend giving you buffs, you can get to level 15 in a matter of
    an hour. But, kill stuff 10 levels over you with buffs.
    The above chart is only for people without a healer.
    Level 15-16
    Kill Nyangyangs
    Level 16-18
    Kill Bangs
    Level 18-20
    Kill Mutant Feferns
    Level 20-22
    Mia Gorenecklace Quest
    Gorenecklace +2 adds a nice 122 HP and you get
    a lot of EXP from this, and 75K Penya.
    Level 22-24
    Kill Mutant Bangs
    Level 24-26
    Kill Mr. Pumpkins
    Level 26-28
    Kill Red Mantis
    Level 28-30
    Kill Giggleboxes
    Now, it changes. From here on, use elements to level, and
    kill monsters 5 levels over you, not 1 level over.
    Level 30-32
    Kill Hobos
    Level 32-33
    Red Bang Troupe Quest
    You will need to do this as a pre-requisite for a level 60+
    Quest that gives like 150% Exp. You also get 350k penya, which is
    awesome for unfunded characters.
    Level 33-34
    Kill Dumbulls
    Level 34-36
    Kill Totemias
    Level 36-38
    Kill Cardpuppets
    By now you should be easily hitting 3K+ Damage. Also, you will NEED
    a healer unless you are a full STA build, because you will die too
    much. Move on to the Garden Of Rhisis.
    Level 38-40
    Kill Tombstonebearers
    Level 40-42
    Kill Basques
    Level 42-44
    Script Quest
    Level 44 0% to level 44 90%
    Bonebowl Quest
    Level 44-46
    Dungeon Quest
    Now, you got a nice boost for a few levels with some awesome mid-level
    quests. Your damage at around level 45 will cap at about 4K, and
    you will stop doing much more since the formula for the skill damage
    isn't changing as much. Don't worry, between level 50-65 mobs, their 
    HP curve is very slow. If you want the 45 greens, go buy some.
    Level 46-48
    Kill Leyenas
    Level 48-50
    Kill Steamwalkers
    Level 50-52
    Kill Steelknights
    Level 52-54
    Kill Nuttywheels
    Level 54-56
    Kill Drillers
    Level 56-58
    Kill Volts
    Level 58-60
    Kill Elderguards
    WOOT! Level 60! Now, go do the job change quest from the
    [Guardian] NPCs in Darkon. Follow what the quest log says carefully.
    Reskill, and Restat if you bought one. Your leveling style will stay 
    about the same until level 65 though no matter what build you choose.
    Level 60-62
    Kill Garbagepiders
    Level 62-65
    Kill Cranes *
    * Note, it will be very hard to get a free spot here
    sometimes due to it's popularity and nice drop rates here.
    After level 65, you will either do one of four things:
    1. Hit and run AOE
    2. Tank AOE
    3. Crucio
    4. 1 on 1
    For hit and run AOERs and tank AOERs, the leveling is about the same.
    I split the guide here.
    Lv.		AOERS			1 ON 1			CRUCIO
    65-66		Cranes			Syliacas		Luias
    66-67		Syliacas		Greenmongs		Luias
    67-69		Greenmongs		Carrierbombs		Shuhammas
    69-71		Carrierbombs		Hoppres			Kerns
    71-73		Carrierbombs*		Mushpoies**		Glaphans
    73-75		Mushpoies**		Irens			Glaphans***
    75-77		Irens			Irens ****		Glaphans/Irens
    77-79		Watangkas		Watangkas		Glaphans/Watangkas
    79-80		Watangkas		Watangkas		Glaphans/Watangkas
    As you can see, by the time at level 80, all classes will arrive
    at the same monster. It is optional to stay at glaphans for level
    75-80, so I added both training routes. After 75, the EXP gets lower,
    but it is still very feasible until level 80+. So, Crucio will
    dissapear as a leveling class by then. Both types of AOERS
    will still kill the same things,
    but 1 on 1ers will begin killing things higher
    than their level by a lot more after level 80.
    * Note, Carrierbombs are still the best things to AOE,
    Hoppres have a poor spawn
    ** Note, Mushpoies may be hard to find a 
    free camp for the same reasons as Cranes
    *** Note, Glaphans are the best thing to crucio, 
    the Deadwalderness monsters are too tough even at 80+
    **** Note, You will stay at Irens a long time for 
    good loot, usually empty spawns, and fast kills
    Lv.		AOERS			1 ON 1	
    80-82		Antiqueries*		Captain Antiqueries
    82-84		Antiqueries		Luias
    84-86		Antiqueries		Gonguries
    86-88		Antiqueries		Shuhammas
    88-90		Shuhammas		Kerns
    90-92		Shuhammas		Kerns
    92-94		Kerns			Glaphans
    94-96		Kerns			Glaphans
    96-98		Captain Kerns/Glaphans	Captain Glaphans/Small Chimeradons
    98-100		Captain Glaphans	Chimeradons
    100+		Whatever you find	Whatever you find
    After level 100, you can go to the desert. AOERS will go 
    there at 100 too, on chimeradons probably. By level 100,
    1 on 1ers could probably go to Bearnerkies.
    * Note, You will stay here a long time due to good elements, 
    good loot, good spawns, emptiness, and not far from town
    A magician's role in PVP is to be a good damage
    dealer that will slow enemies down as an
    Elementer, or to root enemies as a Psykeeper.
    The best magician PVP build is probably:
    X STA	     80 INT
    15 STR       15 DEX
    Which is just a little bit more INT
    than the normal 'Hybrid' build.
    Whether you are Elementer or Psykeeper,
    that is probably the best build. As
    either class, equipment does not matter
    much for mages, but keep in mind you
    might want good jewelry as a mage.
    Magician PVP isn't reccomended
    before level 60, but they still
    dominate even at level 20, when you
    can start to PVP. In mid-2007 in
    Version 9, a patch came out that
    disabled damage reduction due
    to levels, and since magic hits
    for high, it is very easy to
    pierce through a target's
    HP and magic defense. So,
    even at low levels, they are
    Psykeepers are good at
    fighting BPs due to
    Crucio and Satanology.
    Elementers are good on
    almost every class, but Knights
    seem to pose trouble because
    even with magic it's hard to
    damage them well, and
    Elementer's lack of a root,
    so they are forced to use
    Windfield, which dosen't
    always work.
    In a PVP fight in the arena
    in a duel, the best skill you
    can use is Rooting. A lot of
    people underlook it, but it's
    fast, and has low MP cost.
    When it's maxed it has a
    fairly high success rate.
    So don't overlook it!
    Another useful skill is
    the Elementer skill
    Avananche. If you get
    it to stun, than the battle
    is all yours. And since it
    stuns about once every
    three times, you are
    guaranteed to win at least
    1/3 of the duels you fight,
    and you usually don't even
    need Avalanche to help.
    For Psykeepers, just
    use Crucio and make sure
    to keep them rooted with
    Satanology and spam
    Psychic Bomb. I'd
    reccomend Demonology,
    since it's faster,
    uses less MP, looks
    pretty cool, and does
    more damage, but the
    problem with it is
    the lack of a stun.
    Unless you can get them
    rooted with Satanology,
    then use Psychic Bomb.
    I'd also reccomend Spirit Bomb, but since your MP will
    be drained very fast, you'll have no way to recover it
    back past the 70% threshold because MP Refreshers
    have low maximum recovery rates. Unless you have low
    MP, lots of refreshers, and quick reactions, don't
    plan on using it. Plus, it's slower than the other 2
    main attack skills, uses more MP, and has higher
    skill requirements. It dosen't stun, either, so you
    have to stop and keep using Satanology if you don't
    kill the enemy in time. Spirit Bomb PVP is probably
    better after level 90 though, because Demonology
    and Psychic Bomb start to do too little damage.
    With many skills to choose from from the Elementer path and
    good looking skills, to non-elemental yet powerful skills with
    mediocre HP, Magicians are a versatile class.
    Main Stats: Vit/Int
    Main Weapons: Staves/Wands
    Focus: Ranged damage skills
    + Highest MP
    + Strong skills
    + Many skills
    + Fast leveling
    + Usually cool equipment
    + Good AOERs
    + Usually cheap
    + Fairly unique
    - Lowest HP
    - Lowest Defense
    - Low block rate
    - Some levels are 'hell' levels levelspeed-wise
    - Weak 1 on 1ers with poor items and soloing
    - Need to worry about elements usually
    - There are stronger skills out there
    - Slow skills
    - Healer dependant
    - Psys usually get looked at badly
    - Some equipment is ugly
    Basically, if you like the idea of using powerful skills
    against targets to kill them in a
    matter of seconds, this is the class for you!
    With decent PVP, you can't go wrong if you build them right!
    ~Whymes , Loyal FLYFF player
    I hope you liked the guide. If you want to find a
    good place for FLYFF info, go to http://www.flyffworld.com/
    They have nearly everything. This is version 1.2 of this guide.
    Whymes - Making it
    http://www.network-science.de/ascii/ - Ascii Art Generator
    GameFAQS - Hosting it

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