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#1
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I Want Some Snoo Snoo Now
![]() Join Date: Jul 2005
Class: Ranger
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WhiteAsIce's Archer Guide
v2.14 This is a guide for new archers who are not funded by a higher level character. This guide assumes you know what Maple Story is, and the mechanics of the game. Therefore I will not take too much time to explain things through and through, but rather I will just get down to the bare bones of information. Table of Contents 1. Born as a Beginner (LVL 1-10) -Creating the Ideal Archer -Your Ability Points -Archer Compared to Other Jobs 2. Living as an Archer (LVL 10-30) -The Basics of a Bowman -Skill Tables -Skill Analysis -Sample Skill Builds -Training Spots -Equipment -Other First Job Tips 3. The Road as a Hunter/Crossbower (LVL 30-70) -Job Advancement Test -Hunter or Crossbower? -The Way of the Hunter/Everything On Crossbow -Skill Tables -Skill Analysis -Sample Skill Builds -Training Spots -Equipment 4. The Path of a Ranger/Sniper (LVL 70-120) -Job Advancement Test -Your Ability Points -Path of the Ranger/Sniper's Scope -Skill Tables -Skill Analysis -Sample Skill Builds -Training Spots -Equipment 5. The Masters of Range (LVL 120-?) -Job Advancement Test -Skillbooks -Skill Tables -Sample Skill Builds 6. The STR-less Archer 7. Tips -General Tips -Monster HP:EXP Ratio List -Quest Help -Ludibrium Party Quest 8. Quick Reference Lists *NEW* -Skills List -AP Totals -Equipment End-Game List -Training Flow Chart -Areas by Level 9. Skill Damage Totals 10. Frequently Asked Questions 11. Credits -Version History 12. Disclaimer 13. Conclusion -------------------------------- CREATING THE IDEAL ARCHERBorn as a Beginner -------------------------------- When you create a new character, you are presented with numerous options on your character's appearance. Really the only thing that makes any sort of difference is your starting weapon, but even then if doesn't make too much of a difference. The sword has the most narrow range of damage, while the hand axe and wooden has a higher maximum and lower minimum damage than the sword. I went with the hand axe - DEX raises your minimum damage with a melee weapon, and as an archer, you will naturally have high DEX, so you should have decent damage. In the end, the starting weapon will not matter because you will only keep it for 8 levels tops. On the right side of the screen, you can name your character and generate stats. The name is whatever you want that's unique, and has to be 4-12 characters in length, consisting of only letters and numbers - no spaces, underscores, or symbols. Now this is the most important part in making the ideal archer - generating stats. You want to click on the dice to randomize stats over and over until the INT and LUK are both 4. STR and DEX can be anything, but no matter what, INT and LUK must be 4 each. This may take as little as one minute, or as long as an hour or two. It may be tedious, but in the end, it is worth it. Others will argue that getting a 4 and 5 will suffice. If you don't want to spend up to a few hours clicking the dice, then you may opt to settle for a 4 and 5. Being a perfectionist, I strongly advise you to keep rolling that dice until two 4s show up for INT and LUK. YOUR ABILITY POINTS (not to be confused with Skill Points) Luckily, archers have the easiest time increasing damage at lower levels. Why? For archers, the only equipment that require STR are: -most bows -most crossbows -all hats from level 25-40 -all shoes from level 15-25 -all Bennis equipment If you are lazy and don't want to worry about exploiting damage increase at lower levels, then the general rule of thumb is: FOR HUNTERS: STR = LVL + 5 FOR CROSSBOWERS: STR = LVL With this rule, you should only be putting AP into STR when you need it. For example, for bow users, you need 25 STR when you are level 20. At level 25, you need 30 STR. So leave STR at 25 from level 20-24, and when you hit level 25, pump all 5 AP at level 25 into STR. This makes you have more damage earlier, even though later on, the damage will be the same. Hey, anything to help you level faster, ehh? Whenever you are not putting AP into STR, put it into DEX. You always want to try to maximize DEX. You will also notice that you can add AP to HP and MP. You should NEVER do this because you get a boost to HP and MP with every level. This rule will hold for your entire career as an Archer. Never forget how to raise your AP. So when you start on Maple Island, go ahead and put all AP for the next few levels into STR until STR 25*. After that, put all your AP into DEX. The reason for this is so that your melee damage will be high, helping you train with ease until level 18-20. At level 20, you can continue the normal AP distribution. At level 10, your stats should look like this: STR 25 DEX 37 INT 4 LUK 4 To become an archer, you must be level 10 and have at least 25 DEX. Shouldn't be a problem if you've been following my guide. Leave Maple Island, travel to Henesys, and locate Athena Pierce. She is in the rightmost building in the Mushroom Park, which is a portal in the middle of the city. * = STR to 25 is just a recommendation. If you really wanted to, you don't have to have that much STR so early. However, it makes leveling to 10 easier since you do more damage, and besides, you will need that STR in the future anyways. Most unfunded Archers will be using a melee weapon until level 15-20, so it wouldn't hurt to have a bit of extra strength to assist. Beginner skills: There are three total, two of which you can max. Those two should be Nimble Feet and Recovery. Recovery helps since Archers naturally have low HP. Nimble Feet helps when you need to get somewhere quick, like catching last minute ship rides. Three Snails is useless since you'll rarely ever use it being an Archer. THE UPS AND DOWNS OF AN ARCHER So why choose to play as an Archer over the other three jobs. Archers have distinct features that set them apart from the other three jobs. First I will list the pros, then the cons will follow. + Masters of Range + Archers have the most range, even more than Assassins. Archers cover all parts of the field, from the longest forward range to surrounding areas to even behind the Archer. Being ranged means you often can kill your target without getting touched, saving you some HP potions. If you need ranged work done, look no further than the Archer. + High Ranged Damage + If you're looking for high damage without being up close, Archers hit hard. Crossbows are the strongest ranged weapons. High damage comes at a price, and that is attack speed. + Accurate to a Fault + Archers will always naturally have the most Accuracy, followed by Assassins in second. This means that Archers can hit nearly anything, provided the monster isn't plenty times stronger. This also means that Archers can fight bosses earlier than other jobs can. + Mob Tamer + Handling multiple monsters at a time is natural to Archers. Archers gain some of the best mob skills in the game, and this allows Archers to train faster by hunting multiple monsters at a time. + Equipment Choice + Archer armors do not require a secondary stat, meaning that Archers can wear any color armor while still gaining the benefit of the primary stat by allocating AP away from the secondary stat. For example, a Red-Lined Kismet adds 4 STR, but Archers need DEX for damage. At level 50, a Hunter would need 55 STR total to hold a level 50 weapon. All the Hunter has to do is have only 51 STR, and the armor will add 4 to complete the requirement, and the other 4 AP can go into DEX. - Poor Durability - Sadly, Archers are the least likely to survive. Warriors have high HP and defense, Magicians get Magic Guard, and Thieves have high avoidability and Dark Sight. Archers have... nothing. Archers are plagued with the second lowest defense of the three jobs, and no skills to help with survival. - Limited Mobility - Archers do not really have a skill to help with movement. Archers cannot attack while airborne, so must rely on skillfully jumpshooting in order to cover ground while training. Gaining mobility will come through the use of scrolled armors. -------------------------------- THE BASICS OF A BOWMANLiving as an Archer -------------------------------- I will now cover the skills of an Archer, and add my comments. ML = max/mastered level The Blessing of Amazon (ML 16) - Increases accuracy --- This is a passive skill that adds accuracy. This is quite useless to archers because Archers naturally have high accuracy. This is something that warriors would love to have, but unfortunately don't. This skill should never exceed level 3. Critical Shot (ML 20) - Allows you to perform a critical attack with a certain success rate --- In other words, free extra damage. When maxed, normal shots do double damage. Contrary to popular belief, Critical Shot only adds 100% damage to the current attack multiplier; it does not double damage. Because of this, Arrow Blow is rather inferior to Double Shot. Also, Critical Shot also makes archers' damage really unstable, even with mastery in the second job. Regardless, all archers should max this skill. Critical Shot effectively adds 40% to any damage multiplier with the exceptions of Arrow Bomb and Iron Arrow. The Eye of Amazon (ML 8) - Increases the range of attack for both bows and crossbows Pre-Requisite - Level 3 The Blessing of Amazon --- Not a real necessity until you actually use a class-specific weapon around level 18-20. But this is the skill that makes the archer the unique class that it is. Even claw thieves can't out-range you when you max this skill, as they fall just a bit shy of your maximum range. You want to max this skill before the second job starts. Focus (ML 20) - Focussing to temporarily increase accuracy and avoidability Pre-Requisite - Level 3 The Blessing of Amazon --- The accuracy bonus is negligible (see comments under Blessing), but the bonus avoidability can really come in handy. Archers who choose not to use Final Attack in the second job would want to max this skill LATER. That is, don't put SP into Focus until the late 20's. Note that 4 DEX = 1 EVA. That means that maxed Focus is the same as gaining 80 DEX's worth of EVA. Arrow Blow (ML 20) - Fires an arrow with authority. Applies more damage than usual --- A nice skill that helps to make higher level monsters flinch. Yes, there are monsters that do not flinch when attacked - the first monster you may encounter that doesn't flinch is a Bubbling. You won't really see that high damage until you have mastery in the second job (2.6 * 30 = low damage). This skill is considered inferior to Double Shot because with Critical Shot, the multiplier is 360%, while Double Shot will have 230% * 2. Crossbowers may find utility in Arrow Blow because the crossbow's higher damage makes for extremely high damage output, which is generally used to show off those high numbers. In general, Arrow Blow's usefulness is only limited to flinching/knocking back monsters. Just remember: killing faster is better than stalling one monster. Double Shot (ML 20) - Fires two arrows at once to attack an enemy twice Pre-Requisite - Level 1 Arrow Blow --- Without Critical Shot, Double Shot has the same damage multiplier as Arrow Blow. But when you get Critical Shots, you get two hits of 230%. Also, the lower multiplier allows for consistent damage, while Arrow Blow's damage is rather unstable. The usefulness of Double Shot doesn't really shine until you get mastery in the second job - seeing two 1's on a monster is very disappointing. Also, don't worry about Double Shot using up two arrows - this problem is solved with Soul Arrow in the second job. Hunters love Double Shot, but that's not to say that Crossbowers don't benefit from Double Shot. Every archer should max this skill. Double Shot used on a Coolie ZombieSKILL TABLES n = Skill level The Blessing of Amazon Additional ACC: +n --- Level 1 - +1 ACC Level 2 - +2 ACC Level 3 - +3 ACC Level 4 - +4 ACC Level 5 - +5 ACC Level 6 - +6 ACC Level 7 - +7 ACC Level 8 - +8 ACC Level 9 - +9 ACC Level 10 - +10 ACC Level 11 - +11 ACC Level 12 - +12 ACC Level 13 - +13 ACC Level 14 - +14 ACC Level 15 - +15 ACC Level 16 - +16 ACC Critical Shot Success rate % If(n ≤ 10): 2 * n + 10 If(n > 10): n + 20 Additional damage %: 5 * n + 100 --- Level 1 - 12% success rate, critical damage 105% Level 2 - 14% success rate, critical damage 110% Level 3 - 16% success rate, critical damage 115% Level 4 - 18% success rate, critical damage 120% Level 5 - 20% success rate, critical damage 125% Level 6 - 22% success rate, critical damage 130% Level 7 - 24% success rate, critical damage 135% Level 8 - 26% success rate, critical damage 140% Level 9 - 28% success rate, critical damage 145% Level 10 - 30% success rate, critical damage 150% Level 11 - 31% success rate, critical damage 155% Level 12 - 32% success rate, critical damage 160% Level 13 - 33% success rate, critical damage 165% Level 14 - 34% success rate, critical damage 170% Level 15 - 35% success rate, critical damage 175% Level 16 - 36% success rate, critical damage 180% Level 17 - 37% success rate, critical damage 185% Level 18 - 38% success rate, critical damage 190% Level 19 - 39% success rate, critical damage 195% Level 20 - 40% success rate, critical damage 200% The Eye of Amazon Additional attack range: 15 * n --- Level 1 - Range of attack for bows and crossbows +15 Level 2 - Range of attack for bows and crossbows +30 Level 3 - Range of attack for bows and crossbows +45 Level 4 - Range of attack for bows and crossbows +60 Level 5 - Range of attack for bows and crossbows +75 Level 6 - Range of attack for bows and crossbows +90 Level 7 - Range of attack for bows and crossbows +105 Level 8 - Range of attack for bows and crossbows +120 Focus MP usage Level 1-5: 8 Level 6-10: 10 Level 11-15: 13 Level 16-20: 16 Additional ACC/EVA: +n Duration: 10 * n + x Level 1-5: x = 60 Level 6-10: x = 70 Level 11-15: x = 85 Level 16-20: x = 100 --- Level 1 - MP -8, ACC/EVA +1, lasts 70 seconds Level 2 - MP -8, ACC/EVA +2, lasts 80 seconds Level 3 - MP -8, ACC/EVA +3, lasts 90 seconds Level 4 - MP -8, ACC/EVA +4, lasts 100 seconds Level 5 - MP -8, ACC/EVA +5, lasts 110 seconds Level 6 - MP -10, ACC/EVA +6, lasts 130 seconds Level 7 - MP -10, ACC/EVA +7, lasts 140 seconds Level 8 - MP -10, ACC/EVA +8, lasts 150 seconds Level 9 - MP -10, ACC/EVA +9, lasts 160 seconds Level 10 - MP -10, ACC/EVA +10, lasts 170 seconds Level 11 - MP -13, ACC/EVA +11, lasts 195 seconds Level 12 - MP -13, ACC/EVA +12, lasts 205 seconds Level 13 - MP -13, ACC/EVA +13, lasts 215 seconds Level 14 - MP -13, ACC/EVA +14, lasts 225 seconds Level 15 - MP -13, ACC/EVA +15, lasts 235 seconds Level 16 - MP -16, ACC/EVA +16, lasts 260 seconds Level 17 - MP -16, ACC/EVA +17, lasts 270 seconds Level 18 - MP -16, ACC/EVA +18, lasts 280 seconds Level 19 - MP -16, ACC/EVA +19, lasts 290 seconds Level 20 - MP -16, ACC/EVA +20, lasts 300 seconds Arrow Blow MP usage Level 1-4: 6 Level 5-7: 7 Level 8-9: 8 Level 10-11: 9 Level 12-13: 10 Level 14-15: 11 Level 16-17: 12 Level 18-19: 13 Level 20: 14 Damage multiplier %: 5 * n + x Level 1-4: x = 136 Level 5-7: x = 139 Level 8-9: x = 142 Level 10-11: x = 145 Level 12-13: x = 148 Level 14-15: x = 151 Level 16-17: x = 154 Level 18-19: x = 157 Level 20: x = 160 --- Level 1 - MP -6, damage 141% Level 2 - MP -6, damage 146% Level 3 - MP -6, damage 151% Level 4 - MP -6, damage 156% Level 5 - MP -7, damage 164% Level 6 - MP -7, damage 169% Level 7 - MP -7, damage 174% Level 8 - MP -8, damage 182% Level 9 - MP -8, damage 187% Level 10 - MP -9, damage 195% Level 11 - MP -9, damage 200% Level 12 - MP -10, damage 208% Level 13 - MP -10, damage 213% Level 14 - MP -11, damage 221% Level 15 - MP -11, damage 226% Level 16 - MP -12, damage 234% Level 17 - MP -12, damage 239% Level 18 - MP -13, damage 247% Level 19 - MP -13, damage 252% Level 20 - MP -14, damage 260% Double Shot MP usage Level 1-4: 8 Level 5-7: 9 Level 8-9: 10 Level 10-11: 11 Level 12-13: 12 Level 14-15: 13 Level 16-17: 14 Level 18-19: 15 Level 20: 16 Damage multiplier level %: 2 * n + x Level 1-4: x = 74 Level 5-7: x = 76 Level 8-9: x = 78 Level 10-11: x = 80 Level 12-13: x = 82 Level 14-15: x = 84 Level 16-17: x = 86 Level 18-19: x = 88 Level 20: x = 90 --- Level 1 - MP -8, damage 76% Level 2 - MP -8, damage 78% Level 3 - MP -8, damage 80% Level 4 - MP -8, damage 82% Level 5 - MP -9, damage 86% Level 6 - MP -9, damage 88% Level 7 - MP -9, damage 90% Level 8 - MP -10, damage 94% Level 9 - MP -10, damage 96% Level 10 - MP -11, damage 100% Level 11 - MP -11, damage 102% Level 12 - MP -12, damage 106% Level 13 - MP -12, damage 108% Level 14 - MP -13, damage 112% Level 15 - MP -13, damage 114% Level 16 - MP -14, damage 118% Level 17 - MP -14, damage 120% Level 18 - MP -15, damage 124% Level 19 - MP -15, damage 126% Level 20 - MP -16, damage 130% SKILL ANALYSIS Here I will analyze how efficient some skills are compared to each other. *Double Shot* vs. *Arrow Blow* Recall the main info for each skill: Double Shot: 130% + 130% Arrow Blow: 260% Let's look at these two skills without Critical Shot. Remember that skills with a lower damage multiplier is usually more stable than a skill with a higher damage multiplier. The latter usually does one hit, while the former does multiple hits, like a Bandit's Savage Blow. Test the skills, and you will see that Double Shot does more consistent damage than Arrow Blow. Alright, now let's factor Critical Shot into the skills. Recall that Critical Shot adds 100% to the damage multiplier, not double. Now look at the skills with critical: Double Shot: (130 + 100)% + (130 + 100)% = 230% + 230% Arrow Blow: (260 + 100)% = 360% Technically, Double Shot does 460%, which is 28% stronger than Arrow Blow. But you don't always get Critical Shots. Factor in the percents to get: Double Shot, both shots added For # criticals, % chance 0 - 36% 1 - 48% 2 - 16% Double Shot average damage per single hit with critical 130*0.6+230*0.4 = 170% Double Shot average damage of both hits to 1 monster with maxed critical 260*0.36+360*0.48+460*0.16 = 340% Arrow Blow average damage per single hit with critical 260*0.6+360*0.4 = 300% In the end, Double Shot will outdamage Arrow Blow and be more consistent. But what about MP usage? At a ratio of 14:16, it's clear to see that Arrow Blow is more MP efficient than Double Shot. The ratio of 300:340 is higher, meaning that Arrow Blow gives you more for your MP's worth. However, the inconsistency of Arrow Blow and low average damage make it an inferior skill compared to Double Shot, which allows you to train faster. *Blessing of the Amazon* vs. *Focus* vs. *Arrow Blow* Patch 0.35 has solved the MISS glitch. Now the corrent text displays when you take damage. There should be nothing discouraging you from choosing Focus with the last 9 SP of the first job. SAMPLE SKILL BUILDS These are tables of how archers may want to spend their SP. However, do not feel you have to follow these charts - you are totally free to spend your SP however you'd like. These are the overviews of the first job. Use the build number to match with a build's detail below as noted by the parentheses following the build's name. Build 1 3 Blessing 8 Eye 20 Critical 9 Focus 1 Arrow Blow 20 Double Shot Build 2 3 Blessing 8 Eye 20 Critical 0 Focus 10 Arrow Blow 20 Double Shot Build 3 12 Blessing 8 Eye 20 Critical 0 Focus 1 Arrow Blow 20 Double Shot The Standard "Cookie cutter" Build (1) This is the build that most new archers will take. Code:
Level SP 10 +1 Blessing 11 +2 Blessing, +1 Eye 12 +3 Eye 13 +3 Eye 14 +1 Eye, +2 Critical 15 +3 Critical 16 +3 Critical 17 +3 Critical 18 +3 Critical 19 +3 Critical 20 +3 Critical 21 +1 Arrow Blow, +2 Double Shot 22 +3 Double Shot 23 +3 Double Shot 24 +3 Double Shot 25 +3 Double Shot 26 +3 Double Shot 27 +3 Double Shot 28 +3 Focus 29 +3 Focus 30 +3 Focus from monsters when attacking. However, you will probably be fighting with a melee weapon, so it's not a huge deal. And of course, Critical Shot is maxed at level 20, which is when you will probably start to use a bow unless you started to use a crossbow at level 18. Last 9 SP goes into Focus so that maxing it in the second job will be easier on the SP. Dual Attack Build (2) Not used by many archers anymore, but it's put here for reference. Code:
Level SP 10 +1 Blessing 11 +2 Blessing, +1 Eye 12 +3 Eye 13 +3 Eye 14 +1 Eye, +2 Critical 15 +3 Critical 16 +3 Critical 17 +3 Critical 18 +3 Critical 19 +3 Critical 20 +3 Critical 21 +1 Arrow Blow, +2 Double Shot 22 +3 Double Shot 23 +3 Double Shot 24 +3 Double Shot 25 +3 Double Shot 26 +3 Double Shot 27 +3 Double Shot 28 +3 Arrow Blow 29 +3 Arrow Blow 30 +3 Arrow Blow that at really high levels (like 100+) 20 EVA won't make much difference because really high level archers have so much DEX to negate the 20 EVA bonus. With this build, Arrow Blow may be maxed later during the second job. Non-Focus Build (3) For those against casting Focus for extra EVA. Code:
Level SP 10 +1 Blessing 11 +2 Blessing, +1 Eye 12 +3 Eye 13 +3 Eye 14 +1 Eye, +2 Critical 15 +3 Critical 16 +3 Critical 17 +3 Critical 18 +3 Critical 19 +3 Critical 20 +3 Critical 21 +1 Arrow Blow, +2 Double Shot 22 +3 Double Shot 23 +3 Double Shot 24 +3 Double Shot 25 +3 Double Shot 26 +3 Double Shot 27 +3 Double Shot 28 +3 Blessing 29 +3 Blessing 30 +3 Blessing works out best for FA Archers because non-FA Archers will have to dump remaining SP on either Blessing or Arrow Blow. No-PQ/Really Unfunded Build (1) This build is for archers not wanting to PQ until the late 20's, or not at all. Code:
Level SP 10 +1 Blessing 11 +2 Blessing, +1 Eye 12 +3 Eye 13 +3 Eye 14 +1 Eye, +2 Critical 15 +3 Critical 16 +3 Critical 17 +3 Critical 18 +3 Critical 19 +3 Critical 20 +3 Critical 21 +3 Focus 22 +3 Focus 23 +3 Focus 24 +1 Arrow Blow, +2 Double Shot 25 +3 Double Shot 26 +3 Double Shot 27 +3 Double Shot 28 +3 Double Shot 29 +3 Double Shot 30 +3 Double Shot train until the second job. You may also choose to put SP into Focus at level 24 through 27 and Double Shot at level 21 if want an attack skill first. Archers wanting to PQ need to max Double Shot ASAP, which is why this is a no-PQ build. Funded Archers Build (1) This build doesn't tie in with the theme of this guide (for new archers), but it's here anyways. Code:
Level SP 10 +1 Critical 11 +3 Critical 12 +3 Critical 13 +3 Critical 14 +3 Critical 15 +3 Critical 16 +3 Critical 17 +1 Critical, +1 Arrow Blow, +1 Double Shot 18 +3 Double Shot 19 +3 Double Shot 20 +3 Double Shot 21 +3 Double Shot 22 +3 Double Shot 23 +3 Double Shot 24 +1 Double Shot, +2 Blessing 25 +1 Blessing, +2 Eye 26 +3 Eye 27 +3 Eye 28 +3 Focus/Arrow Blow 29 +3 Focus/Arrow Blow 30 +3 Focus/Arrow Blow You get eye later, then you choose between Focus or Arrow Blow (see above builds). With this build, you will be consuming many potions: HP potions because you have low range, MP potions because you'll be using Double Shot to train. My Personal Build (1) This is just to show that you are free to add your SP any way you'd like. Code:
Level SP 10 +1 Blessing 11 +2 Blessing, +1 Eye 12 +3 Critical 13 +3 Critical 14 +3 Critical 15 +3 Critical 16 +3 Critical 17 +3 Critical 18 +2 Critical, +1 Arrow Blow 19 +3 Eye 20 +3 Eye 21 +1 Eye, +2 Double Shot 22 +2 Double Shot 23 +3 Double Shot 24 +4 Double Shot 25 +2 Double Shot 26 +4 Double Shot 27 +3 Double Shot 28 +3 Focus 29 +2 Focus 30 +4 Focus 1 Arrow Blow is pretty good in the first job without mastery. All those strange numbers around Double Shot is because of the way MP usage changes at level up. If MP usage isn't a big deal to you, then just add the 3 SP per level. TRAINING SPOTS Whenever applicable, I'll add in a SNIPING SPOT. This is a training spot where you can attack monsters with your class-specific weapon without fear of being hit. Also, because you are safely attacking, you may conserve MP and just attack normally. Using attack skills from Sniper Spaces is optional. In the summary of each section, the starred ( * ) monster is the recommended one to train on. Level 1-5 Most likely you will get to level 5 as you travel from Mushroom Town to Amherst. Don't forget to speak with Maria and do her favor for a free headpiece. Level 5-9 Your STR should be 24/25 by now, and all other AP should go into DEX. Start taking on Orange Mushrooms around Amherst. You need the caps for Bigg, who will give you a new weapon. Save 10 Spores and 40 Caps for a quest later. Do the rest of the quests available on Maple Island to get to level 8 really quickly. Level 8-10 Stay on the screen with Maria and fight the snails and shrooms. There are many safe spots to idle-heal, and you should take down monsters with ease. Level 10-15 Snails Stay on the first floor of the Henesys Hunting Ground. You may get into conflicts with other players training, but do your best. Or try A Hill East of Henesys, a map one screen east of Henesys. The map is more spread out than the hunting grounds. The structure is the same: Snails and other weak monsters on the bottom, stronger monsters up above. Remember, you are using a melee weapon to conserve arrows, which is probably the weapon Bigg gave you. Slime On the second floor of Henesys Hunting Grounds are Slimes. A tad bit tougher than Red Snails, these are good if you found a two-handed weapon. Better than Snails altogether because they pay out more EXP and Mesos than Red Snails and are just as tough to defeat. Stump Try the Field Up North of Ellinia if the hunting grounds above are crowded. There are Slimes and Stumps here, both of which drop items for quests. These do quite a bit of damage without decent armor, so do try to avoid attacking multiple monsters at once. Save 120 Squishy Liquids, 100 Tree Branches, and 30 Slime Bubbles for quests. Sell the rest, or keep some branches for Processed Wood. SUMMARY: Snail, Blue Snail, Red Snail, Shroom, Slime*, Stump Level 15-18/20 By this point, you should have a decent melee weapon. I recommend a Metal Axe or Leather Purse. Slime Slimes are the best monsters to train on right now. The EXP and Meso drop rate is great, and they don't do much damage especially if you have new armor. Travel to The Tree That Grew, which is a map two screens north of Ellinia. There should be many Slimes there, with some Snails. The map is designed for three players to take each level of the tree. The spawn rate is not fast here, so it's a safer place to train on Slimes. Southern Forest I is a map full of Slimes, more than the previous. From Ellinia, go south 3 screens, and enter the leftmost tree. Entrance to Southern Forest IThere should be A LOT of Slimes here. There is only one safe spot to idle-heal. Stay here to go AFK and healIt's harder to split the map up between other players. The EXP rate is the best here. You definitely want to spend some time in this tree, especially if you're still carrying a melee weapon. Orange Mushroom Mushroom Garden holds Orange Mushrooms, as well as Red Snails and Shrooms. Two screens west of Henesys is a large map with pigs in it. Climb up to the top floor, and on the right platform are three little mushroom huts. Enter the middle hut to find yourself in the garden. Entrance to Mushroom GardenBecause this is a large map with multiple types of monsters here, I chose to not train here. This map is very nice to those who already have a ranged weapon because the terrain is flat. Melee players should stick to Slimes. I stayed at the Field Up North of Ellinia because I still needed branches for Processed Wood. SNIPING SPOT: In Henesys Hunting Ground I, on the left side of the map are some platforms to the side. You can stand on those and attack Mushrooms to the right. Beware, some Slimes from below can jump up to your position, so pay attention to those. ![]() SUMMARY: Shroom, Red Snail, Stump, Slime*, Orange Mushroom Level 18/20-25 By now you should have a class-specific weapon, so you can attack from afar. Pig & Ribbon Pig There are two places that hold both types of Pigs: Pig Beach and The Rain-Forest East of Henesys. To get to Pig Beach, head to the 3-Way Road-Split. Use the image below to help locate the entrance: Entrance to Pig BeachRibbon Pigs drop Stiff Feathers which you need to make arrows with. The way Pigs move makes this a difficult map to train in, despite being mostly flat. This is no place for a melee weapon, so make sure you have a ranged weapon here. If Pig Beach doesn't suit you, go to The Rain-Forest East of Henesys, two maps east from Henesys. Because it's small, it may be difficult to train here because of others around you. But since it's flat, using a class-specific weapon to hunt here is rather efficient. It would behoove you to spend some time collecting Stiff Feathers from Ribbon Pigs. Dark Stump & Axe Stump At Perion Street Corner, you can circle the map killing the monsters here. Every monster drops an item you need, whether it's for quests or Processed Wood. This map is the east exit from Perion. I highly suggest activating Winston's quest so you can start to collect fossils. Winston is at East Rocky Mountain II, which is two maps east then one map north from Perion. Green Mushroom & Horned Mushroom The better monsters to be training on with ranged weapons are these Mushrooms. Unlike the other mushrooms you've seen, these do not jump and do not move as quickly. There are various trees around Ellinia where you will find these. SNIPING SPOT: A good monster to attack would be Green Mushrooms. Around Ellinia, you will find trees you can enter. Some of these trees contain Green and Horned Mushrooms. These trees have platforms where you can safely attack mushrooms without fear of getting hit by one. I trained here for 4 levels. ![]() This is Southern Forest IV, probably the most popular Mushroom Tree. One of my favorite trees is Forest Up North II. Go three maps north from Ellinia to the leftmost tree on the bottom. The entrance: Entrance to Forest Up North IILots of little platforms inside mean that you can attack without getting hit. Blue Mushroom Blue Mushroom Forest is a very archer-friendly place. In The Forest East of Henesys, go to the top platform and look for a woodpost on the left side. Hit up there to enter Blue Mushroom Forest. Entrance to Blue Mushroom ForestThe Blue Mushrooms here are great training. Unfortunately there are many other weaker monsters around to block shots. You can use them to your advantage if you are getting mobbed by many Blue Mushrooms: take a hit from a weak monster for two seconds of invulnerability to escape. Jr. Cactus If you want to give Ariant a shot, a good monster to hunt at a low level is the Jr. Cactus. There is a map that contains only these monsters that is small, flat, and only contains five spawns at a time. They move slow, do not jump, and is weaker than Zombie Mushrooms. Although no sniping spots are present, all the facts presented mean this is a viable training spot. Entrance to Young Catthus DesertAt level 22-24, you might want to start hunting monsters that correspond to any quests you may have activated. It takes a while to find everything to complete every quest available, but you get good money and EXP for it. At level 24, I even went to Deep Ant Tunnel II to get Evil Eye Tails. SUMMARY: Pig, Ribbon Pig, Dark Stump, Axe Stump, Green Mushroom*, Horned Mushroom*, Blue Mushroom, Jr. Catus Level 25-30 Your damage output should be high with all new equipment. There aren't many new places to train; I myself stayed at the mushroom trees until level 30. Kerning City Party Quest At this point, most players will begin accepting you into their parties for the PQ. Make sure you have the best equipment available, otherwise you will have a harder time getting into a party. BOSS PROFILE: King Slime The boss of this party quest, it isn't that threatening. It requires 300 damage to flinch, which won't be attained until level 28 with a Mountain Crossbow. Its jump attack does up to 200 damage, so you should always be able to survive the attack as long as you keep your HP above 200. An easy fight as long as you keep your distance and don't get cornered. Green Mushroom & Horned Mushroom These monsters are still good training. It might slow down a bit, but it will always be an available option. Bubbling While hanging around Kerning City, head into the Kerning City Subway. At Line 1 <Area 1> are Bubblings. They are just as tough as Green Mushrooms, but faster and deadlier. Not a good recommendation, but some people need the drops here. Stirge Further into the Subway at the Transfer Area are Stirges. This will be the first flying monster you see. They move fast and do good damage, but other than that, that's all. Low HP and low defense makes them easy to kill, not to mention high EXP and Meso payout. Will require the use of attack skills, meaning MP potions will be used. Horned Mushroom & Zombie Mushroom You can now train at Ant Tunnel without fear of dying. However, mages love this place, and they will probably steal your kills here. It may be too early to train here at this point, but some are brave enough to try. I never did though. SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small platforms. Stand on the right platform, face left, and start attacking. You can hit most monsters from here, and you're relatively safe from Zombie Mushrooms. ![]() Dark Axe Stump The top floor of Burnt Land I holds many Dark Axe Stumps, which drop the level 35 armors, among other good items. Once in a while, a Fire Boar may spawn up there, and it's rather powerful for your level, so be careful. To get here, go 2 maps south of Perion, then look for a cave with a sign reading "Burning Zone" on top. The Burning Zone consists of five maps; however, only the first two are alright for training. Don't go to the second map until level 35. All Stumps Try a map called Over The Wall, which has many stump-type monsters. They are slow, there are platforms for you to attack from, and they drop all you need for Processed Woods. To get there, go east once from Perion, then drop to the bottom. Locate a wooden door and enter it. Entrance to Wild Boar LandWalk right and you will see three more wooden doors. The middle door brings you to Over The Wall. Entrance to Over The WallWooden Masks & Rocky Masks Take a detour from Perion into the Excavation Site, where you'll find some tribal-like monsters. Wooden Masks & Rocky Masks bear similar stats to Wild Boars, but move slower and do not jump. There is not much sniping potential, so if you do train here, be cautious. Street Slime & Urban Fungus Exclusive to GMS, these two appear and act like their cousins on Victoria, but share similar stats to Horned Mushrooms. You can find these in Jungle Clearing, just outside New Leaf City. Try to avoid Boomers, which are most likely too much for you to handle at this point. Crow Sadly, Crows no longer have one of the lowest HP:EXP ratios of all monsters, but now is a flying Wild Boar. Still, ranged players have an advantage in hunting flying monsters over melee players, and the maps are large. These should take 2 hits to kill. Either Crow Forest map will work. Desert Rabbits Although the HP:EXP ratio isn't as good as Horned Mushrooms, these move very slow and tend to bunch up nicely. Good to know that just two maps east of Ariant is Tent of the Entertainers, a map full of Desert Rabbits that is completely flat. Because it is flat, nothing will obscure your shots, but there are no sniping spots. Fortunately, there are many platforms above where nothing spawns, so you will have many chances to escape and heal if you are close to death. Jr. Cactus Using the same map presented in the previous listing, training here may be slower than other places like Ant Tunnel or Desert Rabbits. However, this place is still relatively safe and requires less potion usage. Jr. Sentinel If you have spare money to burn, load up on arrows and travel to Ossyria. Right inside Orbis Tower are Jr. Sentinels. These last a long time before dying, but do very little damage for their level. Keep in mind that you cannot make arrows in Orbis. Aqua Road contains some training areas, but getting there at this point would be too tough because of the monsters on the way there. I suggest not going to Aqua Road for a few more levels. Trixter & Green Trixter There is one place in Ludibrium that can possibly work for training. In EOS Tower, there is a great sniping spot on the 71st floor. Right by the bottom door are three Trixters. Stand by the door and fire away. They will keep respawning, so be careful when collecting your loot. The biggest problem is not only getting here alive, but getting back alive. SUMMARY: Kerning City PQ*, Green Mushroom, Horned Mushroom, Bubbling, Stirge, Zombie Mushroom, Axe Stump, Ghost Stump, Dark Axe Stump, Wooden Mask, Rocky Mask, Jr. Sentinel, Trixter, Crow, Street Slime, Urban Fungus, Desert Rabbits EQUIPMENT Probably the main reason why I made this guide, this is the section on how to be efficient with spending while still having good equipment. If you are funded, skip this section. Level 1-10 Be sure to do Maria's quest to snag a free hat. Do not buy anything from the shops on this island. Potions are NOT necessary - if your HP is below 40 and you need health, just die and revive back with 50 HP since you don't lose EXP. For Bigg's quest, don't hunt Orange Mushrooms until STR is 24/25. Once you complete Bigg's quest, you can open up shop... literally. Start fighting Orange Mushrooms for their caps, and you could sell the caps to other beginners (especially mages and thieves; I sell caps at 20 mesos each). If you got a Fruit Knife, then congrats; if you got a Razor... well continue on - it's still better than your first weapon. Once you hit level 10, shank your way to Victoria (no pun intended?). You are going to walk to Henesys to advance as an archer. Why pay for transportation when Henesys is the easiest town to reach from Lith Harbor of the other 4 towns? When you reach "A Hill West of Henesys," don't be afraid to die to Pigs. Not only do you not suffer EXP loss, but you will respawn in Henesys. If, however, you don't die, then props to you. So you've met Athena, and she jazzed you up as an archer. I'll bet you're itching to start shooting your bow off at the snails that have been haunting you for the past 10 levels. But judging from your resources, you probably can't even afford a weapon, much less armor. However, armor is your best bet, since you just got a good weapon from Bigg. The armors at level 15 are much better. If you must buy one thing, purchase a Winter Hat. It's cheap and adds +1 EVA. I don't suggest buying a top or bottom yet because all it does is add little defense. As for your weapon, continue to use the weapon Bigg gave you. As you train, you may get lucky with drops. Most notably, hunt Red Snails and Slimes, which drop Wooden Swords and Metal Axes, respectively. If you have sufficient funds, buy a Metal Axe or Wooden Mallet, and use that until you find a better one from a Slime. You can buy one from the Kerning or Perion Weapon stores. Level 11-16 At level 11, travel to Kerning City and purchase a Gomushin, color doesn't matter. The +2 SPD is more handy than you think. If defense is important and you can afford it, buy a level 11 shirt from Lith Harbor. Do not make the Basic Archer Gloves because Nella will give you a Blue Diros for her quest. At level 15, do not buy a new hat yet. MALE: Buy the Leather Hoodwear at level 15. The color doesn't matter because that one point of STR or DEX added makes a very little difference at such a low level. For pants, buy something from Lith Harbor. Grey Thick Sweat Pants, Sand-Blasted Jeans, Ice Jeans, it doesn't really matter what you get. I bought the Sand- Blasted Jeans for my archer. FEMALE: Buy a top and a bottom from Henesys at level 15. The top provides DEX, the bottom provides MP. As for weapon, stick with whatever you can get. Hopefully, a Red Snail or Slime dropped something you can use by now. Level 18-22 At level 20, there's not much else to buy. Buy a Robin Hat. Keep in mind which color adds HP or MP. The level 20 armors for males and females provide the same stat bonuses that the level 15/16 armors did. Spending a lot more for just a few extra WDEF is not very efficient. That and the level 20 armor for males is butt- ugly. So don't buy a top or bottom at level 20. If you did Nella's quest, then congrats on a free Blue Diros. Try upgrading it to Green Diros for a sexy +2 DEX bonus. This should last until the Gold Scalers that John gives to you at level 30. This requires 2 Emeralds, which is 20 ores. If you can't afford the ores, then just keep it unupgraded. 2 DEX makes little difference at this level anyways. For Crossbowers, buy the Battle Crossbow at level 18, then the Balanche at level 22. For bowers, try making the Hunter's Bow, which requires 50 Red Snail Shells and 30 Processed Woods (300 branches or 150 firewood). If you're too lazy to get the materials, just buy it. I went ahead and just bought it because I needed the Processed Woods for making arrows. Money challenge: Try to buy ten 100% Overall DEX scrolls from Tulcas in the Swamp of Despair II and add it a Bathrobe from Showa. This will last up to 30 levels. Level 25-26 The one thing every level 25 archer must have is a Green Bamboo Hat. Try earning one through a PQ, or buy one from another player, but do not pay more than 15k for one. This hat will last for a very long time. Buy the complete Bennis Chainmail set now, the pants and the top. These provide the same DEX boost as the level 30 armor, but cost way less. Buy a pair of Whitebottom Shoes from Henesys for more speed. Keep the Diros from before (if you got it). Complete Winston's and Dr. Betty's quests to receive a Leaf Earring. This earring is awesome sauce. Getting the Weighted Earrings required for the quest will either cost time at Wild Boars or money for buying it. Don't pay more than 15k for a Weighted Earrings. Complete the Niora Hospital quest for an Old Raggedy Cape that adds 10 EVA. The quest is easy and good training. Level 28-30 By this point, you should be buying your weapons, either a Battle Bow or a Mountain Crossbow. Hunting for your next weapon may not be practical as monsters that drop them are tough so that you have to be above the level of the weapon you are trying to hunt. Do your best to try to get a Ryden. Ryden prices are significantly greater than Battle Bow prices. If you are unable to obtain a Ryden, stick with the Battle Bow. It gives you more speed over some power. At level 30, the armors are way too expensive and they provide the same DEX bonuses as the Bennis set. The Green Bamboo Hat is still better than a Hawkeye. The Green Diros still rocks. Are you buying anything at level 30? No. Doing Nella's quest should give you a Green Hunter's Boots though, but the Whitebottoms are still just so much better than 1 DEX. Don't make gloves because you get free Gold Scalers from John. Other First Job Tips -It does not matter whether you use a Bow or Crossbow. The point of the first job is to introduce you to the available weapons of the second job so that first job players who haven't decided what to advance as can experience what life may be like in the second job. You can mix up weapons to use if you want to use all arrows you may have picked up. For example, it's not a bad idea to keep both a Battle Crossbow and Hunter's Bow on you for a while. At least you can use every arrow you find. -Attack skills generally aren't worth using all the time due to unstable damage. A Double Shot may result in two 1s, which is rather disappointing. ![]() Using skills occasionally is fine, but if you are trying to conserve potions, avoid using too many skills. Skills are best used after getting some Mastery. -If you don't have enough money to buy all the equipment, prioritize. Remember that your weapon is more important than your armor. For more tips, see the General Tips section at the bottom of the guide. !!MIDWAY BIT!! This guide may only be seen on sleepywood.net! !!END MIDWAY!! -------------------------------- JOB ADVANCEMENT TESTThe Road as a Hunter/Crossbower -------------------------------- Once you are level 30, you will be able to take Athena Pierce's test to advance to the second job. Bring a handful of White/Orange and Blue Potions. I say bring at least 25 of each. Also, your equipment should be up-to-date. Nothing should be below level 20. In terms of stats, your STR/DEX distribution should be like so: Hunters should have 35/127, Crossbowers should have 30/132. Once you have gathered your supplies, go speak with Athena in Henesys. She will give you a letter and instruct you to see her correspondant nearby Henesys. Take this to Road to the Dungeon, which is the top right exit of Henesys. At the top right of the map, above a pit of Blue Mushrooms, is the Bowman Job Instructor, decked out in a Blue Feather Hat and Blue Able Skirt. Talk to her, and you will be transported to Ant Tunnel For Bowman. Your objective: Kill monsters and collect 30 Dark Marbles. You will spot two monsters in here: Zombie Mushrooms and Evil Eyes. Don't worry, these are not the same ones you find inside the real Ant Tunnel. They have been adjusted to not award EXP nor drop anything except for Dark Marbles. Both being level 35, their stats are as follows (as taken from the Sauna): Zombie Mushroom HP: 600 Accuracy: 50 Avoidability: 15 Weapon attack: 110 Weapon defense: 30 Evil Eye HP: 800 Accuracy: 50 Avoidability: 18 Weapon attack: 110 Weapon defense: 50 From my experience, Zombie Mushrooms take 2 DS to kill, while Evil Eyes take 2-3 DS to kill. That is, only if you get upper tier damage. The drop rate is roughly 1 drop out of 2 kills. Once you have your 30 Dark Marbles, speak with the job instructor to exit, then report back to Athena. Before you talk with her, stand on the side of the screen so you can see the cool animation you get for job advancing. Congratulations! HUNTER OR CROSSBOWER? This question is asked many times over. Remember the key difference is speed vs. power. Hunters attack faster than Crossbowers, while Crossbowers do more damage. Many prefer speed over power (that is why there are so many Assassins), so most choose the Hunter. There is no worse class, it just depends on how others perceive the class. I enjoy using both classes because gameplay is so much different. You wouldn't believe how different playing both classes are. As a reference, here is how damage is calculated for bows and crossbows: Bow: WATK * (DEX * X * 3.4 * M + STR) / 100 Crossbow: WATK * (DEX * X * 3.6 * M + STR) / 100 X = 1 for maximum damage, 0.9 for minimum damage M = 1 for maximum damage, current mastery for minimum damage *Mastery is converted to a decimal So as you can see, Crossbows will do more damage per hit no matter what. Also note that Crossbows require less STR than bows, so Crossbowers will almost always have more DEX than Hunters. Another key difference is the skills. In the second job, only Arrow Bomb and Iron Arrow separate the classes. The third job skill that separates the classes are Inferno and Blizzard. Blizzard alone makes Crossbows look very appealing. However, the release of third jobs has also pushed up the Spearmen population, so Crossbow items are still cheap as ever. THE WAY OF THE HUNTER/EVERYTHING ON CROSSBOW I will now cover the skills of a second job archer, and add my comments. ML = max/mastered level Bow/Crossbow Mastery (ML 20) - Increases the bow/crossbow mastery and accuracy. It only applies when a bow/crossbow is in hand. --- Every class has some sort of mastery. What is Mastery? Mastery is a skill that increases your minimum damage. Notice how sometimes you do hundreds of damage with one shot, while other times you hit 1? Your mastery of your class-specific weapon prevents you from hitting very low damage on monsters. Getting a Critical Shot with a base 30 damage isn't very exciting, but when mastery is high, getting a Critical Shot with a base 150 damage is noticable. Also note that using Arrow Blow without mastery may result in 260% of 10 damage... pitiful. Mastery is another reason why Double Shot is preferred over Arrow Blow - consistent damage. Mastery should go to level 19 soon so you get your full mastery of 60% there. Level 20 only adds 1 point of accuracy, so that last SP is better spent elsewhere until the end of the second job. Also, the accuracy given by increasing Mastery only affects the weapon that Mastery gives. You will want to max Mastery by level 70 because a fourth job skill requires maxed Mastery. Final Attack: Bow/Crossbow (ML 30) - With a certain success rate, another attack follows after performing an attacking skill. Only works with a bow/crossbow in hand. Pre-Requisite - Level 3 Mastery --- This skill is difficult to explain. After you use an attack skill (AB/DS/Bomb/ IA), there is a chance that a second, more powerful arrow will come out at no expense other than one arrow. It comes out at random, but it costs no MP. Like Critical Shot, it's basically free extra damage. On the plus side, Final Attack allows all Archers to flinch higher level monsters when Double Shot won't quite reach the minimum damage needed to flinch. This also speeds up training drastically. The biggest downside is that it takes time to fire, about a half second more. This could mean life or death when fighting high level monsters, especially bosses. Many Archers today agree that the 30 SP needed to max Final Attack is better spent elsewhere because Final Attack does NOT work with third job skills. However, there are still some Archers today who choose to max Final Attack. Maxing it or not is all a matter of preference. More on Final Attack below in the Skill Analysis section. Bow/Crossbow Booster (ML 20) - Uses HP and MP to temporarily boost up the attacking speed of the bow/crossbow. It only works with a bow/crossbow in hand. Pre-Requisite - Level 5 Mastery --- You attack faster. Do I need to argue more? Booster is generally not maxed until higher levels because there are other second job skills that are more important than Booster. As important as Booster is, it's good to get some SP into Booster early on, along with Soul Arrow. After maxing the other important skills, turn back to maxing this and Soul Arrow. Remember that all levels of Booster adds the same amount of speed, so you don't need to put too much SP into Booster early on. Power Knock-Back (ML 20) - Improves the success rate of knocking back the enemies far when swinging the bow/crossbow. The higher the level, the higher the number of enemies the character can knock down. --- This is a fun attack. It's more of a support skill than attack. Power Knock-Back (PKB) increases your chance to push monsters back when swinging your weapon at some MP cost. Also, PKB is multi-targetting. Maxed PKB is similar to a Warrior's Slash Blast. PKB is an essential skill that all Archers should max because you will eventually need to push monsters away to gain room to attack. PKB only adds to the current weapon's rate of pushback; if PKB fails to push monsters back, then the same rate is used in making the monsters flinch. The only real downside is that PKB is NOT passive. You have to set it to a button to activate it. You might accidentally do a second PKB after pushing the monsters back and end up hitting air. Even so, you will notice that PKB even at level 1 will push back monsters more often than a normal swing. Power Knock-Back used on Coolie ZombiesSoul Arrow: Bow/Crossbow (ML 20) - Temporarily allows the character to fire bow/crossbow arrows without using up the arrows. Only works with a bow/crossbow in hand. Pre-Requisite - Level 5 Booster --- When you use Soul Arrow, your bolts are replaced by a large golden lance. You can't see this when using other skills except for Double Shot, where you get two large golden lances. This is cool in itself. Soul Arrow free up inventory space, allowing you to carry more potions and scrolls, allowing for longer training sessions. The only problem with Soul Arrow is that it does not take the attack bonus of stronger arrows, like Bronze and Steel. If it did, Archers would be too imbalanced. Get a decent level Soul Arrow that lasts a while. Level 10 is fine, but nothing is stopping you from maxing it. I strongly encourage you to get at least level 1 early on, since it does help with saving arrows. Arrow Bomb: Bow (ML 30) - Fires arrows with bombs attached to it. If struck cleanly, the bomb explodes on the enemy, knocking out some of the enemies around with a certain success rate. Can't attack more than 6 at once, and it only works with a bow in hand. --- This is the Hunter's main multi-hit attack. It's a ranged area-of-effect attack. If you see a group of monsters near each other, shoot some bombs at them. In addition to damage, Arrow Bomb can stun monsters. This stun is overrated yet underestimated. There are times when you don't want to stun monsters, like when you are trying to herd them together. Also, it is worth mentioning that the damage for Arrow Bomb is completely unique in terms of damage and how it is applied. This will be covered fully below. This should be the skill you want to spend your first SP on because it gives you your first mob attack. Arrow Bomb used on Coolie ZombiesIron Arrow: Crossbow (ML 30) - The arrow that's fired will go through a monster and attack another one behind it. The damage decreases for every monster the arrow goes through. Can damage up to 6 monsters at once. --- This is the Crossbower's main multi-hit attack. You fire an arrow in a straight line, piercing all monsters. Because it goes in a straight line, you can't hit monsters above or below your Y-axis. On the plus side, Iron Arrow flies through walls. This is beneficial in maps with monsters behind walls. Though the damage decreases with each monster hit, the decrease is barely noticable, not to mention that you may get a critical hit. Tests show that Iron Arrow's damage decreases by a factor of 0.82, and that criticals are also subject to this decreasing factor. Iron Arrow used on Sakura CellionsSKILL TABLES Unlike the first job, the second job skills are much more simple to understand. n = skill level trun() = drop the decimal of what the formula produces Bow/Crossbow Mastery Mastery %: trun((n + 1) / 2) * 5 + 10 Additional accuracy: +n --- Level 1 - mastery 15%, ACC +1 Level 2 - mastery 15%, ACC +2 Level 3 - mastery 20%, ACC +3 Level 4 - mastery 20%, ACC +4 Level 5 - mastery 25%, ACC +5 Level 6 - mastery 25%, ACC +6 Level 7 - mastery 30%, ACC +7 Level 8 - mastery 30%, ACC +8 Level 9 - mastery 35%, ACC +9 Level 10 - mastery 35%, ACC +10 Level 11 - mastery 40%, ACC +11 Level 12 - mastery 40%, ACC +12 Level 13 - mastery 45%, ACC +13 Level 14 - mastery 45%, ACC +14 Level 15 - mastery 50%, ACC +15 Level 16 - mastery 50%, ACC +16 Level 17 - mastery 55%, ACC +17 Level 18 - mastery 55%, ACC +18 Level 19 - mastery 60%, ACC +19 Level 20 - mastery 60%, ACC +20 Final Attack: Bow/Crossbow Activation rate %: n * 2 Final Attack damage %: 100 + n * 5 --- Level 1 - success rate 2%, damage 105% Level 2 - success rate 4%, damage 110% Level 3 - success rate 6%, damage 115% Level 4 - success rate 8%, damage 120% Level 5 - success rate 10%, damage 125% Level 6 - success rate 12%, damage 130% Level 7 - success rate 14%, damage 135% Level 8 - success rate 16%, damage 140% Level 9 - success rate 18%, damage 145% Level 10 - success rate 20%, damage 150% Level 11 - success rate 22%, damage 155% Level 12 - success rate 24%, damage 160% Level 13 - success rate 26%, damage 165% Level 14 - success rate 28%, damage 170% Level 15 - success rate 30%, damage 175% Level 16 - success rate 32%, damage 180% Level 17 - success rate 34%, damage 185% Level 18 - success rate 36%, damage 190% Level 19 - success rate 38%, damage 195% Level 20 - success rate 40%, damage 200% Level 21 - success rate 42%, damage 205% Level 22 - success rate 44%, damage 210% Level 23 - success rate 46%, damage 215% Level 24 - success rate 48%, damage 220% Level 25 - success rate 50%, damage 225% Level 26 - success rate 52%, damage 230% Level 27 - success rate 54%, damage 235% Level 28 - success rate 56%, damage 240% Level 29 - success rate 58%, damage 245% Level 30 - success rate 60%, damage 250% Bow/Crossbow Booster HP/MP usage: 30 - n Duration: 10 * n --- Level 1 - HP/MP -29, lasts 10 seconds Level 2 - HP/MP -28, lasts 20 seconds Level 3 - HP/MP -27, lasts 30 seconds Level 4 - HP/MP -26, lasts 40 seconds Level 5 - HP/MP -25, lasts 50 seconds Level 6 - HP/MP -24, lasts 60 seconds Level 7 - HP/MP -23, lasts 70 seconds Level 8 - HP/MP -22, lasts 80 seconds Level 9 - HP/MP -21, lasts 90 seconds Level 10 - HP/MP -20, lasts 100 seconds Level 11 - HP/MP -19, lasts 110 seconds Level 12 - HP/MP -18, lasts 120 seconds Level 13 - HP/MP -17, lasts 130 seconds Level 14 - HP/MP -16, lasts 140 seconds Level 15 - HP/MP -15, lasts 150 seconds Level 16 - HP/MP -14, lasts 160 seconds Level 17 - HP/MP -13, lasts 170 seconds Level 18 - HP/MP -12, lasts 180 seconds Level 19 - HP/MP -11, lasts 190 seconds Level 20 - HP/MP -10, lasts 200 seconds Power Knock-Back MP usage: trun((n - 1) / 10) * 7 + 8 Knock-back rate %: 2 * n Damage %: 100 + n * 5 # of monsters hit: trun((n - 1) / 5)* + 2 * = round UP for level 20 --- Level 1 - MP -8, knock-back +2%, damage 105%, push 2 monsters back Level 2 - MP -8, knock-back +4%, damage 110%, push 2 monsters back Level 3 - MP -8, knock-back +6%, damage 115%, push 2 monsters back Level 4 - MP -8, knock-back +8%, damage 120%, push 2 monsters back Level 5 - MP -8, knock-back +10%, damage 125%, push 2 monsters back Level 6 - MP -8, knock-back +12%, damage 130%, push 3 monsters back Level 7 - MP -8, knock-back +14%, damage 135%, push 3 monsters back Level 8 - MP -8, knock-back +16%, damage 140%, push 3 monsters back Level 9 - MP -8, knock-back +18%, damage 145%, push 3 monsters back Level 10 - MP -8, knock-back +20%, damage 150%, push 3 monsters back Level 11 - MP -15, knock-back +22%, damage 155%, push 4 monsters back Level 12 - MP -15, knock-back +24%, damage 160%, push 4 monsters back Level 13 - MP -15, knock-back +26%, damage 165%, push 4 monsters back Level 14 - MP -15, knock-back +28%, damage 170%, push 4 monsters back Level 15 - MP -15, knock-back +30%, damage 175%, push 4 monsters back Level 16 - MP -15, knock-back +32%, damage 180%, push 5 monsters back Level 17 - MP -15, knock-back +34%, damage 185%, push 5 monsters back Level 18 - MP -15, knock-back +36%, damage 190%, push 5 monsters back Level 19 - MP -15, knock-back +38%, damage 195%, push 5 monsters back Level 20 - MP -15, knock-back +40%, damage 200%, push 6 monsters back Soul Arrow: Bow/Crossbow MP usage: trun((n - 1) / 10) * 5 + 15 Duration: n * 30 --- Level 1 - MP -15, lasts 30 seconds Level 2 - MP -15, lasts 60 seconds Level 3 - MP -15, lasts 90 seconds Level 4 - MP -15, lasts 120 seconds Level 5 - MP -15, lasts 150 seconds Level 6 - MP -15, lasts 180 seconds Level 7 - MP -15, lasts 210 seconds Level 8 - MP -15, lasts 240 seconds Level 9 - MP -15, lasts 270 seconds Level 10 - MP -15, lasts 300 seconds Level 11 - MP -20, lasts 330 seconds Level 12 - MP -20, lasts 360 seconds Level 13 - MP -20, lasts 390 seconds Level 14 - MP -20, lasts 420 seconds Level 15 - MP -20, lasts 450 seconds Level 16 - MP -20, lasts 480 seconds Level 17 - MP -20, lasts 510 seconds Level 18 - MP -20, lasts 540 seconds Level 19 - MP -20, lasts 570 seconds Level 20 - MP -20, lasts 600 seconds Arrow Bomb: Bow MP usage: trun((n - 1) / 10) * 14 + 14 Stun duration: trun((n - 1) / 10) * 2 + 2 seconds Success rate %: 30 + n Damage %: 70 + 2 * n --- Level 1 - MP -14, stun for 2 seconds at 31% success rate, damage 72% Level 2 - MP -14, stun for 2 seconds at 32% success rate, damage 74% Level 3 - MP -14, stun for 2 seconds at 33% success rate, damage 76% Level 4 - MP -14, stun for 2 seconds at 34% success rate, damage 78% Level 5 - MP -14, stun for 2 seconds at 35% success rate, damage 80% Level 6 - MP -14, stun for 2 seconds at 36% success rate, damage 82% Level 7 - MP -14, stun for 2 seconds at 37% success rate, damage 84% Level 8 - MP -14, stun for 2 seconds at 38% success rate, damage 86% Level 9 - MP -14, stun for 2 seconds at 39% success rate, damage 88% Level 10 - MP -14, stun for 2 seconds at 40% success rate, damage 90% Level 11 - MP -14, stun for 4 seconds at 41% success rate, damage 92% Level 12 - MP -14, stun for 4 seconds at 42% success rate, damage 94% Level 13 - MP -14, stun for 4 seconds at 43% success rate, damage 96% Level 14 - MP -14, stun for 4 seconds at 44% success rate, damage 98% Level 15 - MP -14, stun for 4 seconds at 45% success rate, damage 100% Level 16 - MP -28, stun for 4 seconds at 46% success rate, damage 102% Level 17 - MP -28, stun for 4 seconds at 47% success rate, damage 104% Level 18 - MP -28, stun for 4 seconds at 48% success rate, damage 106% Level 19 - MP -28, stun for 4 seconds at 49% success rate, damage 108% Level 20 - MP -28, stun for 4 seconds at 50% success rate, damage 110% Level 21 - MP -28, stun for 6 seconds at 51% success rate, damage 112% Level 22 - MP -28, stun for 6 seconds at 52% success rate, damage 114% Level 23 - MP -28, stun for 6 seconds at 53% success rate, damage 116% Level 24 - MP -28, stun for 6 seconds at 54% success rate, damage 118% Level 25 - MP -28, stun for 6 seconds at 55% success rate, damage 120% Level 26 - MP -28, stun for 6 seconds at 56% success rate, damage 122% Level 27 - MP -28, stun for 6 seconds at 57% success rate, damage 124% Level 28 - MP -28, stun for 6 seconds at 58% success rate, damage 126% Level 29 - MP -28, stun for 6 seconds at 59% success rate, damage 128% Level 30 - MP -28, stun for 6 seconds at 60% success rate, damage 130% Iron Arrow: Crossbow MP usage: trun((n - 1) / 10) * 14 + 14 Damage %: 60 + 4 * n --- Level 1 - MP -14, damage 64% Level 2 - MP -14, damage 68% Level 3 - MP -14, damage 72% Level 4 - MP -14, damage 76% Level 5 - MP -14, damage 80% Level 6 - MP -14, damage 84% Level 7 - MP -14, damage 88% Level 8 - MP -14, damage 92% Level 9 - MP -14, damage 96% Level 10 - MP -14, damage 100% Level 11 - MP -14, damage 104% Level 12 - MP -14, damage 108% Level 13 - MP -14, damage 112% Level 14 - MP -14, damage 116% Level 15 - MP -14, damage 120% Level 16 - MP -28, damage 124% Level 17 - MP -28, damage 128% Level 18 - MP -28, damage 132% Level 19 - MP -28, damage 136% Level 20 - MP -28, damage 140% Level 21 - MP -28, damage 144% Level 22 - MP -28, damage 148% Level 23 - MP -28, damage 152% Level 24 - MP -28, damage 156% Level 25 - MP -28, damage 160% Level 26 - MP -28, damage 164% Level 27 - MP -28, damage 168% Level 28 - MP -28, damage 172% Level 29 - MP -28, damage 176% Level 30 - MP -28, damage 180% SKILL ANALYSIS *Double Shot* vs. *Arrow Bomb* Recall the main info for each skill: Double Shot 16 MP 130% + 130%, 1 target Arrow Bomb 28 MP 130%, up to 6 targets For now, let's ignore Critical Shot. You want to aim to attain 260% per 16 MP. Arrow Bomb costs 75% more MP than Double Shot. 260% * 1.75 = 455% per 28 MP. If Arrow Bomb can deal at least 455% per usage, it is more effective than Double Shot. How do you obtain 455%? 455% ÷ 130% = 3.5 Basically, if you can hit at least 4 monsters with Arrow Bomb, you're getting more for your MP than by using Double Shot to take them out individually. Using Arrow Bomb on 3 monsters or less will result in lost MP. But this is without critical shot. Now let's factor critical shot in. Recall the percent chance to get a critcal hit with Double Shot. For # criticals, % chance 0 - 36% 1 - 48% 2 - 16% Now what are the chances of getting criticals with Arrow Bomb? Assuming you hit 6 monsters For # criticals, % chance 0 - 4.67% 1 - 18.66% 2 - 31.10% 3 - 27.65% 4 - 13.82% 5 - 3.69% 6 - 0.41% For the sake of simplicity (and because I'm lazy), we will average the chance to score a critical hit among all outcomes possible. Double Shot average damage per single hit with critical = 170% Arrow Bomb average damage per single hit with critical = 182% Now a new variable has to be factored in, number of hits. Double Shot average damage of both hits to 1 monster with maxed critical 260*0.36+360*0.48+460*0.16 = 340% Since there are two separate damages to Arrow Bomb, actual proof of calculations would take about a full page to write out. For the actual average damage of Arrow Bomb, see the section below. Six hits with Arrow Bomb is almost three Double Shots. When you factor critical shot in, you must hit at least 3 monsters with Arrow Bomb to get your MP's worth. *Arrow Bomb* There is one more unsolved issue that needs to be addressed: impact damage. Recall that Arrow Bomb is split into two damage calculations: impact and bomb. When you fire a Bomb, the first monster that gets hit takes impact damage. Any nearby monster will take damage from the explosion, the bomb damage. The problem is that the impact damage is significantly lower than bomb damage. The actual damage caused by the impact damage is unknown at the time, but is estimated to be about 40%. The above calculations assume that impact damage is the same as bomb damage. Calculating the damage with the impact damage factored in leads to many times more calculations because each hit has to calculated individually. Also, this reduced impact damage multiplier is applied AFTER defense is calculated. This is apparent at lower levels because a hit that would've done 1 damage will appear as a MISS. In fact, all hits of Arrow Bomb are multiplied after defense is applied. Also, there is one more thing that makes Arrow Bomb so unique. It appears that Arrow Bomb is the only skill that factors Critical Shots as double damage, not +100%. Critical Shots for Arrow Bomb are *2, not +100%. This means that impact damage on critical will do 80%, while the bomb damage does 260%. Average damage of Arrow Bomb with Critical Shot for # monsters hit: 1 - 0.56 2 - 2.38 3 - 4.2 4 - 6.02 5 - 7.84 6 - 9.66 In other words, the average damage for hitting 6 monsters is 966%. If Arrow Bomb wasn't completely different like so, Arrow Bomb would have a much higher average damage. But weak impact damage paired with unique critical damage makes Arrow Bomb weaker than other multi-hit skills, like Arrow Rain. *Iron Arrow* The amount of damage that Iron Arrow reduces by is 0.82 of the previous damage modifier. So if you arrange six monsters in a row, this is what the damage will look like across the six monsters: Monster # - damage 1 - 1.800 2 - 1.476 3 - 1.210 4 - 0.992 5 - 0.814 6 - 0.667 Now these numbers are without Critical Shot. Like Arrow Bomb, Critical Shot works differently with Iron Arrow than the rest of a Bowman's skills. It still gives the standard +100% damage to the multiplier, but all critical hits are subject to the damage reduction caused by Iron Arrow, so Critical Shots will go down by a factor of 0.82 per hit. As a result, you get new damages: Average damage of Iron Arrow with Critical Shot to # monster in a line of six: Y=1.8*0.82^(X-1)+0.4*0.82^(X-1) 1 - 2.200 2 - 1.804 3 - 1.479 4 - 1.213 5 - 0.995 6 - 0.816 So in actuality, The last hit of Iron Arrow will still be light-hitting, despite Critical Shot kicking in. Total average damage of Iron Arrow with Critical Shot for # monsters hit: 1 - 2.200 2 - 4.004 3 - 5.483 4 - 6.696 5 - 7.691 6 - 8.507 If you compare Iron Arrow to Arrow Bomb, you'll notice some trends, especially if you graph the damage in the same grid. With Arrow Bomb, damage starts low but gradually gets higher. With Iron Arrow, damage starts high but increases slower. *Final Attack*
OGM Spoiler!
So what is Final Attack (FA) really? Explaining what FA really is requires deep
understanding. In a nutshell, FA gives you a chance to release another arrow immediately following a skill with a certain rate and fixed damage that can take a critical hit. This arrow costs no MP, but requires a split second extra to fire. In terms of efficiency, FA is the best in the entire game. FA itself does not consume MP, but you have to use an MP-consuming skill to trigger it. For example, let's take level 30 Final Attack. There is a 60% chance that after a skill is used, another arrow will fire sequentially with a 250% damage modifier. This arrow costs nothing and can also strike critical, resulting in a whopping 350% arrow. An Archer with Final Attack is powerful early on. With Double Shot, you're dealing at least 510% damage (130% + 130% + 250%), and that turns to 810% if Critical Shot kicks in three times. FA allows Archers to train on bigger tougher monsters earlier than most other players can. It's also worth mentioning that Final Attack ignores minimum range. If you attack a monster that gets within your minimum range after your shot, the Final Attack arrow will come out, no matter how close the monster is to you. Also, FA will not trigger if the Archer is not grounded. If you jumpshoot or fall off a ledge while attacking, FA won't come out. Keep in mind that this final arrow can come out randomly and out of any of the four attacking skills: Arrow Blow, Double Shot, Arrow Bomb, Iron Arrow. The use of Final Attack when used with each skill differs. When used with the solo- targetting skills (AB/DS), FA is wonderful because it's pure power against the monster being attacked. However, introduce FA to the multi-targetting skills and you create some problems. An Archer's FA is not the same as a Warrior's. When a Warrior uses Slash Blast with Final Attack, the damage from Final Attack is spread among all the monsters hit. Archers don't have an attack like Slash Blast that hits multiple monster. Archers' multi-target skills are unique. When an Archer uses a multi-target skill, FA comes out as one arrow. That arrow will strike the monster closest to the Archer. If an Archer is using a multi-target skill to tame a mob of monsters, if FA comes out, the extra time that FA needs to fire will allow all the other monsters that didn't get the final arrow to keep running toward the Archer. FA is a burden to multi-target skills because it does not spread the damage evenly among all the monsters like Warriors can. The main argument against Final Attack is that extra split second required to fire the arrow. That extra time hurts when using multi-target skills. It's even worse when taking on bosses, because Archers use hit-and-run tactics against most bosses. If FA triggers, it makes running after attacking more difficult. Final Attack is based on the player's style of training. Mobbers will want to stay away from Final Attack. Archers who use Double Shot to train might want to max Final Attack to have something to knock back with. Final Attack is an all-or-nothing skill: either you max it or don't touch it. Final Attack requires 30 SP to master, and that's 30 SP well spent elsewhere, especially the buffs (Soul Arrow, Booster, Focus). Still unsure about getting Final Attack or not? If you choose to go with a typical FA build, there are some pros and cons: PROS: -Free hard-hitting arrow, can flinch big monsters if the first two hits didn't -Greatly speeds up training from around level 45 to about 75 -DS+FA is very MP-efficient and is better than level 10- Strafe -No minimum range issues CONS: -You'll have to shorten buff lengths from the second job (30 SP is A LOT) -Takes a split second extra to fire; if the monster died from the first shot, the next shot hits nothing unless there is another monster behind it -Interferes with mobbing -Doesn't work with third job skills With that last point, a good summary would be that if you don't ever plan on getting to the third job, then maxing Final Attack would be worthwhile. Those intent on making the third job should skip it. Speaking in terms of damage per second (DPS), FA slightly increases the DPS of Double Shot (Arrow Blow). However, FA significantly reduces the DPS of Bomb/IA. More info on that can be found here. In general, just forget about FA. It's not worth it at all really. SAMPLE SKILL BUILDS The notation of "Bomb/IA" will be used for the class-specific skill. Build 1 11 Focus 20 Mastery 0 Final Attack 20 Booster 20 Power Knock-Back 20 Soul Arrow 30 Bomb/IA Build 2 1 Focus 20 Mastery 30 Final Attack 15 Booster 20 Power Knock-Back 5 Soul Arrow 30 Bomb/IA Build 3 8 Focus 19 Arrow Blow 20 Mastery 0 Final Attack 18 Booster 20 Power Knock-Back 6 Soul Arrow 30 Bomb/IA Standard No-FA build 1 (1) Code:
Level SP 30 +1 Bomb/IA 31 +3 Mastery 32 +3 Mastery 33 +3 Mastery 34 +3 Mastery 35 +3 Mastery 36 +3 Mastery 37 +1 Mastery, +2 Booster 38 +3 Booster 39 +1 Booster, +2 Soul Arrow 40 +1 Power Knock-Back, +2 Bomb/IA 41 +3 Bomb/IA 42 +3 Bomb/IA 43 +3 Bomb/IA 44 +3 Bomb/IA 45 46 47 48 49 +15 Bomb/IA 50 +3 Power Knock-Back 51 +3 Power Knock-Back 52 +3 Power Knock-Back 53 54 55 +9 Power Knock-Back 56 +1 Power Knock-Back, +2 Booster 57 +1 Soul Arrow, +2 Booster 58 +1 Soul Arrow, +2 Booster 59 +1 Soul Arrow, +2 Booster 60 +1 Booster, +2 Focus 61 +3 Focus 62 +3 Focus 63 +3 Focus 64 +2 Soul Arrow, +1 Booster 65 +2 Soul Arrow, +1 Booster 66 +2 Soul Arrow, +1 Booster 67 +2 Soul Arrow, +1 Booster 68 +2 Soul Arrow, +1 Booster 69 +3 Soul Arrow 70 +2 Soul Arrow, +1 Mastery Bomb/IA is obtained to have a new skill to use in training. You can save your SP points and dump them whenever you choose if you don't want to deal with the increase in MP usage. PKB is not as essential as it used to be, so you can choose to delay it for the buffs. After that, Booster, Soul Arrow, and Focus can be maxed in any order. I simply chose to mix it all up. This is assuming you got 9 Focus in the first job. The next build is the same as this one, but in a different order. Standard No-FA build 2 (1) Code:
Level SP 30 +1 Bomb/IA 31 +3 Mastery 32 +3 Mastery 33 +3 Mastery 34 +3 Mastery 35 +3 Mastery 36 +3 Mastery 37 +1 Mastery, +2 Booster 38 +3 Booster 39 +1 Booster, +2 Soul Arrow 40 +3 Power Knock-Back 41 +3 Power Knock-Back 42 +3 Power Knock-Back 43 +1 Power Knock-Back, +1 Bomb/IA 44 45 46 +10 Power Knock-Back 47 +3 Bomb/IA 48 +3 Bomb/IA 49 +3 Bomb/IA 50 +3 Bomb/IA 51 +1 Bomb/IA 52 53 54 55 +14 Bomb/IA 56 +1 Bomb/IA, +2 Soul Arrow 57 +1 Soul Arrow, +2 Booster 58 +3 Booster 59 +3 Booster 60 +3 Booster 61 +3 Booster 62 +3 Soul Arrow 63 +3 Soul Arrow 64 +3 Soul Arrow 65 +3 Soul Arrow 66 +3 Soul Arrow 67 +3 Focus 68 +3 Focus 69 +3 Focus 70 +2 Focus, +1 Mastery a good attacking skill for some time. However, this build is perfect for those who will be PQing in Ludibrium during the level 40-50 stage because you will have maxed PKB to assist in the boss stages. Lack of a mob skill may hurt, but Bomb/IA is really only needed in two stages. Again, the buffs can be maxed in any order you want. Standard FA build (2) Code:
Level SP 30 +1 Bomb/IA 31 +3 Mastery 32 +3 Mastery 33 +3 Mastery 34 +3 Mastery 35 +3 Mastery 36 +3 Mastery 37 +1 Mastery, +2 Booster 38 +3 Booster 39 +1 Booster, +2 Soul Arrow 40 +3 Final Attack 41 +3 Final Attack 42 +3 Final Attack 43 +3 Final Attack 44 +3 Final Attack 45 +3 Final Attack 46 +3 Final Attack 47 +3 Final Attack 48 +3 Final Attack 49 +3 Final Attack 50 +3 Power Knock-Back 51 +3 Power Knock-Back 52 +3 Power Knock-Back 53 +1 Power Knock-Back 54 55 +8 Power Knock-Back 56 +2 Power Knock-Back, +1 Bomb/IA 57 +3 Bomb/IA 58 +3 Bomb/IA 59 +3 Bomb/IA 60 +3 Bomb/IA 61 +1 Bomb/IA 62 63 64 65 +14 Bomb/IA 66 +1 Bomb/IA, +2 Booster 67 +3 Soul Arrow 68 +3 Booster 69 +3 Booster 70 +1 Booster, +1 Mastery, +1 Focus compliment to Final Attack, so it should be maxed right after. Again with the buffs, they can be built in any order. Skill Hybrid build (3) Code:
Level SP 30 +1 Bomb/IA 31 +3 Mastery 32 +3 Mastery 33 +3 Mastery 34 +3 Mastery 35 +3 Mastery 36 +3 Mastery 37 +1 Mastery, +2 Booster 38 +3 Booster 39 +1 Booster, +2 Soul Arrow 40 +1 Power Knock-Back, +2 Bomb/IA 41 +3 Bomb/IA 42 +3 Bomb/IA 43 +3 Bomb/IA 44 +3 Bomb/IA 45 46 47 48 49 +15 Bomb/IA 50 +3 Power Knock-Back 51 +3 Power Knock-Back 52 +3 Power Knock-Back 53 54 55 +9 Power Knock-Back 56 +1 Power Knock-Back, +2 Booster 57 +1 Soul Arrow, +1 Booster, +1 Arrow Blow 58 +3 Arrow Blow 59 +3 Arrow Blow 60 +3 Arrow Blow 61 +3 Arrow Blow 62 +3 Arrow Blow 63 +3 Arrow Blow 64 +3 Booster 65 +3 Booster 66 +2 Soul Arrow, +1 Focus 67 +3 Focus 68 +3 Focus 69 +1 Focus, +1 Mastery, +1 Soul Arrow 70 +3 Booster the ability to flinch monsters with that high damage multiplier. The problem is that you get is late, so you solve this by using the Non-Focus build presented in the first job section. My personal build (1) Code:
Level SP 30 +1 Bomb/IA 31 +3 Mastery 32 +2 Mastery, +1 Booster 33 +3 Booster 34 +1 Booster, +2 Soul Arrow 35 +1 Soul Arrow, +2 Mastery 36 +3 Mastery 37 +3 Mastery 38 +3 Mastery 39 +3 Mastery 40 +2 Bomb/IA, +1 Booster 41 +3 Bomb/IA 42 +3 Bomb/IA 43 +3 Bomb/IA 44 +3 Bomb/IA 45 46 47 48 49 +15 Bomb/IA 50 +3 Booster 51 +3 Booster 52 +3 Booster 53 +2 Soul Arrow, +1 Power Knock-Back 54 +3 Power Knock-Back 55 +3 Power Knock-Back 56 +3 Power Knock-Back 57 +2 Booster 58 59 60 +10 Power Knock-Back 61 +3 Booster 62 +3 Soul Arrow 63 +3 Soul Arrow 64 +3 Soul Arrow 65 +3 Soul Arrow 66 +3 Soul Arrow 67 +3 Focus 68 +3 Focus 69 +3 Focus 70 +2 Focus, +1 Mastery extra levels with bad damage. After that, I follow a build similar to the Standard No-FA build 1. I like buffs better than PKB, so I got more buffs before maxing PKB. TRAINING SPOTS This time, the summary at the end of each level section will be extended. There will be more information to help you find a training spot. Level 31-35A number of areas have opened up to you now that you are in the second job. Victoria Horned Mushroom & Zombie Mushroom You might still be training in Ant Tunnel for a while longer. This is the preferred training grounds for all jobs at this level range, so expect to share maps with other players. Works out easily, Horned Mushrooms take a DS, while Zombie Mushrooms will take a DS or two. SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small platforms. Stand on the right platform, face left, and start attacking. You can hit most monsters from here, and you're relatively safe from Zombie Mushrooms. Wild Boar Wild Boars are tough, but possible. If you can, wait until level 35 for these. Most likely you won't be able to do enough damage quickly enough to keep up with the spawn. Ghost Stump & Wooden Mask Near Perion, you can head to Excavation Site I to find these two monsters. Ghost Stumps resemble Blue Mushrooms, but move slow like Stumps. Wooden Masks are like Cicles in Aqua Road. This map is large, so you should try to split it up with someone. If you want, you can move ahead to take on Rocky Masks. Crow Crows are stronger than Wild Boars, and they fly. Crows are a sad alternative to Boars, really. Street Slime & Urban Fungus They bear similar stats to Horned Mushrooms, so they might be worth a try. You can circle the map like a Magician does, just walking around and killing things: ![]() Other Victoria mentions: Over the Wall, Rocky Mask, Stirge, Psycho Jack Ossyria Jr. Sentinel In Orbis, you can definitely do Jr. Sentinels now. The advantage of these is that they do as much damage as Ribbon Pigs, which at this level is not much. Jr. Sentinels have more HP and defense than Wild Boars, but drops much more Mesos than other monsters of similar levels. With a layout similar to Ellinia's trees, sniping is easy in the Orbis Tower. The 20th Floor is the easiest map to train in, though the 19th or 18th Floors will work too. As this monster is severely outdated, do not stay here too long. Now is a good time to explore Aqua Road. Right when you enter though, the monsters might be tough. Try not to attack these monsters as you make your way to the Aquarium. Go east from the Aquarium until you reach warm water (the water will be green, not blue), a map called Blue Seaweed Road. All monsters from this point are what you are looking for to train on. Keep in mind that your HP will decrease steadily while underwater without Air Bubbles, which is an extra fund. If you are low on money, you should not train here because of having to deal with the HP loss. It also costs a fair bit to get down to Aqua Road, either down the tower or through Mu Lung. Krappi, Cicle, Cico, Pinboom The first three monsters don't fight back when attacked, but Pinbooms attack when approached. Shouldn't be a problem since you have range, so just attack from a good distance away. Any map from Blue Seaweed Road on will do. Use this opportunity to get used to the physics of being underwater and training. Being underwater hurts your potion funds though. Bellamoa Not really recommended. Has the same HP & EXP as Zombie Mushrooms, but does not jump. However, you must deal at least half of its HP in one hit in order to flinch it. By that fact, there are other places in Ariant that are worth it. Entrance to Bellamoa's CaveEar Plug Pleads Has the same HP & EXP as Krappi. Noticably easier to deal with than Bellamoas, but the map requires constant climbing. You can try fighting these at The Scorching Desert, but if you're fighting these, you're better off fighting Cactus. Cactus One of the better Ariant monsters to train on during these levels, the Cactus map is small and designed to be dealt with one person at a time. You can go around Cactus Desert 1 in a counter clockwise motion, climbing up the rope at the right and falling off the left while you attack whatever gets in your way. Other Ossyria mentions: Leatty, Dark Leatty Ludibrium Trixter & Green Trixter In Ludibrium, Trixters are nice and snipable. I was at Trixters for this period. Trixters are a no-brainer monster to train on because they have no horizontal movement, meaning you can just stand away and shoot normal shots. Training here requires almost no potions thanks to the nature of the map and monsters in it. The only problem is that the drops are worth the NPC value. The money you make here is the same as elsewhere because more Mesos can be made, but potion costs offset that. SNIPING SPOT: In EOS Tower Floor 71, drop down to the bottom, right next to the portal. There are two Trixters and a Green Trixter on the other side from the portal. Stand on the screw closest to the portal, face right, and attack. ![]() Other Ludibrium mentions: Ratz, Brown Teddy, Chirppy SUMMARY: VICTORIA: Horned Mushroom*, Zombie Mushroom*, Wild Boar, Dark Axe Stump, Ghost Stump, Wooden Mask, Rocky Mask, Stirge, Crow, Street Slime, Urban Fungus*, Boomer, Psycho Jack OSSYRIA: Jr. Sentinel, Cicle, Cico, Krappi, Pinboom, Ear Plug Plead, Cactus LUDIBRIUM: Ratz, Trixter, Green Trixter Do NOT train on: Evil Eye, Sentinel, Fire Sentinel, Ice Sentinel Do the Kerning City Party Quest until level 31. Afterwards, go to New Leaf City and Jungle Clearing. Stay there until level 35, or move to Cactus at level 33. Level 35-40You gain a Fast weapon during this level period, so even more areas to train in open up. Victoria Wild Boar Most Archers will go to Wild Boars now. It takes just one Double Shot or Arrow Blow to kill one. Either Wild Boar Land will do. Entrance to Wild Boar Land IIWooden Mask & Rocky Mask These monsters bear similar stats to Wild Boars, except they don't jump and are not as fast. This map is small, but has 3 platforms like Wild Boars, so you could split the map up. Both of these are in Excavation Site III. Crow On the bright side, you should be able to kill these in one hit now. On the down side, Wild Boars are better in most aspects. Cloud Fox & Flaming Raccoon A Fire Wizard's dream, The Mountain of Cloud Fox is a large map with nothing but Cloud Foxes. They are slightly stronger than Brown Teddies, but give the same EXP. With a good weapon, you could kill one with one DS. Nonetheless, even if you cannot kill these in one hit, this is a good training area, especially if you split the map with other players. Hoard the tails they drop for a quest. Flaming Raccoons are slightly weaker than Cloud Foxes and give the same EXP, so consider training in the map with both these monsters. Flaming Raccoons are only found in Forest of Animals. Killa Bee The Soul Corridor is a large map that contains only Killa Bees. Has HP like a Bubble Fish, but gives EXP like a Fire Boar. They fly and move quick, and has relatively high defense, so bee careful here. Fire Boar If Wild Boars are too weak, head over to Fire Boars. Watch out here because you may get mobbed, so prepare your multi-hit skill. Burnt Land I or II is good. Sakura Cellion These darker kittens are flawed. They carry the same stats as their cousins, but drop similar items to their auntie, Cellions. Sakura Cellions drop Cellion Tails as well as huge amounts of Mesos. The spawn is low but in a compact flat area, so you should have an easy time training there. If you need money, train here. Psycho Jack Getting here is slightly dangerous, but this untapped training spot is highly underrated. Psycho Jacks are big and fast, but the EXP is insanely high for its HP. Note that it can still damage you when it's in its box, which breaks open rather easily with one attack. These will probably be 2-hit kills for good EXP. To get here, go to the Prendergast Mansion Foyer, enter the right door on the third tier, then enter the bottom right door to find the Toy Room. Other Victoria mentions: Horned Mushroom, Zombie Mushroom Ossyria Jr. Cellion, Jr. Lioner, Jr. Grupin A.K.A. the Kittens If you don't like getting no drops from Leatties, try your luck at kittens. They are closer to Orbis than El Nath, but they move fast and tend to travel in mobs. They don't do much damage, compared to Leatties. However, they move fast and travel in packs, so most likely you won't be able to kill them as fast. Best to come back after level 40. Krappi, Cicle, Cico In Aqua Road, the same monsters are still good training from the previous level range. Blue Seaweed Road and beyond works great, and now should go down to one DS. This area might be slowing down soon, so move on when you think this place is too slow. Flowerfish & Bubblefish Slightly stronger than Evil Eyes, these monsters come right before the previous three as you walk from town. They are much easier to kill because they don't mob up like Evil Eyes do and you have a lot of space to attack from. Sand Castle Playground or Big Fish Playground are both nice maps. I personally prefer the prior. Scarf Plead Similar stats to Evil Eyes, only these do not jump. There is only one map with these monsters, which is triple leveled. Constantly having to climb can turn into a hassle, and the safe spots do not allow for sniping. If you're considering training here, you're better off at Royal Cactus. Entrance to Frilled FieldRoyal Cactus Its stats are between Flowerfish and Bubblefish, so if you enjoy the good HP:EXP ratios of those, you will appreciate Royal Cactus more. This map, like the Jr. Cactus map, is flat and small, so you can get lots of quick kills here. The downside is that only seven spawn at a time, so if you kill faster than they can spawn, this map may not be for you. Entrance to Royal Catthus DesertMeerkat Similar stats as a Flowerfish. If you find the Royal Cactus map too slow, then Meerkats may be for you. Expect that you will get many 2-hit kills with these. Fortunately, like most monsters of this region, they aren't fast, but they mob nicely. Wherever you find Meerkat, you do not see other monsters, so Meerkat maps will hold only Meerkats. Either map where they are found will do, since both maps have an upper platform that contain Meerkats. Kiyo Arguably better than Brown Teddies, Kiyos give the same EXP with less HP. Like most other Ariant monsters, they move slow and mob nicely. North Desert Road 2 is completely flat, allowing for great usage of Iron Arrow. Sand Dwarves spawn in the map too, but at a lower frequency. The dwarves are even slower, do not attack back despite looking like it can use magic, and it has the same HP & EXP as Fire Boars, so you shouldn't be avoiding them if they spawn. Other Ossyria mentions: Scuba Pepe Ludibrium Trixter & Green Trixter Still works by saving potion money, but the EXP will be extremely slow. Brown Teddy, Pink Teddy, Roloduck The Toy Factory presents more monsters to train on. Brown Teddies and Pink Teddies are easy training. Roloducks are a little harder, but easily snipable. The drops aren't good, but the Meso drop is decent. The maps are right next to town, which is a small plus. The maps are horizontal by design, so training is simple here. Ludibrium Party Quest: you can do this as soon as level 35. However, you will most likely be too weak to be of real use to stronger parties. You can try to find others below level 40 and form a farming party. This is a party that goes through the quest until the boss, because the boss is too strong. The party will leave at the final stage, then attempt to get back in. This is the fastest EXP for this level period, but results in absolutely NO money made. BOSS PROFILE: Rombot Found near the bottom of EOS Tower, the map containing Rombots is bad for Archers because it's a vertical map. You can take it on as early as level 35, though I advise waiting until level 40. Its quake punch does up to 500 damage. Rombots usually spawn with other Block Golems, so be careful when fighting here. BOSS PROFILE: Chief Gray There are two places in Omega Sector to find these. In both maps, they spawn in multiple locations. Still, the platform is wide enough and Chief Grays are weak enough so that these can be taken out with relative ease. Its starfield attack does up to 300 damage, and it might summon a Barnard Gray after it loses half of its HP. All in all, this is an easier boss than Rombot. Other Ludibrium mentions: Ratz, Black Ratz, Chirppy, Helly, Drum Bunny, Toy Trojan SUMMARY: VICTORIA: Horned Mushroom, Zombie Mushroom, Wild Boar*, Fire Boar, Sakura Cellion, Crow, Cloud Fox, Flaming Raccoon, Wooden Mask, Rocky Mask, Killa Bee, Psycho Jack* OSSYRIA: Scuba Pepe, Cico, Cicle, Krappi*, Flowerfish, Bubblefish, Scarf Plead, Royal Cactus, Meerkat, Kiyo* LUDIBRIUM: Ratz, Black Ratz, Trixter, Green Trixter, Chirppy, Helly, Drum Bunny, Brown Teddy, Pink Teddy, Roloduck Do NOT train on: Tick, Curse Eye Stay with Cactus, Meerkats, or Kiyos. Crossbowers can move to Sakura Cellions at level 38. Hunters should go at level 39. Level 40-45Welcome to the beginning of a difficult training period. It only gets harder from here on out. Victoria Fire Boar Fire Boars are definitely the way to go... if you're in Victoria. Good drops, fast spawn, but too many people here. Burnt Land II is the best map for Fire Boars. Simple map design: two levels of flat terrain, so circle the map clockwise to train efficiently. One Double Shot should take one out. Map is outdated, sadly. Entrance to Burnt Land IJr. Wraith While still near Kerning, you can train on Jr. Wraiths in the Subway. They are a little powerful at first, so you might need to get stronger before coming here to steal the monsters from Clerics and Fizards. I recommend waiting a few levels to tackle Jr. Wraiths. For a better, flatter, more packed map, head to the Phantom Forest. This is a hidden street outside the Prendergast Mansion. The map is completely flat and packed with Jr. Wraiths everywhere, so Crossbowers will have a field party here. The only main concern is the Headless Horseman - if one spawns, log out right away and pick a different channel. BOSS PROFILE: Mushmom You have enough ACC to hit Mushmom as level 35, but soloing it won't be easy until about level 45. The ground where Mushmom spawns is long enough to give you ample room to outrange its attack. Speaking of which, Mushmom's quake attack does up to 700 damage, 800 if your armors provide little DEF. Archers definitely have an easier time killing Mushmom. Always start on its left side, so that if Mushmom attempts to corner you, you can climb the rope and switch sides. Sakura Cellion The new alternative kitten, Sakura Cellions is a great moneymaker. They drop as much Mesos as Zombies, and the terrain is small and flat, perfect for Archers. You can find these in Amoria at Purple Plains 1. SNIPING SPOT: In The Tunnel That Lost Light II, head to the highest ledge on the left wall. From the edge, face right to find Drakes and Cold Eyes. You can snipe monsters from this perch without fear of getting hit. ![]() Psycho Jack These boast a nice HP:EXP ratio. The main concern is that you have to break open the box before you can kill it. The room you want to go to is the Toy Room. From the Foyer, enter the top right door, then the bottom right door. I will be referring to this door often, so make sure you know where it is. Nightmare In the room diagonally across from the Psycho Jack room is the Nightmare room. For the amount of HP they have, they give a large amount of EXP. The downside is the difficulty of fighting them. They are large, move fast, and have a fast ranged attack. If you can down them in 2 shots, train here; otherwise, stay away for now. The advantage is in the flat room, so Iron Arrow works well here. Cloud Fox (Flaming Raccoon) Cloud Foxes are slightly weaker than Brown Teddies. If you can't consistently kill Brown Teddies in one hit, consider Cloud Foxes and Flaming Raccoons. Other Victoria mentions: Lupin, Zombie Lupin Ossyria The Kittens The best place to train is at kittens. With a new weapon, it takes one Double Shot plus a normal shot to kill a kitten. The drops are okay, the EXP is awesome here. Be prepared to share maps though. I was at kittens for 4 levels. Entrance to The Road to Garden of 3 ColorsIn this map, climb to the top to find three colored crystals which lead to maps containing the kittens of the respective color. From left to right: Cellion, Lioner, GrupinStar Pixie If you have a high attack weapon and an attack glove, give Star Pixies a chance. Watch out for their magic attack though. A Blue Moon from an Orbis quest will help with the added MDEF. They are tougher than Jr. Wraiths, so you may want to wait to train on these. Nependeath Like Trixters, Nependeaths do not move horizontally. In fact, they do not move at all. However, they can attack you if you get within range. Fortunately, you should always be able to outrange it. At Strolling Path, you can get into a rhythm of killing Nependeaths going counter-clockwise around the map. As long as you don't bother the Star Pixies above, the spawn should be consistent until a Fierry spawns. Krip & Mask Fish Fortunately, you can find both of these monsters at the Seaweed Tower. Both should be near one-hit kills. If you can consistently one-hit kill Mask Fishes, go to Forked Road: West Sea, where only Mask Fish spawn. Both monsters move slow and are similar to many other monsters around this level. Elsewhere in Aqua Road Closer to Orbis Tower, you will find such monsters as Scuba Pepes, Jr. Seals, Poopas, and Poison Poopas. The former are two-hit kills, while the Poopas may require more than two hits. My recommendation is Ocean I.C., since this map has three of the previously mentioned monsters (no Poison Poopas). Know that Poopas will attack back once aggravated, but their range is short, so it shouldn't get close to you unless you attack more than one. Kiyo This is the last stop for Ariant. To make the most out of this map, you need to constantly be mobbing. The EXP will get slow, especially by level 44. Other Ossyria mentions: Jr. Pepe, Freezer, Sparker, Chipmunk, Red Porky Ludibrium Toy Factory: Pink Teddy, Roloduck, Panda Teddy, Tick Ludibrium is brimming with monsters for the 4X period. You can train on any of the monsters in the Terrace maps. I recommend Pink Teddies and Roloducks. If you fight Ticks, you'll have to share the map with Tick-Tocks, which are annoying because of high defense. Almost any monster in the Toy Factory vicinity is good training now. Ludibrium Party Quest: With decent equipment, you might make it into boss parties. Try to find boss parties, as this is where you make your money. If you aren't strong, then you'll have to stick to farming parties. I recommend being at least level 42 to be in boss parties. Monster Carnival Party Quest: An alternative to the previous, the carnival party quest is the closest thing GMS has to PvP. Decently equipped and packing the right skills, this will be easy for you. As a ranged player, you'll be doing the most killing, but least likely to loot Maple Coins that drop from monsters that you can use to redeem for a Spiegalmann Necklace. Still it is good EXP, so do try to do this as often as possible. Mateon Level 40 is the minimum level I recommend before you head down to Omega Sector. The weakest monster here is equivalent to a Nependeath. Mateons in the first map outside of Omega Sector are 2-hit kills. The map is very nice because it is long and flat. You'll want to consider training here because you'll need many Mateon Tentacles. The map is called Off Limits, and it's right outside the town. Barnard Gray There is another map in Omega Sector with weaker monsters. The problem is that you might die getting there. In a hidden street further from Omega Sector, there are many Barnard Grays with the occasional Chief Gray. Barnard Grays are just a little weaker than Mateons, but their special attack is harder to evade. To get to the hidden street, follow the bottom path from Off Limits, and at the third map, enter the rock at the bottom middle of the map. BOSS PROFILE: MT-09 There are two spawns on MT-09s in its map, and both are on platforms. As long as you have the higher ground on the platform, you have the advantage in fighting. A step up from Rombots, MT-09 is still easier than Mushmom. Its missile attack can do up to 600 damage, but usually does no more than 500 with MDF earrings. If you are on higher ground, it won't fire until it gets closer. Another easy boss fight which can be fought as low as level 35. Retz Geared mostly for Hunters with Arrow Bomb, this is great EXP because of the platforms being close enough to get hit with Arrow Bomb. The map is small enough so that Retz will constantly spawn on the platform you're bombing. This is a popular map for Lightning Wizards, so do avoid any unnecessary confrontations. Find these Retz at Helios Tower <99th Floor>. Other Ludibrium mentions: Brown Teddy, Toy Trojan, Ratz, Black Ratz, Chirppy, Helly, Propelly SUMMARY: VICTORIA: Fire Boar, Jr. Wraith, Sakura Cellion, Cloud Fox, Flaming Raccoon, Psycho Jack, Nightmare, Lupin, Zombie Lupin OSSYRIA: Kittens*, Star Pixie, Krip, Mask Fish*, Scuba Pepe, Jr. Seal, Chipmunk, Red Porky, Kiyo LUDIBRIUM: Pink Teddy, Roloduck, Toy Trojan, Tick, Tick-Tock, Ratz, Black Ratz, Chirppy, Helly, Propelly, Mateon, Barnard Gray, Retz* Do NOT train on: Bloctopus, King Bloctopus, Jr. Seal, Cold Eye Invest some time into the Monster Carnival Party Quest. Otherwise, stay with Sakura Cellions. Crossbowers can move to Nightmares at level 42. Hunters can go at level 44. At level 44, Crossbowers can go to Paper Lantern Ghosts in A Night in the Forest. At level 44, Hunters can go to Lupins in Monkey Forest II. Level 45-50 Victoria Stone Gollem FA Archers will want to head to Stone Gollems now. The extra pow from Final Attack will allow you to flinch them. Gollem's Temple II is a low-spawn map. If you want a higher spawning map, stay in The Entrance of Gollem's Temple. Entrance to Gollem's Temple IIJr. Wraith In Victoria, Jr. Wraiths are now 1-hit kills. The Subway maps to find these are Line 1 Area 2, and Line 2 Area 1. The latter contains Jr. Neckis as well, so you might want to spend time there. Easy one-hit kills, both Jr. Wraiths and Jr. Neckis. The map design is nice too, but since it's so big, you should party with someone here, preferably a Cleric. Skeledog & Mummydog With stats similar to Wraiths and Torties, these undead dogs will take 2 DS to kill. They don't lend themselves to mobbing, don't expect to mob. Study the terrain well, because it is difficult to attack on the ledges above. These monsters are in Remains <Tomb> I & II. Lupin & Zombie Lupin Nearby Ellinia, Monkey Forest II houses Lupins and Zombie Lupins. This map is built for mobbing, but it does a number on your HP potions. A costly map to train in, recommend having maxed out your mobbing skill for best effect. A Hunter with level 15 Arrow Bomb can really rack up some damage due to the map design. Crossbowers should stay away, since it is not Iron Arrow-friendly. SNIPING SPOT: In The Tunnel That Lost Light II, drop all the way to the bottom left corner. There is a small rock you can stand on that's just left of the leftmost geyser. Clear out the monsters nearby, then face right and shoot. You can hit Wild Cargos from this spot. ![]() Paper Lantern Ghost & Dark Cloud Fox Both of these monsters should be 2-DS kills. The map is completely flat and crowded, so you'll be burning HP potions here fast. These are found in A Night in the Forest. Crossbowers with Iron Arrow should definitely spend some time training here. Nightmare They have the same HP as Barnard Grays, but give more EXP. These are big and they hurt hard, so kill them fast. These are in the Study, which is in the opposite corner from where the Psycho Jacks are (see above) in the same Hallway. Other Victoria mentions: Copper Drake, Fire Boar, Lorang, Cold Eye, Drake, Sophilia Doll Ossyria Nependeath Stick to Strolling Path I for Nependeaths. The EXP may start to slow down, but since you are sniping, you shouldn't really be losing too much money on potions. If you want a challenge, head to the Disposed Flower Garden to find Nependeaths, Star Pixies, and Lunar Pixies. Star Pixie & Lunar Pixie Lunar Pixies are tough, but drop great stuff. Cloud Park IV is the best map. You will find mostly Lunar Pixies with some Star Pixies and the occasional Fierry. Lunars take 2 DS to kill, while Stars and Fierries should take one. If you attack from two platforms up at the upper section, the pixie cannot attack back. On the ground floor, you can have a lot of fun mobbing, but watch your HP. Jr. Pepe Jr. Pepes are annoying, but people need fish. Have some fun with the Fizards here. Be careful around Jr. Pepe because they do over 100 damage, move fast, and do not flinch without Arrow Blow or Final Attack (by the time you can flinch them, you'll kill them). You should snipe them from mini platforms in the 1st floor of Orbis Tower. Don't fight them head-on - always make sure you're sniping them because they don't flinch easily. Scuba Pepe Same deal as above, except you can swim now and they don't move as fast. Overall, these monsters are safer to train on than its land counterpart. SNIPING SPOT: By some Red Bean Porridges and potions, because you'll need them. Travel east from El Nath until you reach Ice Valley I. From the entrance, climb to the first ledge on the left wall. If there are too many monsters on that level, change channels. Try to clear out the left ledge first, then focus on the right side. You can shoot facing right from the left ledge through that platform in the middle, attacking White Pangs and Yetis with ease. Just watch out for any that spawn on your ledge. ![]() Higher up in Ice Valley I is another sniper spot. From the previous spot, look at the mini-map to see a tiny platform without a tree at the top middle. Get there, clear out the ledge above you so that they don't jump on you, then attack to the left. Don't stand too close to the left because a Yeti can still hurt you from there. ![]() Freezer & Sparker At this point, you will be training mostly west of the Aquarium in Aqua Road. My map of choice is Forked Road: West Sea. Here you will find Freezers and Sparkers. Both are nearly identical in stats, taking two Double Shots to kill. Be sure to complete Nanuke's quest while training here. Flyeye If you're feeling adventurous, delve down to the bottom of the sea to where the Wrecked Ship is. Locate a small cave that takes you to The Dangerous Cave, where Flyeyes swarm. At this level range, these should be 2-hit kills. Entrance to The Dangerous CaveMu Lung: Sky Forest In various Sky Forest maps, many monsters are 2-hit kills that walk on platforms within sniping distance. These maps are made for sniping. The only time you might get hurt here is when collecting your loot. Sky Forest: The Train Deep in the Sky ForestPorkies are nice to snipe. Flower Serpent maps are all platforms, so that's more of a challenge. Don't touch the Reindeer, who are more than a handful for this level. Ginseng Jar & Bellflower Root There is a quest that requires 100 Bellflower Roots killed. There is a map that houses those with Ginseng Jars: the 80-Year-Old Herb Garden. There is no safe place to rest in this map, just four platforms. The spawn is light, so don't expect to mob here. Gingseng Jars are 2-DS kills while Bellflower Roots are 3-DS kills. Entrance to 80-Year-Old Herb GardenTo get to 60-Year-Old Herb Garden, walk due right in the screenshot to the other rock. There are more platforms, but there are safe spots to stand in. Other Ossyria mentions: Jr. Seal, Poppa, Poison Poopa, Straw Target Dummy Ludibrium Panda Teddy In the Toy Factory, Panda Teddies are now good training. These are like kitten replacements. If you do good damage, they are one DS kills. You might find some decent drops here too. Robo Robos are slow tanks - high HP, attack, and defense, but low speed and accuracy. Focus users might notice a difference against Robos. They will take 2 DS to kill unless you decide to mob them, which is easy and fun to do. For best results, party with an Assassin for Haste at the Aparatus Room. Platoon Chronos The new popular place to train is at Platoon Chronos. They are slow and easy to fight, and they drop expensive items. However, they come with a nasty magic attack, so pick them off one at a time. 2 DS will take one out. The Path of Time <1> is the prefered map because it is smaller than the other. Chronos The lesser version, Chronos, are just as good, but don't drop expensive stuff. Fortunately, they do not have a special attack. 2 DS is a guaranteed kill, but it might actually be overkill, so you may want to train on stronger monsters. Ludibrium Party Quest: it gets better as you get stronger. Parties will easily add you for the stages that require ranged characters. In fact, I recommend that you join parties for this until level 51. BOSS PROFILE: Alishar This big lug is the boss of the Ludibrium party quest. Don't take it lightly just because King Slime was a joke - this will require the work of the entire party to take out. For Archers, get on the top platform where the Balloon is, then use that as a sniping platform against Alishar. When Alishar summons the Chronos, you can continue to attack directly at Alishar since the height allows your attacks to aim for Alishar, or you can assist with the summons. Hunters can aim Bombs at Alishar to hit the summons, but Crossbowers will have to drop down to attack with IA. At this level, Alishar should be a fun fight for you. Monster Carnival Party Quest: Now is a good time to start doing this party quest. While you still can, rack up some Maple Coins for a Spiegalman Necklace. Try to upgrade it too with the coins you earn. Retz Bored of the PQ? Head to the other side of Ludibrium to find the Helios Tower. There is only one monster here right now, which are Lupin-clones without the annoying special attack. Retz are very similar to Lupins in stats. The climbing around is annoying, but it's a bit safer than Lupins. One DS will take one out. Other Ludibrium mentions: Toy Trojan, Tweeter, Planey, Mateon, Barnard Gray SUMMARY: VICTORIA: Stone Gollem, Fire Boar, Copper Drake, Jr. Wraith, Curse Eye, Lupin, Zombie Lupin, Lorang, Skeledog, Mummydog, Paper Lantern Ghost*, Dark Cloud Fox, Extra A/B/C, Nightmare*, Sophilia Doll OSSYRIA: Kittens, Nependeath, Star Pixie, Lunar Pixie*, Jr. Pepe, Scuba Pepe*, Jr. Seal, Poopa, Poison Poopa, Freezer, Sparker, Flyeye, Straw Target Dummy, Red Porky, Black Porky, Red Flower Serpent, Blue Flower Serpent, Ginseng Jar, Bellflower Root LUDIBRIUM: Ludibrium PQ*, Toy Trojan, Panda Teddy, Robo, Chronos, Platoon Chronos, Tweeter, Planey, Mateon, Barnard Gray, Retz Do NOT train on: Tick, Tick-Tock, Plateon, Zeta Gray, Block Gollem, Master Robo, King Block Gollem, I.AM.ROBOT The Monster Carnival Quest is still good EXP and money. If not, Hunters can stay at Monkey Forest II, and Crossbowers can stay at A Night in the Forest. Either can move to Cloud Park IV at any time. Level 50-55Level 50 marks a huge landmark. A number of training spots have now opened up. Victoria Dark Stone Gollem FA Archers will now want to move on to Dark Stone Gollems. By this point, FA should be maxed, and PKB should be able to push Gollems back. You should find a decent spawn of these at Gollem's Temple III. Drake Deeper into Ant Tunnel are Drakes. The first Drake map, Drake Hunting Ground, has many Drakes and the occasional Jr. Boogie. Here, Jr. Boogies are your friends! These should now be one-DS kills, resulting in an easy 150 EXP! The Drakes themselves should take 2-3 Double Shots to kill. Croco A monster that is rarely hunted is Crocos. Dangerous Croco II has the best spawn for Crocos, so you can give that a try. Crocos take 2-3 Double Shots to kill. Since the maps have been improved, Crossbowers can now utilize Iron Arrow here. In fact, the new terrain is perfect because arrows will no longer get eaten by the old terrain. A definite alternative to Luster Pixies. Wraith If you are still near Kerning, head deep into the Subway to find Wraiths. You will find them at the end of the lines. Subway Line 2 Area 3 is the map that contains only Wraiths. These should take two Double Shots to kill. The EXP rate will be low though. Lupin & Zombie Lupin Monkey Forest I is looking even better now with a new weapon. Still is made for the mobber though. This is like a weaker map compared to Jr. Yetis. Best for those who have maxed Bomb/IA. BOSS PROFILE: Zombie Mushmom This is the same boss as Mushmom, just stronger, or consider it a Mushmom that leveled up a bit. The ground is uneven, but that should matter little unless you are jumpshooting the entire time. Its quake attack does up to 800 damage, 900 if your armors have little defense. It requires 1500 damage to flinch, so if you can constantly deal that much damage per DS, you can keep it at bay, but you cannot corner it because of the map design. SNIPING SPOT: Delve down to Sanctuary Entrance III. To the left of the edge of the cliff is a stone pillar that you can stand on. Face right, and you can snipe Taurospears. Stand directly in the middle of the pillar because they have a ranged attack that can hit you if you stray too far right. Also, Cold Eyes spawn on the arch to your left, and when they jump down, they will tackle you if you stand too far left. ![]() Gryphon Very dangerous for this level, but gives amazing EXP for its HP. Gryphon maps are large, which gives reason to why there are so many of them in one place. These are 2-hit kills, but they move fast and mob up easily. Hunters have the mobbing advantage here, but Crossbowers can still use DS to kill quickly too. Other Victoria mentions: Clang, Tortie, Stone Gollem, Malady, Hoodoo, Voodoo Ossyria Luster Pixie & Lunar Pixie If you don't have snowshoes, you should avoid El Nath. A great place to train is the end of Cloud Park. The last two maps of Cloud Park house Luster Pixies. Luster Pixies are a favorite among Bowmen and Assassins because they can be sniped easily, especially at Cloud Park VI. The bottom floors of both maps allow for easy mobbing. Luster Pixies drop lots of mesos, good items, and their own leftover, a Piece of Sun. What's best is that Magicians can't effectively hurt Luster Pixies, and the leftovers can be exchanged for an item they need. Cloud Park VI is highly recommended for this level period and beyond. Luster Pixies take usually three Double Shots to kill, while Lunar Pixies take two. For more tips & strategies on Pixies, please refer to my Pixie guide. Orbis Party Quest: The earliest you can attempt this is level 51. At this point, the EXP is great, but most parties will not accept such low a level. Fighting will also be difficult for you. Jr. Yeti If you have maxed Bomb/IA and you have snowshoes, head for El Nath. The east exit out of town leads to Jr. Yetis. This is a popular training area for all classes, so finding an empty map is difficult. The method here is to herd a group together using Bomb/IA, then kill them all once the mob is made. It is recommended to have a solid PKB to use here for curbing the mob. SNIPING SPOT: Climb to the top of Sharp Cliff II. Directly below the portal to Wolf Territory I is a bridge where half of it is built with a fallen tree. Here the monsters can walk left over the bridge, but not right. Stand right of the bridge and attack the Dark Yetis and Dark Pepes to the left. Beware, Dark Jr. Yetis can jump over that gap, so lure them to the left before attacking; that way, if it transforms, it can't reach you. ![]() Freezer & Sparker This may be the last time you train in Aqua Road until the sunken ship is possible. The strongest monsters are Freezers and Sparkers. They are definite two-hit kills, with an occasional one-hit. The EXP may be slow, so don't spend too much time here. Flyeye A better Aqua Road place is The Dangerous Cave at the bottom of the sea. Here there are many Flyeyes, all of which should be 1-hit kills with Double Shot. It's the most efficient training you can get until you can 2-hit Zombies. I definitely recommend this as the best place to train at this level if you can consistently kill them in one hit. See the picture above to see how to get here. Straw Target Dummy Considered the new Jr. Yeti replacement by many, this monster has less HP than Jr. Yetis yet still give the same EXP. They move slow, don't do much damage, and mob easily. The map is flat, and you don't have to deal with sliding or cold damage. Target Dummies are a godsend. The first map outside Mu Lung is flat and has only Straw Target Dummies. Maps after that point have the stronger Wooden Target Dummies, and more platforms. Stick with the first map for best results. SNIPING SPOT: Head over to Red-Nose Pirate Den 2 to find these scurvy pirates roaming around. You are safe at the sniping spot, but get too close and they will swing their swords at you. This is the furthest back you can stand while still being able to hit them. ![]() Other Ossyria mentions: Wooden Target Dummy, Bellflower Root Ludibrium Toy Trojan There is a hidden street that contains many Toy Trojans. The main problem is lack of sniping spots, so you'll be taking damage. The advantage of this map is the great mobbing potential. To find this map, go to the toy factory and locate Rocky the Repairman. Head east one map, climb up the first platform, then the next. There should be a box on this platform. Break it to be warped to Secret Factory. There are no monsters in this map until you break one of the many toy boxes scattered in the room. Each box releases many Toy Trojans, so once you break a box, escape then start using Bomb/IA! Omega Sector In Omega Sector, every monster is training material now. Everything except the bosses should be 2-hit kills. The training now includes Mecateons and Ultra Grays. Feel free to take on MT-09 or Chief Gray if you see one. BOSS PROFILE: King Goblin These have nothing on Zombie Mushmom. They need 1000 damage to flinch, which is easy to reach at this level. Their attacks aren't threatening - I don't know how much damage they do because I killed them so fast. They are easy to keep cornered, and considering you have the advantage of higher ground, this boss is easier than Chief Gray. Other Ludibrium mentions: Chronos, Platoon Chronos, Master Chronos, Retz, Mateon, Plateon, Mecateon, Barnard Gray, Zeta Gray, Ultra Gray SUMMARY: VICTORIA: Stone Gollem, Dark Stone Gollem, Mix Gollem, Drake, Croco, Clang, Tortie, Wraith, Lupin, Zombie Lupin, Malady, Gryphon OSSYRIA: Lunar Pixie, Luster Pixie*, Jr. Yeti, Freezer, Sparker, Flyeye, Straw Target Dummy*, Wooden Target Dummy, Bellflower Root LUDIBRIUM: Chronos, Platoon Chronos, Toy Trojan, Mateon, Plateon, Mecateon, Barnard Gray, Zeta Gray, Ultra Gray, Retz Do NOT train on: Jr. Cerebes, Jr. Effy, Dark Nependeath, Master Robo, Cellion, Lioner, Grupin Go to Practice Field: Beginner for Straw Target Dummies, and stay there for a while. Around level 55 is a good time to go to Cloud Park VI for Luster Pixies. Level 55-60 No big changes. There are a few more monsters to train on, but many more have been cut from the list. Refer to the previous section above for more areas. Victoria Malady The map Maladies are in are horrible. However, since you are ranged, fighting them shouldn't be too difficult. They will take 2-3 DS to kill. The only real reason to fight these is for drops, because the EXP is really bad. The frogs can get you some good money, but the real moneymaker is the Asianic Bow or 60% Staff Scroll that may drop. Ossyria Orbis Party Quest: Now people will start to accept you into parties more by more. The EXP is still good, so try to PQ when you can. Flyeye Flyeyes at the bottom of the sea are still the best EXP you can get for now. You should be killing them with one DS, which is highly efficient, more than any monster you will encounter during this leveling period. Hector Ossyria adds one place to train to this period. Hectors are 3-DS kills at this point. You'll want to head to Cold Field I to find a lot of Hectors. Hectors are more friendly to melee, meaning you should expect to mob a lot. SNIPING SPOT: Go to Wolf Territory I from Sharp Cliff II. On the level right above the portal is the Small Tomb with a Werewolf looming over it. That Werewolf cannot pass the tree bridge. Clear out the Hectors and White Pangs, then you have a clear shot at the Werewolf. ![]() Ludibrium SNIPING SPOT: Drop down to Forgotten Path of Time 3 to find Death Teddies. You may be training here in about 20-25 levels, but you can snipe them now. There are few sniping spots throughout the map. Their special attack is direct, so jump or run to avoid it. Use the various platforms around to find good spots, and keep your distance. ![]() ![]() By the way, standing on the red blocks no longer saves you. Hodori These can be 2-DS killed. Find them in the Tiger Forest maps. The bigger Hoguls give little EXP for its HP, so try not to aim for them. SUMMARY: VICTORIA: Dark Stone Gollem, Mix Gollem, Drake, Croco, Lupin, Zombie Lupin, Malady, Gryphon* OSSYRIA: Luster Pixie*, Flyeye, Jr. Yeti, Hector, Coolie Zombie, Straw Target Dummy*, Wooden Target Dummy LUDIBRIUM: Chronos, Platoon Chronos, Master Chronos, Plateon, Mecateon, Zeta Gray, Ultra Gray, Hodori Do NOT train on: Jr. Effy, Cellion, Lioner, Grupin, Dark Jr. Yeti, White Pang, Red Drake, Pepe Pick between either Straw Target Dummies or Luster Pixies at their respective maps. Level 60-70This is it! Ten more levels until the third job! Some new training areas have opened up to you. Victoria Dark Stone Gollem & Mix Gollem I am referring to only one map for these two monsters: The Forest Of Gollem. The spawn in this map is PHENOMENAL. The amount of Gollems all over the map combined with the large size of the map ensures that you will most likely have to party in order to get the most EXP training here. You will need PKB to survive here; otherwise, train somewhere else. Red Drake With good magic defense, you can try Red Drakes. You can only find these in Dangerous Valley II. These should be 3 DS kills. Watch out for Ice Wizards and Assassins here, as they are searching for Steelies. Skeleton Soldier & Skeleton Officer These skeletons are Zombie alternatives. Your main target are the soldiers, because the officers have a high HP:EXP ratio. It will be difficult to train on these because soldiers do not spawn alone, and officers are more trouble than they are worth. There are three hidden maps with these two monsters. BOSS PROFILE: Jr. Balrog Its attacks will kill you in one hit at this point. You can hit and run, but I advise waiting until third job to take it on. To hit and run, start on its left side, and keep attacking while running back to the ladder. When it gets close, climb up the ladder, and make your way across the platforms going right. Keep an eye out on the bottom of the screen for when Jr. Balrog follows right, then fall down and repeat. This might take a while, but it's the only way to avoid instant death. Gryphon By now, you can 2-DS kill these guaranteed. Gives great EXP for its low HP. Hoodoo & Voodoo These have a lot of HP, so if you can't kill it fast, being here will waste your time. By the time you can 2-DS kill Zombies, you can 3-DS kill these, and the EXP is better with these guys. Although the room is small, only four spawn at a time, giving you ample space to kill. Hoodoo are in the room directly above the Psycho Jack room (see above), while Voodoo are to the left of the Jack room. Other Victoria mentions: Croco, Malady, Stone Gollem, Red Slime, Water Goblin Ossyria Orbis Party Quest: The EXP will start to get slower now. By level 65, training elsewhere is faster than the party quest. BOSS PROFILE: Papa Pixie I have no experience fighting this, but I've heard that it is significantly tougher than Alishar was for players at that level range. Like Alishar, it can inflict Darkness and Seal, as well as summon Pixies. When these Pixies are killed, they turn into ghosts that not only roam the map freely, but are harder to kill than Papa Pixie. Papa Pixie can also Dispel, which is disastrous to any Magicians in the party. The best bet is to lure Papa Pixie to one of the platforms near the bottom so that it gets stalled there for a bit so you can unleash attacks on it while you can. Flyeye Once again, Flyeyes in The Dangerous Cave are very good in terms of easy EXP. It will be very boring to train here, but if you are pressed for money, stay here. Jr. Yeti & Yeti For a map of all Yetis, head to Icy Cold Field. Yetis are slow and tough. They don't flinch easily, and if they get too close, they'll pound the ground, causing a quake attack. You can outrange the quakes, so sniping is great here. Get used to jumping around though. SNIPING SPOT: Go to the top of Ice Valley II, where Glibber is. Climb down the rope, and there might be a Yeti & Pepe there. Run to the right side, then jump up to the rock ledge, then snipe away. ![]() BOSS PROFILE: Snowman This boss is no more threatening than a Dark Yeti & Pepe, and can be soloed at the same level you can solo a Jr. Balrog. It can spit out a small ice glob that does up to 1700 damage, which is the same as its touch damage. It will sometimes create a cloud of cold air, and standing in it will cause 500 damage every 0.66 seconds or so. Once in a while it will stun you too, so be careful of that, and keep your HP high. Lastly, it can summon two Jr. Yetis at a time, and depending on the spawn above, those might transform. Use the ropes to get around it, since walking through it is highly advised against. Do note that this boss has 120,000 HP, the same amount as the boss you will face during your third job test. Coolie Zombies This place is not for the weak. Coolies were the most populated training area. Coolie Zombies should be 2-DS kills for a good amount of EXP. After the maps got butchered, most people migrated to Golems or Voodoo. Still, Zombies are still good for training, and the teeth is easy money, so do not totally neglect them. SNIPING SPOT: Jump down to The Cave of Trial III, where Bains live. Make your way to the small platforms over the third lava pit. Be careful because Bains can kill you in one hit. Once over the third lava pit, get on the center platform, which should be lower than the other two. Face left, and you can attack Bains without getting hit. You can get hit if you attack right though. ![]() Herb Town Party Quest This should be decent EXP for you. However, you would not be prepared to fight Lord Pirate. You're better off with rush PQs. Good EXP if you can actually find parties that will accept you at this level. Other Ossyria mentions: Luster Pixie, Hector, Dark Jr. Yeti, Dark Yeti, White Pang, Straw Target Dummy, Wooden Target Dummy Ludibrium SNIPING SPOT: Well there are various places to snipe vikings from in Warped Path of Time 4. You don't really need a guide to show you how to snipe these. Here are some examples of places to snipe from: Wait until it goes down the slope to attack Wait on the rope until they reach the left end Easy Jump from aboveSamiho These act like replacements for Zombies. Have the same HP and a little less EXP, and the map is large. The main problem is that if you do not kill these within two hits, they will Curse you, meaning less EXP for an entire minute. I highly suggest that you do not mob here - just stick to using DS. Samihos spawn alone at Fox Ridge. Other Ludibrium mentions: Platoon Chronos, Master Chronos, Plateon, Mecateon, Zeta Gray, Ultra Gray SUMMARY: VICTORIA: Dark Stone Gollem, Mix Gollem, Red Drake, Skeleton Soldier, Skeleton Officer, Red Slime, Gryphon*, Hoodoo*, Voodoo* OSSYRIA: Luster Pixie*, Jr. Yeti, Hector, Yeti, Coolie Zombie*, Straw Target Dummy*, Wooden Target Dummy LUDIBRIUM: Samiho Do NOT train on: Wild Cargo, Tauromacis, Taurospear, Skeleton Commander, Pepe, Dark Pepe, Dark Yeti & Pepe, Cerebes, Werewolf, Lycanthrope, Bellflower Roots, Book Ghosts, Grizzly, Reindeer, Ghost, Panda Forest of Golem is now an option. Train there until about level 65. Then move to Masteria for Hoodoo/Voodoo. EQUIPMENT Now that you are in your second job, things are becoming different now. I'll show you what you need, and how to save money while doing it. Instead of going level-by-level as in the first job, I'm breaking it up into equipment type. HAT When you reach level 30, you should be wearing a Green Bamboo Hat. It gives 3 DEX, which is something you won't be getting until level 50, or level 40 if you find an above average Distinction. The defense lost to a Hawkeye or Pole-Feather Hat is negligible, only resulting in about 4~5 damage taken more. At level 40, you have the option of changing to a Distinction. You lose 1 DEX, but gain 12 defense, which is 6 damage reduced. From level 40-50, 1 DEX is about 3-5 damage added, depending on your weapon attack. So this is your choice: 5 more damage applied, or 5 less damage taken? Note that Distinctions cost more. Beginning at level 50, you should be wearing your specific hat: Maro, Polyfeather Hat, then Patriot. Any one with an above average stat can be used to skip the next hat if desired. For example, a 4 DEX Black Maro can skip the Polyfeather Hat. Also, you never need to scroll your hats. There aren't any good helmet scrolls anyway. Save your Helm HP scrolls for much later. EARRING Earrings are irrelevant. You can either wear a Leaf Earring for 50 MP, or just wear an earring that you think looks good. It might be too early to be able to afford earrings scrolled for DEX, so hold off on that for now. OVERALL/TOP/BOTTOM If you get lucky in the Kerning City PQ and make lots of money, try to complete Mr. Wetbottom's quest to obtain a Sauna Robe. Once you have this, use combinations of 100% and 10% Overall DEX scrolls on it. Aim for a robe with at least 10 DEX on it. To be safe (and save money), use ten 100% scrolls. If you got 10% scrolls from the PQ, then you are free to try your luck. If you can't afford a DEX Sauna Robe, then you'll have to stick with normal armors. Do NOT buy level 30 armors. It's a waste of money for just 7 defense more. Read the FAQ for an explanation. You'll want to buy a Legolier/Legolia set. Green, Red, and Dark all add DEX. Blue and Brown add STR, so you'll have to not add STR at that level to compensate for the extra STR. If you don't want to go through that trouble, then just get a DEX set. The total green set adds all DEX, while the red set matches best with a Red Viper. The choice is yours. At level 40, get the Piette/Piettra set. Females get a White set that adds DEX, while males get a Brown set that adds DEX. Both get a Dark set that adds DEX. If you want to stay low-STR, get the STR armor now and start scrolling the top for STR. The scrolls are expensive, so don't wear out your funds on this. See below for why you should go low-STR Beginning at level 50, start buying overalls and scrolling them with Overall DEX scrolls. The safest route is to use 100% scrolls, but you are free to use 10% if you'd like. Males go Kismet > Tai > Linnex, females go Lumati > Choro > Lineros. At level 70, you may consider using 10% Overall DEX scrolls as well. The color of the overall does not matter, since if the overall is STR-based, you could simply go low-STR. SHOES You'll be happy to know that you don't ever need to synthesize shoes. Stick with the Whitebottom shoe from Henesys until you can afford Green Snowshoes from El Nath. What you want to do is scroll these for Shoe Jump. These scrolls add DEX to shoes. Ironically, Shoe DEX scrolls don't add DEX. Use 10% and 60% Shoe Jump scrolls on snowshoes for a shoe that adds DEX for your damage. Aim to get at least 5 DEX on it. The reason why to scroll snowshoes is explained in the FAQ. Level 50 is the perfect time to begin this project. GLOVE Stick with your Diros until level 35, then switch to a Gold Scaler from John's level 35 quest. After this, you will want to invest in glove scrolls. If you aren't that rich, buy Glove DEX scrolls. For the rich, go with glove attack. Once you have your scrolls, start collecting lots of Leather. These are for making Work Gloves from JM in Kerning. The plan is to scroll Work Gloves with whatever you have. An explanation on why is in the FAQ. For a DEX glove, aim for at least 4 DEX. For glove attack, try to get at least 5 ATK. A perfect time to start this project is level 50. CAPE The Old Raggedy Cape is your only option until level 42. At level 42, wrap up the last of Icarus' quest, and he'll give you an Icarus Cape that adds either EVA, Speed, or Jump. The Speed cape is worth the most, while the EVA and Jump capes are worth very little. Hope that you get EVA or speed, because I think that jump is useless. At level 50, Napoleons are available. Wear one only if you didn't do Icarus' quests. Since Napoleons are so cheap now, you want to try to scroll these with Cape DEX scrolls. Use 10% and 60% Cape DEX scrolls for a decent DEX cape. Aim for a cape with at least 7 DEX. Remember that Black Napoleons match with any outfit. A high-DEX cape is better than the speed cape. If you want, you can go low-STR by getting a STR cape. Though these are cheaper to buy, they also don't sell for much. WEAPON This goes without saying that you should be getting every weapon available to your specific class. With the addition of the Ludibrium PQ, things are a little different now. You no longer have to scroll level 40/42 weapons to train. In fact, you can get by with the respective Fast weapon, Red Viper or Heckler, unscrolled. This means that you will be doing no training, just PQs until level 50 when you can get your next weapon. Beginning at level 50, you should be getting every weapon available to you and scrolling them with 60% scrolls. Keep in mind the rarity of weapons so that you can get an above average weapon from the previous level tier. For example, Asianic Bows are rarer than Hinkels, so try to get a great Olympus and scroll it well. In case you reach level 60 and can't find or afford an Asianic Bow, at least you will have a decent Olympus. IMPORTANT NOTE ABOUT EQUIPMENT (LOW-STR) With the advent of Zakum Helms, it has become imperative that Archers should try to stay low on base STR to maximize the potential of the Helm. A Zakum Helm adds 15 STR on average. To compensate, one could get a 10 STR cape and a STR-based helm. The highest STR that any current STR-based helm can add is 4, so simply obtain a Goblin Cape and land 6 STR or more, and there's 15 STR. Upon obtaining a Zakum Helm, evaluate your STR if the Helm does not have 15 STR, then adjust your base STR accordingly. You can then finally change your STR cape into a DEX cape. The basic premise is to keep base STR as low as possible, so that once you get a Zakum Helm (if you ever plan to get one), you won't be stuck with 15 deadweight STR, since by the time you get the Helm, you'll already have your final weapon. If you plan to get a Helm, do whatever it takes to keep base STR as low as possible, preferably about 15-17 below what it should be, then add the slack STR via equipment. The best equipment to add slack STR are helms and capes. You want a STR helm because the Zakum Helm will replace it anyways. Capes are the next best items to scroll for STR because it still can sell to Warriors and STR Bandits. Also, the Goblin Cape comes with 5 STR on it, providing you with a good opportunity to gain a nice boost of slack STR. Avoid STR overalls because overalls come and go every 10 levels, and a nicely scrolled overall is a huge boost of damage that you wouldn't want to lose once you obtain a Zakum Helm; that and it's rare to find nicely scrolled Archer overalls. Last edited by WhiteAsIce; June 23rd, 2008 at 7:00 PM. |
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I Want Some Snoo Snoo Now
![]() Join Date: Jul 2005
Class: Ranger
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-------------------------------- JOB ADVANCEMENT TESTThe Path of a Ranger/Sniper -------------------------------- At level 70, you will be able to take the third job advancement test, as long as you have used all your SP gained up to this point. Before you proceed to take the test, you will need to prepare yourself, as there will be fighting involved. Aside from the usual Barbarian and Sorceror Elixirs, bring some Warrior Elixirs, Speed Pills, Bronze/Steel/Diamond Arrows, and Tonics. All your necessary equipment should be scrolled too; specifically, your weapon, overall, glove, shoe, and cape should all be scrolled to your benefit. **For every time you take this test, you will need a refined Dark Crystal** To begin, head to the Chief's Residence in El Nath, which is the house on the hill above Jade. Speak with Rene and ask to take the third job advancement test. Next, travel back to Henesys and speak with Athena Pierce. Now head to Sleepy Dungeon V and locate the Door of Dimension, which will transport you to the Dark Realm. Since you are in this realm, you will have 30 minutes until you will be sent back outside. Continue through the hall to arrive at the Other Dimension. At the bottom, you will encounter a familiar person. Athena Pierce's Clone Experience: 2,400 HP: 120,000 MP: 510 Accuracy: 210 Avoidability: 25 Weapon attack: 260 Weapon defense: 260 Knockback: 1,500 With that knockback, don't expect to make her flinch unless you've got Final Attack or Arrow Blow. You will need to utilize all your items and skills to defeat her. The terrain is generally flat, with just a small hill in the middle. Athena has six skills. Her main attack is just to fire an arrow at you, a la Arrow Blow. This arrow is very slow, but over twice as powerful as bumping into her, doing up to 1100 damage. She also has a stronger attack that looks like Final Attack. When she steps back to fire an arrow, a blue circular flash will shine around her bow. This arrow can do up to 1800 damage. Like monsters with projectile skills (like Pixies), she will keep running for you, stopping to shoot when you get in front of her. Her support skills are Attack-UP and Defense-UP, both level 1. She can inflict Weaken on you, so make good use of the Tonics I mentioned to bring. Lastly, when she gets to below half health, she may summon Tauromacis. It is suggested that you ignore these when they are summoned because after you defeat Athena, they will still attack you. After you defeat Athena, pick up the Black Charm, then exit via the Sparkling Crystal. Return to Athena, then head to El Nath and speak with Rene. Next, go to Sharp Cliff II, climb to the top, then spot the wooden door across from the portal leading to Wolf Territory I. Drop to the bottom to find the Holy Stone. When you click on the Holy Stone, it will consume your Dark Crystal. The Holy Stone will ask you questions in a quiz, just like some of the Beginner's quests. They are questions based on the game, so it shouldn't be hard. Should you struggle to answer, make sure you have a Red Bean Porridge on so you can ask for help somehow (you can't talk while taking the quiz). You cannot answer any questions incorrectly. **If you get one question wrong, you will need another Dark Crystal** When you complete the quiz, return to Rene, and she will advance you to the next job! Congratulations! YOUR ABILITY POINTS As your level grows, you will have limited equipment. You will also notice that most equipment now add DEX and STR. You may need to accomodate for the extra STR by adding less AP. Your STR and DEX bases will differ depending on what you wear for your overall and hat, and sometimes shoes and gloves. For example, at level 70, if you wear a Green Linnex and Green Patriot, the combined STR bonus is 3. You can keep STR at 72 if you're a Ranger, then you will have 75 STR total for a Hinkel. Another example, at level 70, you have a Beige Lineros and a Beige Patriot. The total STR bonus is 7. Keeping your STR at 63 is enough STR needed for a Gross Jaeger. With the release of AP Reset Scrolls, you are free to build your SP however you would like. Just remember that level 80 weapons are the highest to obtain, so you should adjust your AP according to the weapon you wield and your armors. Though level 90 weapons have been released, these are extremely rare, so you may not need to add more STR after level 80. Of course, since Zakum Helms add 15 STR, most Archers who continue typical STR- adds will end up with deadweight STR. Most Archers tend to cap their base STR around their level 80 weapon. Do keep in mind how much STR comes from end-game equipment. Typically, Archers will end up with 18-22 bonus STR from equipment: 15 - Z.Helm 3/6 - Ades/Anes 0-2 - Wing Boots On average, Archers will cap their base STR by 20 below the level 80 weapon's STR requirement. RANGERS: Cap base STR at 65 SNIPERS: Cap base STR at 60 Feel free to add more STR if you choose to use level 90 weapons or above. OBTAINING YOUR FIRST MOUNT The only thing you need before beginning this quest is 20 million Mesos. To begin, head to the Aquarium and speak with Kenta for a quest. Upon activating the quest, talk to Kenta again to enter a special map. A hog will roam freely along the bottom, while Zeta Grays will spawn indefinitely to attack the hog. Your task is to kill all Grays to prevent the hog from dying, while picking up 5 Pheremones dropped by the hog occasionally. You also must break 5 boxes and grab 5 books from those boxes. If you got 5 of each item within 5 minutes and the hog is still alive, talk to Kenta to end this first part. With this first part out of the way, talk to Kenta until she asks you to go to Leafre to buy a special bottle from Chief Tatamo. So go to Leafre and talk to Chief Tatamo, who will sell you the item for 20 million Mesos. Bring this item back to Kenta, and she will fill the bottle with a potion to use for catching the hog. Next, travel east to Korean Folk Town. Go right three times from town to Tiger Ridge, climb up the first rope, then press Up at the broken cart to enter The Area of Wild Hog. Hoguls will constantly spawn here, but the hog itself spawns every two hours. Wait for a hog to appear, or come back later if none is around. Two hogs can spawn, one on each platform inhabited by Hoguls. I recommend clearing out any Hoguls nearby so they don't distract you as you try to catch the hog. The hog itself does not hurt you upon contact. To catch the hog, stand over it, then use the potion that Kenta gave you. If you used it when you were at least close to the hog, you have successfully captured your first mount. Equip your saddle and mount, then hotkey the Mount skill to begin riding. PATH OF THE RANGER/SNIPER'S SCOPE Most skills are shared between the classes. I will point out any differences. Thrust (ML 20) - Boosts up the moving speed --- This is a passive skill that adds speed. Sounds useful, but it isn't as useful as it sounds. The reason being is that you can get speed elsewhere. You can use speed items like potions and pills to add speed. You can also scroll armors for speed. The point is, you shouldn't waste SP on something that everyone else can get (and that is speed), espeicially third job SP. This is the last skill that should receive SP, should you choose to obtain Thrust. Mortal Blow (ML 20) - For a certain rate, allows you to fire arrows even at a very close range. Even kills a monster with one shot every once in a while. --- This is a passive skill that gives you a chance to shoot an arrow instead of swing your weapon at close range. With this skill, you don't go shooting at melee range. Think of Mortal Blow as a defensive skill that protects you if a monster gets too close while you're shooting (see 1st screen). When maxed, it's a very useful skill to have because it will save you if a monster gets too close. It cannot be compared to PKB because PKB has a different use - to push monsters away. Mortal Blow just helps if monsters get close, so Mortal Blow is a defensive skill. The instant kill rate is a bonus to having Mortal Blow. Some may choose not to max it, but it's totally preference. The one hit kill thing is just an added bonus (see 3rd screen). Even at level 1, you have a 1 out of 3 chance of activating it, which is nice indeed. Mortal Blow activates when a monster is within swing range, but the OHKO chance is decided on the monster the arrow actually hits (see 2nd screen). On a strange note, Mortal Blow is its own skill, independent of weapon type (see 4th screen). ![]() ![]() ![]() ![]() NOTE: The Mortal Blow glitch is FIXED as of patch 0.53. Puppet (ML 20) - Summons a puppet (your other self) for a certain amount of time. While the puppet is around, the monsters will attack the puppet, not you. --- In other words, a decoy or distraction. Monsters you attack will be lured to the puppet you set up. The puppet has random defense: much higher than you will ever have, or sometimes taking more damage than you would have. More SP increases the timer and HP of the puppet. This becomes useful once you add more SP into it and start training in high level places like the Clock Tower or Aqua Dungeon. Remember that monsters won't be lured to the puppet until AFTER you attack them, and this is further delayed when there are other people in the map. At least level 6 is recommended for regular training, but definitely get at least level 12 by the end of the third job. A group of Death Teddies lured by PuppetAs of patch 0.35, the Puppet glitch is FIXED. Do not be afraid to use Puppet now. Inferno (ML 30) - Uses fire-based arrows to attack up to 6 monsters at once. Only works when equipped with a bow. --- This is a Ranger exclusive skill. Think of this as a stronger Arrow Bomb with an element and without the stun. Because of this change, many Rangers do not choose to have Inferno. There aren't many monsters weak to fire in high levels. Also, because it cannot stun, it is looked down on. However, it does decent damage to mobs of fire-weak monsters, and it can critical, unlike Blizzard. Inferno provides a better way to lure monsters since Arrow Bomb can stun monsters, ruining your chance to lure. Inferno will surpass maxed Arrow Bomb in damage at level 18. Inferno will never surpass Arrow Rain of the same level in damage unless used on fire-weak monsters. It never really has real uses, since if you need to do long-range mobbing, just use Puppet and Arrow Rain. Inferno used on Coolie ZombiesBlizzard (ML 30) - Uses ice-based arrows to attack up to 6 monsters at once. Only works when equipped with a crossbow. --- This is a Sniper exclusive skill. Think of this as Arrow Bomb, without the stun, but with the power to freeze. This freezing ability makes Blizzard great even at level 1. Most Snipers get level 1 Blizzard early to get the power to freeze. The damage is nothing to be proud of, as Blizzard cannot critical. In addition, elemental advantage for Blizzard is halved, so damage to ice-weak monsters only gives 25% more damage, unlike Inferno which does the full 50% damage. This is a double-edged sword, as ice-resistant monsters take 75% damage, while fire-weak monsters take 50% damage with Inferno. The weak damage of Blizzard causes most Snipers to leave Blizzard at level 21, where Blizzard freezes monsters for 3 seconds. Blizzard used on Risell SquidsArrow Rain (ML 30) - Fires a number of arrows into the sky, attacking upto 6 monsters at once on its way down. Only available when equipped with a bow. Arrow Eruption (ML 30) - Fires a number of arrows into the ground, attacking upto 6 monsters at once on its way up. Only available when equipped with a crossbow. Pre-Requisite - Level 5 Mortal Blow --- Arrow Rain/Eruption are essentially the same skill with different names and appearances. This is an area of effect attack skill that hits up to 6 monsters around the user. Arrow Rain/Eruption is not a ranged attack, but rather a close combat skill. Because of this, there is no minimum range, so you don't have to worry about swinging your weapon. This is like a Cleric's Heal or Fire Mage's Explosion. Arrow Rain/Eruption is melee-range mob killing, and should not be skipped. This easily becomes the strongest skill in the third job (excluding Inferno on fire-weak monsters), outdamaging Strafe on just three monsters. Arrow Rain used on Death TeddiesA combination of Puppet and Arrow Rain/Eruption is a deadly combo. With the potential for the highest damage output of any skill, you should be finding ways to incorporate Arrow Rain/Eruption into training. Arrow Rain & Puppet used on Risell Squids Arrow Eruption & Puppet used on Risell SquidsSilver Hawk (ML 30) - Summons a silver hawk. The hawk will be hovering around you, attacking monsters nearby. Golden Eagle (ML 30) - Summons a golden eagle. The eagle will be hovering around you, attacking monsters nearby. Pre-Requisite - Level 5 Puppet --- Just like to Arrow Rain/Eruption, Silver Hawk and Golden Eagle are the exact same skill with appearance changes. This skil summons a bird that hovers above you and attacks nearby monsters. You can't control it, but since it stays near you, you can sort of guide it. The damage is pitiful, but the stun rate is awesome. For Snipers, freezing is preferred, so Rangers benefit more from this. It also attacks automatically, so it's more protection for your back. It is recommended to have at least level 21, but the more, the better, especially for Bow Masters, who will need a reliable way to disable monsters, whereas Marksmen get Frostprey, which can freeze. Golden Eagle used on a Risell SquidPatch 0.53 has changed the way summons work. The attack patterns are now timed by the server. Previously, summons would keep attacking if there was a monster nearby, and they would attack instantly if a monster spawns. Now summons have fixed intervals determined by the server. If an interval passes and there is no monster nearby, the summon will not attack until the next interval comes. This hurts Archers and Magicians because usually a monster will spawn or get within attack range between these intervals. The intended effect was to reduce lag to the server, but it instead turned into a handicap to most Archers. As of patch 0.56, this nerf has been revoked. Summons now act as their intended effect as before. Strafe (ML 30) - Fires 4 arrows at an enemy. --- This is the main skill of choice. It will replace AB and DS from the first job. Shooting 4 arrows means 4 chances of critical hits, and that is pure power. No complaints, definitely max this. Strafe used on a Coolie ZombieSKILL TABLES The third job skills that do not have an equation to go by change every ten levels, hence why there is no real equation. n = skill level trun() = drop the decimal of whatever formula is in this function Thrust --- Level 1 - Speed +2 Level 2 - Speed +4 Level 3 - Speed +6 Level 4 - Speed +8 Level 5 - Speed +10 Level 6 - Speed +12 Level 7 - Speed +14 Level 8 - Speed +16 Level 9 - Speed +18 Level 10 - Speed +20 Level 11 - Speed +21 Level 12 - Speed +22 Level 13 - Speed +23 Level 14 - Speed +24 Level 15 - Speed +25 Level 16 - Speed +26 Level 17 - Speed +27 Level 18 - Speed +28 Level 19 - Speed +29 Level 20 - Speed +30 Mortal Blow Activation rate %: 2 * n + 30 OHKO rate: trun((n - 1) / 2) + 1 --- Level 1 - 32% success rate, damage 110%, 1% instant kill chance at <20% HP Level 2 - 34% success rate, damage 120%, 1% instant kill chance at <23% HP Level 3 - 36% success rate, damage 130%, 2% instant kill chance at <23% HP Level 4 - 38% success rate, damage 140%, 2% instant kill chance at <26% HP Level 5 - 40% success rate, damage 150%, 3% instant kill chance at <26% HP Level 6 - 42% success rate, damage 160%, 3% instant kill chance at <29% HP Level 7 - 44% success rate, damage 170%, 4% instant kill chance at <29% HP Level 8 - 46% success rate, damage 180%, 4% instant kill chance at <32% HP Level 9 - 48% success rate, damage 190%, 5% instant kill chance at <32% HP Level 10 - 50% success rate, damage 200%, 5% instant kill chance at <35% HP Level 11 - 52% success rate, damage 205%, 6% instant kill chance at <35% HP Level 12 - 54% success rate, damage 210%, 6% instant kill chance at <38% HP Level 13 - 56% success rate, damage 215%, 7% instant kill chance at <38% HP Level 14 - 58% success rate, damage 220%, 7% instant kill chance at <41% HP Level 15 - 60% success rate, damage 225%, 8% instant kill chance at <41% HP Level 16 - 62% success rate, damage 230%, 8% instant kill chance at <44% HP Level 17 - 64% success rate, damage 235%, 9% instant kill chance at <44% HP Level 18 - 66% success rate, damage 240%, 9% instant kill chance at <47% HP Level 19 - 68% success rate, damage 245%, 10% instant kill chance at <47% HP Level 20 - 70% success rate, damage 250%, 10% instant kill chance at <50% HP Puppet MP usage: trun((n - 1) / 5) * 3 + 23 --- Level 1 - MP -23, lasts 5 seconds, has 500 HP Level 2 - MP -23, lasts 5 seconds, has 600 HP Level 3 - MP -23, lasts 10 seconds, has 700 HP Level 4 - MP -23, lasts 10 seconds, has 800 HP Level 5 - MP -23, lasts 10 seconds, has 900 HP Level 6 - MP -26, lasts 20 seconds, has 1000 HP Level 7 - MP -26, lasts 20 seconds, has 1200 HP Level 8 - MP -26, lasts 20 seconds, has 1400 HP Level 9 - MP -26, lasts 30 seconds, has 1600 HP Level 10 - MP -26, lasts 30 seconds, has 1800 HP Level 11 - MP -29, lasts 30 seconds, has 2000 HP Level 12 - MP -29, lasts 40 seconds, has 2400 HP Level 13 - MP -29, lasts 40 seconds, has 2800 HP Level 14 - MP -29, lasts 40 seconds, has 3200 HP Level 15 - MP -29, lasts 50 seconds, has 3600 HP Level 16 - MP -32, lasts 50 seconds, has 4000 HP Level 17 - MP -32, lasts 50 seconds, has 4500 HP Level 18 - MP -32, lasts 60 seconds, has 5000 HP Level 19 - MP -32, lasts 60 seconds, has 5500 HP Level 20 - MP -32, lasts 60 seconds, has 6000 HP Inferno MP usage: trun((n - 1) / 10) * 5 + 20 --- Level 1 - MP -20, damage 50% Level 2 - MP -20, damage 55% Level 3 - MP -20, damage 60% Level 4 - MP -20, damage 65% Level 5 - MP -20, damage 70% Level 6 - MP -20, damage 75% Level 7 - MP -20, damage 80% Level 8 - MP -20, damage 85% Level 9 - MP -20, damage 90% Level 10 - MP -20, damage 95% Level 11 - MP -25, damage 100% Level 12 - MP -25, damage 103% Level 13 - MP -25, damage 106% Level 14 - MP -25, damage 109% Level 15 - MP -25, damage 112% Level 16 - MP -25, damage 115% Level 17 - MP -25, damage 118% Level 18 - MP -25, damage 121% Level 19 - MP -25, damage 124% Level 20 - MP -25, damage 127% Level 21 - MP -30, damage 130% Level 22 - MP -30, damage 133% Level 23 - MP -30, damage 136% Level 24 - MP -30, damage 139% Level 25 - MP -30, damage 142% Level 26 - MP -30, damage 144% Level 27 - MP -30, damage 146% Level 28 - MP -30, damage 148% Level 29 - MP -30, damage 149% Level 30 - MP -30, damage 150% Blizzard MP usage: trun((n - 1) / 10) * 5 + 20 Duration: trun((n - 1) / 10) + 1 --- Level 1 - MP -20, damage 100%, freezes for 1 second Level 2 - MP -20, damage 102%, freezes for 1 second Level 3 - MP -20, damage 104%, freezes for 1 second Level 4 - MP -20, damage 106%, freezes for 1 second Level 5 - MP -20, damage 108%, freezes for 1 second Level 6 - MP -20, damage 110%, freezes for 1 second Level 7 - MP -20, damage 112%, freezes for 1 second Level 8 - MP -20, damage 114%, freezes for 1 second Level 9 - MP -20, damage 116%, freezes for 1 second Level 10 - MP -20, damage 118%, freezes for 1 second Level 11 - MP -25, damage 120%, freezes for 2 seconds Level 12 - MP -25, damage 122%, freezes for 2 seconds Level 13 - MP -25, damage 124%, freezes for 2 seconds Level 14 - MP -25, damage 126%, freezes for 2 seconds Level 15 - MP -25, damage 128%, freezes for 2 seconds Level 16 - MP -25, damage 130%, freezes for 2 seconds Level 17 - MP -25, damage 131%, freezes for 2 seconds Level 18 - MP -25, damage 132%, freezes for 2 seconds Level 19 - MP -25, damage 133%, freezes for 2 seconds Level 20 - MP -25, damage 134%, freezes for 2 seconds Level 21 - MP -30, damage 135%, freezes for 3 seconds Level 22 - MP -30, damage 136%, freezes for 3 seconds Level 23 - MP -30, damage 136%, freezes for 3 seconds Level 24 - MP -30, damage 137%, freezes for 3 seconds Level 25 - MP -30, damage 137%, freezes for 3 seconds Level 26 - MP -30, damage 138%, freezes for 3 seconds Level 27 - MP -30, damage 138%, freezes for 3 seconds Level 28 - MP -30, damage 139%, freezes for 3 seconds Level 29 - MP -30, damage 139%, freezes for 3 seconds Level 30 - MP -30, damage 140%, freezes for 3 seconds Arrow Rain/Eruption MP usage: trun((n - 1) / 10) * 5 + 18 --- Level 1 - MP -18, damage 60% Level 2 - MP -18, damage 65% Level 3 - MP -18, damage 70% Level 4 - MP -18, damage 75% Level 5 - MP -18, damage 80% Level 6 - MP -18, damage 85% Level 7 - MP -18, damage 90% Level 8 - MP -18, damage 95% Level 9 - MP -18, damage 100% Level 10 - MP -18, damage 105% Level 11 - MP -23, damage 110% Level 12 - MP -23, damage 113% Level 13 - MP -23, damage 116% Level 14 - MP -23, damage 119% Level 15 - MP -23, damage 122% Level 16 - MP -23, damage 125% Level 17 - MP -23, damage 128% Level 18 - MP -23, damage 131% Level 19 - MP -23, damage 134% Level 20 - MP -23, damage 137% Level 21 - MP -28, damage 140% Level 22 - MP -28, damage 143% Level 23 - MP -28, damage 146% Level 24 - MP -28, damage 149% Level 25 - MP -28, damage 152% Level 26 - MP -28, damage 154% Level 27 - MP -28, damage 156% Level 28 - MP -28, damage 158% Level 29 - MP -28, damage 159% Level 30 - MP -28, damage 160% Silver Hawk/Golden Eagle --- Level 1 - MP -32, attack +23, stun rate 50%, lasts 103 seconds Level 2 - MP -34, attack +26, stun rate 53%, lasts 106 seconds Level 3 - MP -36, attack +29, stun rate 56%, lasts 109 seconds Level 4 - MP -38, attack +32, stun rate 59%, lasts 112 seconds Level 5 - MP -40, attack +35, stun rate 62%, lasts 115 seconds Level 6 - MP -42, attack +38, stun rate 65%, lasts 118 seconds Level 7 - MP -44, attack +41, stun rate 68%, lasts 121 seconds Level 8 - MP -46, attack +44, stun rate 71%, lasts 124 seconds Level 9 - MP -48, attack +47, stun rate 74%, lasts 127 seconds Level 10 - MP -50, attack +50, stun rate 77%, lasts 130 seconds Level 11 - MP -52, attack +53, stun rate 80%, lasts 133 seconds Level 12 - MP -54, attack +56, stun rate 82%, lasts 136 seconds Level 13 - MP -56, attack +59, stun rate 84%, lasts 139 seconds Level 14 - MP -58, attack +62, stun rate 86%, lasts 142 seconds Level 15 - MP -60, attack +65, stun rate 88%, lasts 145 seconds Level 16 - MP -62, attack +68, stun rate 90%, lasts 148 seconds Level 17 - MP -64, attack +71, stun rate 91%, lasts 151 seconds Level 18 - MP -66, attack +74, stun rate 92%, lasts 154 seconds Level 19 - MP -68, attack +77, stun rate 93%, lasts 157 seconds Level 20 - MP -70, attack +80, stun rate 94%, lasts 160 seconds Level 21 - MP -71, attack +82, stun rate 95%, lasts 162 seconds Level 22 - MP -72, attack +84, stun rate 95%, lasts 164 seconds Level 23 - MP -73, attack +86, stun rate 96%, lasts 166 seconds Level 24 - MP -74, attack +88, stun rate 96%, lasts 168 seconds Level 25 - MP -75, attack +90, stun rate 97%, lasts 170 seconds Level 26 - MP -76, attack +92, stun rate 97%, lasts 172 seconds Level 27 - MP -77, attack +94, stun rate 98%, lasts 174 seconds Level 28 - MP -78, attack +96, stun rate 98%, lasts 176 seconds Level 29 - MP -79, attack +98, stun rate 99%, lasts 178 seconds Level 30 - MP -80, attack +100, stun rate 99%, lasts 180 seconds Strafe --- Level 1 - MP -26, damage 52% Level 2 - MP -26, damage 54% Level 3 - MP -26, damage 56% Level 4 - MP -26, damage 58% Level 5 - MP -26, damage 60% Level 6 - MP -26, damage 62% Level 7 - MP -26, damage 64% Level 8 - MP -26, damage 66% Level 9 - MP -26, damage 68% Level 10 - MP -26, damage 70% Level 11 - MP -26, damage 72% Level 12 - MP -26, damage 74% Level 13 - MP -26, damage 76% Level 14 - MP -26, damage 78% Level 15 - MP -26, damage 80% Level 16 - MP -32, damage 82% Level 17 - MP -32, damage 84% Level 18 - MP -32, damage 86% Level 19 - MP -32, damage 88% Level 20 - MP -32, damage 90% Level 21 - MP -32, damage 91% Level 22 - MP -32, damage 92% Level 23 - MP -32, damage 93% Level 24 - MP -32, damage 94% Level 25 - MP -32, damage 95% Level 26 - MP -32, damage 96% Level 27 - MP -32, damage 97% Level 28 - MP -32, damage 98% Level 29 - MP -32, damage 99% Level 30 - MP -32, damage 100% SKILL ANALYSIS This time, I am only looking at one skill, because you will mostly be using one skill your entire third job. Then I will compare Strafe to other skills. *Strafe* For 32 MP, shoot 4 normal arrows For # criticals, % chance 0 - 12.96% 1 - 34.56% 2 - 34.56% 3 - 15.36% 4 - 2.56% In other words, your chances of getting 4 critical hits are slim. So on average, how much damage does Strafe do? We must factor in chances to get a critical hit in order to do so. Code:
4.0 * 0.1296 = 0.5184
5.0 * 0.3456 = 1.7280
6.0 * 0.3456 = 2.0736
7.0 * 0.1536 = 1.0752
8.0 * 0.0256 = 0.2048
+ ______
5.6000
meat of the damage comes from the high chance of getting two critical hits. *Strafe* vs. *Double Shot* This is a pointless argument, but here I will explain why. Recall the average damage of both skills with critical hits factored. Strafe 32 MP, 560% damage Double Shot 16 MP, 340% damage Just doubling Double Shot will result in 32 MP, 680% damage. Though Double Shot is more MP efficient, there is more to it: attack speed. Remember that Strafe is a special skill that comes out much faster than any old attacks. In the time you shoot two Double Shots, a third Strafe is just beginning. Strafe is used for its time saving capability. *Strafe* vs. *Arrow Rain/Eruption* Borrowing some elements from the Arrow Bomb debate, we will see how to attain better MP efficiency between these two skills. Recall the main info for each skill: Strafe 32 MP 100% + 100% + 100% + 100%, 1 target Arrow Rain/Eruption 28 MP 160%, up to 6 targets You want to reach 400% damage in 32 MP. Since Arrow Rain/Eruption costs less, the MP to damage ratio can be reduced to 350% per 28 MP. Now let's add Critical Shot in: Strafe For # criticals, % chance 0 - 12.96% 1 - 34.56% 2 - 34.56% 3 - 15.36% 4 - 2.56% Arrow Rain/Eruption For # criticals, % chance 0 - 4.67% 1 - 18.66% 2 - 31.10% 3 - 27.65% 4 - 13.82% 5 - 3.69% 6 - 0.41% Remember that Strafe's average damage is 560%. If we reduce the damage to reflect the MP to damage ratio, we get 490% in 28 MP for Strafe. Now it's time to calculate the total damage for Arrow Rain/Eruption. Damage from # critical in total damage over 6 hits Code:
0 - 0.44832 1 - 1.97796 2 - 3.60760 3 - 3.48390 4 - 1.87952 5 - 0.53874 6 - 0.06396 + _______ 12.00000 Arrow Rain/Eruption average damage to 1 monster: 200% Two hits from Arrow Rain/Eruption is less than a Strafe, while three exceeds Strafe's damage. Attacking three or more monsters with Arrow Rain/Eruption is more MP efficient than using Strafe alone. *Arrow Rain/Eruption* vs. *Arrow Bomb* vs. *Iron Arrow* Recall the average damage for Arrow Bomb: Average damage of Arrow Bomb with Critical Shot for # monsters hit: 1 - 0.56 2 - 2.38 3 - 4.2 4 - 6.02 5 - 7.84 6 - 9.66 Now recall the average damage for Iron Arrow: Average damage of Iron Arrow with Critical Shot for # monsters hit: 1 - 2.200 2 - 4.004 3 - 5.483 4 - 6.696 5 - 7.691 6 - 8.507 Average damage of Arrow Rain/Eruption with Critical Shot for # monsters hit: 1 - 2.0 2 - 4.0 3 - 6.0 4 - 8.0 5 - 10.0 6 - 12.0 Remember that Arrow Rain/Eruption's damage is the same across all hits, whereas Arrow Bomb has two ways to damage, and Iron Arrow reduces damage per hit. Arrow Rain/Eruption's consistency gives it a higher average damage, and no matter how many monsters are hit, Arrow Rain always does more damage than Arrow Bomb. Arrow Eruption does more damage than Iron Arrow on mobs of 3 or more, but you should be using Strafe on two or less monsters instead of Iron Arrow, since Strafe's output is 560% compared to the 400.4% of Iron Arrow. At level 15, Arrow Rain will surpass maxed Arrow Bomb in damage. Arrow Eruption surpassing maxed Iron Arrow in damage is different because of diminishing damage output. The first number is how many monsters must be hit, the second number is the level of Arrow Eruption that will outdamage maxed Iron Arrow: 3 - 22 4 - 17 5 - 13 6 - 10 *Inferno* & *Blizzard* Inferno follows the conventional damage formula of adding 100% with Critical Shot. Blizzard cannot strike critical; this is to balance the nature of the skill since it's a ranged mob freezing attack, so Blizzard is used for freezing only. In addition, both skills get elemental advantage when used on monsters weak to the corresponding element. The elemental advantage bonus is as follows: Final multiplier = skill multiplier * (1 + (0.2 + n / 200)) n = skill level So for example, a level 21 Inferno would be: 1.3 * (1.2 + 21 / 200) = 1.6965, or 169.65% With Inferno, Critical Shot is applied after elemental advantage, so add the 100% to the previous damage to get 269.65% as a critical hit on a fire-weak monster. However, elemental resistance works differently. If the monster resists the element of Inferno or Blizzard, a final multiplier is attached. Final indicates that the multiplier applies after defense and critical has been factored. Level 30 Inferno would be 112.5% on a fire-resistant monster; 187.5% with critical. Level 21 Blizzard would be 101.25% on a ice-resistant monster. SAMPLE SKILL BUILDS Alright, here's the thing: since Archers have so many great skills in the third job, there is no definitive skill build. There is no such thing as a good skill build order, but there are some no-nos to look out for. The bare minimum to have for each skill: Thrust: 0 Mortal Blow: 5 Puppet: 6 Inferno: 0 Blizzard: 21 Arrow Rain/Eruption: 30 Hawk/Eagle: 15 Strafe: 30 After that, alott the remaining SP to the skill of your choice. Is there a specific order to add SP? No! Like I said, there is no definitive skill build for third job Archers. Everybody has their own skill builds. I can provide some suggestions: -RANGER: The first SP goes into Mortal Blow or Strafe. Although level 1 Strafe outdamages level 20 Double Shot, it expends more MP for a little more damage. Mortal Blow is useful for surprise spawns like Zombies or Pixies, while Strafe is better for stand-and-shoot kills, which are usually the bigger foes -SNIPER: Consider getting 1 Blizzard first. Freeze is useful - you can live with Double Shot for a few more levels. -If you will be soloing monsters, start to add Strafe right away at level 71 -Level 5 Mortal Blow unlocks Arrow Rain/Eruption. If you will be primarily mobbing from level 72 onwards, seek to max this skill before touching Strafe -Max Strafe sometime in the 8X period From there, you choose whatever you want. Here are some of my recommended sample skill builds, without the build order: Thrust: 1 Mortal Blow: 20 Puppet: 20 Inferno/Blizzard: 21 Arrow Rain/Eruption: 30 Hawk/Eagle: 29 Strafe: 30 The original standard, this is the build that most Archers chose. You get practically everything an Archer needs. Level 21 Inferno won't do as much for Rangers as level 21 Blizzard will for Snipers. My current Crossbower will use this build. Most Snipers might not max Eagle and/or Puppet though. Bear in mind that Hawk is ever so useful in fourth job, whereas Inferno starts to lose its shine, so this is still a good build for Rangers. Works best for Snipers. Thrust: 0 Mortal Blow: 20 Puppet: 20 Inferno/Blizzard: 30 Arrow Rain/Eruption: 30 Hawk/Eagle: 21 Strafe: 30 A standard build for Rangers, where Silver Hawk stuns with a 95% success rate. A good build to follow, especially after patch 0.53 changed the way summons work. However, Snipers shouldn't follow this, for Blizzard should not go above level 21. Thrust: 0 Mortal Blow: 12 Puppet: 20 Inferno/Blizzard: 30 Arrow Rain/Eruption: 30 Hawk/Eagle: 29 Strafe: 30 Best suited for Rangers to have a stronger Hawk while keeping Inferno's damage maximized. Thrust: 9 Mortal Blow: 20 Puppet: 20 Inferno/Blizzard: 21 Arrow Rain/Eruption: 30 Hawk/Eagle: 21 Strafe: 30 Snipers might choose this build if the Sniper wants to rely on freezing, not stunning. Eagle can even be lowered to 16, but then 14 Thrust might be over- doing it. Below are experimental builds. These are not common among today's Archers. Thrust: 0 Mortal Blow: 20 Puppet: 18 Inferno/Blizzard: 30 Arrow Rain/Eruption: 30 Hawk/Eagle: 29 Strafe: 24 One of the "forbidden" Ranger builds, this build gets just enough of everything besides Strafe. This build goes off the fact that Strafe almost becomes useless in the fourth job. Since Hurricane is preferred over Strafe, it's better to max everything else, since everything else will still have its uses in the fourth job, whereas Strafe loses out to Hurricane. This does limit training to Gobies and Himes, however. Thrust: 9 Mortal Blow: 5 Puppet: 18 Inferno/Blizzard: 30 Arrow Rain/Eruption: 30 Hawk/Eagle: 29 Strafe: 30 Rangers who do not like Mortal Blow will use a build similar to this. Two SP can be given from Thrust to Puppet if desired. Thrust: 10 Mortal Blow: 11 Puppet: 20 Inferno/Blizzard: 21 Arrow Rain/Eruption: 30 Hawk/Eagle: 29 Strafe: 30 Alternate Sniper build. Also works for Rangers. On paper, this looks like a nice build. Has yet to be tested though. TRAINING SPOTS Training spots are quite limited in the third job. Much more limited than the second job. Also, since there are many ways to add SP, I will mention what skills are necessary to train at a location; look for the Options: key for each location. This will list the minimum level, job, and skills for the location. The term "Bowman" will be used to indicate both jobs. Level 70-75You will be training in the same locations as the previous level period, even though you have a brand new skill. Victoria Dark Stone Gollem & Mix Gollem The Forest of Gollem has monsters that are 2 hit kills. You can party here for great EXP. Lack of any skills means you're still stuck using the same skills as before. Mortal Blow helps with surprise spawns, while Blizzard stalls. Options: Level 70 Bowman: 1 Mortal Blow Level 70 Sniper: 1 Blizzard Voodoo & Hoodoo Both of these will be nice for you to train on with their great HP:EXP ratio. They will definitely be two-DS kills by now, and they can possibly be killed with one Strafe. Options: Level 70 Bowman: 1 Mortal Blow Level 70 Sniper: 1 Blizzard Other Victoria mentions: Gryphon Ossyria Luster Pixie Pixies are for the mobbing Archers. The money made here is great, but the EXP isn't as good as other places. Go to Cloud Park VI if you are in need of money fast. Works best for those pursuing an early Arrow Rain/Eruption build. Options: Level 70 Bowman: 1 Mortal Blow Coolie Zombie Coolies are still 2 DS kills. If you have Mortal Blow, training will be made so much easier and faster. Strafe is also 2 DS kills, but consumes much more MP. I would stick with DS to save MP. Mortal Blow helps with surprise spawns. Options: Level 70 Bowman: 1 Mortal Blow Straw Target Dummy Although the EXP output per monster is low, the spawn makes up for it. You will be consistently mobbing here. It would behoove you to get Arrow Rain/Eruption ASAP to handle the spawns here, since Strafe is overkill. Options: Level 72 Bowman: 5 Mortal Blow, 2 Arrow Rain/Eruption Other Ossyria mentions: Jr. Yeti, Hector Ludibrium Other Ludibrium mentions: Samiho SUMMARY: VICTORIA: Dark Stone Gollem, Mix Gollem, Gryphon, Voodoo*, Hoodoo* OSSYRIA: Luster Pixie, Jr. Yeti, Hector, Coolie Zombie, Straw Target Dummy* LUDIBRIUM: Samiho Do NOT train on: Wild Cargo, Tauromacis, Taurospear, Skeleton Commander, Lucida, Pepe, Dark Pepe, Yeti & Pepe, Dark Yeti & Pepe, Buffy, Lazy Buffy, Soul Teddy, Master Soul Teddy From the get-go, stay at Hoodoo/Voodoo. Don't deviate elsewhere, since skills are not strong enough to tackle bigger monsters. Level 75-80 Now your Strafe should be much stronger, if not equal to two Double Shots. You are looking for monsters whose HPs are near the average damage of Strafe. Victoria Dark Stone Gollem & Mix Gollem Stay in The Forest of Gollem. Use Strafe here to do fast damage. Remember to party if you can, especially if you find a Priest. Even without a Priest, others such as Fighters or Bandits are beneficial to party with. Try to mob more here with Arrow Rain/Eruption, if you got it. Options: Level 75 Ranger: 5 Mortal Blow, 11 Arrow Rain Level 75 Ranger: 10 Strafe, 5 Mortal Blow, 1 Arrow Rain Level 75 Sniper: 1 Blizzard, 15 Strafe BOSS PROFILE: Jr. Balrog All you need is Puppet, and you have this won. Simply hit Jr. Balrog to get its attention, then climb up and place a Puppet above. Attack Jr. Balrog until it dies, and you have won easily. Gryphon For those with Arrow Rain/Eruption, training at Gryphons will be faster at the expense of buying more potions. This shouldn't be a problem since the nearest town has the cheapest potions available. Party with a Hermit for Haste to speed up training here. Do be careful not to fall into pits, as that greatly hampers training. Options: Level 75 Bowman: 5 Mortal Blow, 11 Arrow Rain Water Goblin Many players mention how great this map is. However, the Water Goblin has too much HP for the EXP it gives. It gives the same EXP as a Mixed Golem, but has more HP and a special ranged attack. Sure you could party here, but I advise against training here. Mobbing is preferred, but you'd need Strafe for faster kills to avoid getting swarmed. Options: Level 75 Bowman: 15 Strafe, 1 Mortal Blow Hoodoo & Voodoo As long as you've built up your Strafe, these will probably be 2-Strafe kills. If you're able to kill Zombies in one Strafe, you might as well stay there. Killing these with one Strafe is rare, but Strafe will manage. Options: Level 75 Bowman: 15 Strafe, 1 Mortal Blow Ossyria Coolie Zombie Probably the best place to go for 1-Strafe kills is Coolie Zombies. At this point, Zombies may slow down, but the money is nice, despite how horribly the maps have been butchered. Options: Level 75 Bowman: 15 Strafe, 1 Mortal Blow Kru & Captain Although Red-Nose Pirate Den 2 looks like the perfect place to use Arrow Rain/Eruption, these two monsters suffer from having the highest HP:EXP ratios in the game. Though it feels satisfying to constantly be hitting six things all the time, the spawn is decent. It will start to heavily slow down by level 80 though. Remember to stay on the upper platform so that Arrow Rain/Eruption can reach both levels of pirates. Entrance to Red-Nose Pirate Den 1Options: Level 75 Bowman: 5 Mortal Blow, 11 Arrow Rain Herb Town Party Quest Decent EXP for those who have Strafe for Lord Pirate. However, the EXP will start to whittle down the higher level you get. Options: Level 75 Bowman: 15 Strafe, 1 Mortal Blow Other monsters that should perish to one Strafe: Croco, Luster Pixie, Cellion, Lioner, Grupin, Stone Gollem, Malady, Dark Jr. Yeti, Hector Ludibrium Other Ludibrium mentions: Samiho, Death Teddy Options: Level 79 Ranger: 15 Strafe, 6 Puppet, 5 Mortal Blow, 1 Arrow Rain Level 75 Sniper: 15 Strafe, 1 Blizzard SUMMARY: VICTORIA: Dark Stone Gollem, Mix Gollem, Gryphon, Water Goblin, Hoodoo, Voodoo OSSYRIA: Hector, Coolie Zombie*, Kru, Captain LUDIBRIUM: Death Teddy, Samiho Do NOT train on: Buffoon, Deep Buffoon, Ghost Pirate, Klock, Dark Klock, Tauromacis, Cerebes, Lucida, Peach Monkey, Sage Cat, Mr. Alli Arrow R/E builds should go to Red-Nose Pirate Den 2 and train there for a while. Strafe builds should stay at Hoodoo/Voodoo, Forest of Golem, or Mountain Cliffs with Gryphons. Level 80-85A couple of options open up, depending on what skills you obtained. Victoria Gryphon Gryphons will be fun for any Bowman, regardless of the skills obtained. Strafe kills them in one hit, while Arrow Rain/Eruption now has max range. The EXP will slow down soon, so don't stay here too long. Options: Level 80 Bowman: 1 Mortal Blow, 30 Strafe Level 82 Bowman: 5 Mortal Blow, 30 Arrow Rain/Eruption, 1 Inferno/Blizzard Wolf Spider These monsters are quite an oddity. It does very high damage and has high HP. It travels in packs and can jump. Its threat level pretty much ends there. Wolf Spiders are easily flinched, give decent EXP, and drop some very expensive items. Mobs easily, but be careful, since it will kill you in two hits. Stick with using Strafe for now, until you have a sizable level of Arrow Rain/Eruption or Blizzard. Options: Level 80 Ranger: 1 Mortal Blow, 30 Strafe Level 80 Sniper: 1 Blizzard, 30 Strafe BOSS PROFILE: Male Boss Don't be scared because it can kill you in one hit. This is a very easy boss as long as you have level 6 Puppet or more. Simply hit it once, then climb up and place a Puppet. Start attacking it before the Puppet disappears. Easy boss kill. Ossyria Squid & Risell Squid In Aqua Road, there are two maps containing these monsters, both of which are east from the Aquarium. Dangerous Sea Gorge I contains mainly Squids, which are black and attack with ink. Squids have very long range, and you can avoid getting hit only by attacking from the edge of your range. Don't worry because this is a physical attack that does little damage and in all likelyhood will not kill you. This first map also contains a few Risell Squids and Exploding Goby Houses, so this might not be the best place to be. Dangerous Sea Gorge II contains mainly Risell Squids with a few Squids. Risell Squids have a magic attack which is very close range, almost as close as a Zombie's breath attack. This magic attack does less than half of its touch damage, so again, it's nothing to fret over, but watch out for it. This is the preferred map because of the nature of Risell Squids' attacks: it is very close range, so you can snipe very easily, especially since you can swim. Best choice for those who maxed Strafe ASAP. Options: Level 80 Ranger: 1 Mortal Blow, 30 Strafe Level 84 Ranger: 5 Mortal Blow, 30 Strafe, 6 Puppet, 1 Arrow Rain, 1 Inferno Level 80 Sniper: 1 Blizzard, 30 Strafe Coolie Zombie Coolie Zombies are guaranteed 1 Strafe kills now. This is the place you want to be if you still want to make some money while training. Though it will be boring for another five levels, it's the most efficient place to earn money while getting some EXP at the same time. Options: Level 80 Ranger: 1 Mortal Blow, 30 Strafe Level 80 Ranger: 5 Mortal Blow, 19 Strafe, 6 Puppet, 1 Arrow Rain Level 80 Sniper: 1 Blizzard, 30 Strafe Ludibrium Death Teddy If Zombies don't float your boat, take a boat ride to Ludibrium. The monster you are looking for are Death Teddies. The Death Teddy map has some sniping spots that are just out of their attack ranges. Expect 6-8 Strafes to kill one though, meaning that you will lose money from potions for the sake of training faster. Learn the map layout well, and you could prosper here. Best for Archers who got Arrow Rain/Eruption and Puppet early. Options: Level 84 Ranger: 5 Mortal Blow, 30 Strafe, 6 Puppet, 1 Arrow Rain, 1 Inferno Level 82 Sniper: 1 Blizzard, 30 Strafe, 6 Puppet Spirit Viking Once you have some Puppet and Arrow Rain/Eruption, you may venture to the other side of the clock tower from Death Teddies for Spirit Vikings, not to be confused with Ghost Pirates. It is suggested that you do not take on Vikings until the next level tier. Recommended only if you have at least level 6 Puppet. Options: Level 84 Ranger: 30 Strafe, 5 Mortal Blow, 6 Puppet, 2 Arrow Rain Level 84 Sniper: 30 Strafe, 1 Blizzard, 6 Puppet, 5 Mortal Blow, 1 Arrow Eruption SUMMARY: VICTORIA: Wolf Spider, Gryphon OSSYRIA: Coolie Zombie, Squid, Risell Squid LUDIBRIUM: Death Teddy*, Spirit Viking Do NOT train on: Buffoon, Deep Buffoon, Klock, Dark Klock, Ghost Pirate Arrow R/E builds will stay with the pirates until level 82, when they should try out Death Teddies or Squids. Strafe builds can make an early venture to Squids, but should stick to Death Teddies until level 84, when they can go back to Squids. Level 85-90 Very limited places now. Time to make friends with Priests. Max Strafe already. Coolie Zombie This is the only place to train now where you will be guaranteed to make money. Though you will be making the money slowly, you should always come out of here with positive profit. Go here if you are soloing. Options: Level 85 Bowman: 30 Strafe, 5 Mortal Blow, 1 Arrow Rain/Eruption BOSS PROFILE: Blue Mushmom This boss is actually easier than Zombie Mushmom because it only requires 1000 damage to flinch. Once you have the Lucidas on the ground cleared out, corner Blue Mushmom and fire away. It may have 200k HP, but it'll go down in no time as long as any of your Strafe's hits does over 1000 damage. If all goes according to plan, you won't even take any damage from it. Gryphon Just like Zombies, these are one-hit kills. Decent EXP, but not likely to make much money here. Options: Level 85 Ranger: 5 Mortal Blow, 30 Strafe, 11 Arrow Rain Level 85 Ranger: 5 Mortal Blow, 30 Arrow Rain, 11 Strafe Level 85 Sniper: 1 Blizzard, 5 Mortal Blow, 30 Arrow Eruption, 10 Strafe Level 85 Sniper: 1 Blizzard, 30 Strafe, 5 Mortal Blow, 10 Arrow Eruption Wolf Spider At this point, it reminds me of a smaller, more agile Death Teddy. Thankfully, Wolf Spiders don't have any special attacks or skills. As always, be careful around them because they can kill you in two hits. Arrow Rain/Eruption will work wonders here now, as long as you aren't getting swarmed. Options: Level 87 Ranger: 30 Strafe, 6 Puppet, 5 Mortal Blow, 11 Arrow Rain Level 85 Sniper: 30 Strafe, 1 Blizzard, 5 Mortal Blow, 10 Arrow Eruption Death Teddy By now you should have more skills at your disposal. Training should come much faster at Death Teddies, but you still will be losing money from potions. You will find these at Forgotten Path of Time <3>. Nice EXP especially if you party, but most likely the Priest will be at Vikings. Options: Level 85 Ranger: 30 Strafe, 6 Puppet, 5 Mortal Blow, 5 Arrow Rain Level 85 Sniper: 30 Strafe, 1 Blizzard, 5 Mortal Blow, 10 Arrow Eruption Spirit Viking Spirit Vikings are huge. Don't count on making one flinch unless you're using maxed Arrow Blow or Final Attack. They are slow and do a lot of damage. If you are still low leveled, you might not survive a hit from a Viking. Fortunately their special attack is direct: just a projectile that can be avoided, like Pixies. The Spirit Viking map has many sniping spots for both Strafe and Arrow Rain/Eruption. Using Puppet only makes things better if used to lure. Spirit Vikings also drop nice items, so you will be making good money depending on your luck with drops. These are found at Warped Path of Time <4>. Options: Level 88 Ranger: 30 Strafe, 6 Puppet, 5 Mortal Blow, 14 Arrow Rain Level 88 Sniper: 30 Strafe, 1 Blizzard, 6 Puppet, 5 Mortal Blow, 13 Arrow Eruption Squid & Risell Squid Squids become a very nice map to train in when going solo. Risell Squids give more EXP than Spirit Vikings and are not as threatening. Squids do not mob as well as other monsters you could train on now, but learn the map layout, and you can get creative with ways to mob Squids here. Options: Level 85 Ranger: 30 Strafe, 6 Puppet, 5 Mortal Blow, 5 Arrow Rain Level 85 Sniper: 30 Strafe, 6 Puppet, 1 Blizzard, 5 Mortal Blow, 4 Arrow Rain SUMMARY: VICTORIA: Gryphon, Wolf Spider OSSYRIA: Coolie Zombie, Squid, Risell Squid LUDIBRIUM: Death Teddy, Spirit Viking* Do NOT train on: Dual Ghost Pirate, Phantom Watch, Gigantic Spirit Viking Arrow R/E builds can experiment with Gobies, but should stay with Squids for now. Strafe builds will be training at Squids full-time. Level 90-100Training areas are beginning to whittle down now. BOSS PROFILE: Geist Balrog This is actually an easy fight at this level. Two things to know when fighting is that its Dark Slash attack does up to 1500 damage, and it can Dispel. Aside from that, keep on attacking, and it shouldn't be too hard a battle. Being in a party makes this fight even easier. Just Strafe away. Wolf Spider If you have grown adjusted to this map, train here, especially with a party. Getting Haste will definitely help you in avoiding these things from hitting you when you are on your dying HP. They hit hard, but mob easily and drops large sums of cash. This is by far the easiest way of hunting for Ilbis. Options: Level 94 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 6 Puppet Level 94 Sniper: 30 Strafe, 5 Mortal Blow, 1 Blizzard, 30 Arrow Eruption, 6 Puppet Squid & Risell Squid At this level range, Squids may be better in some aspects than Gobies, since some vital skills you'll need for Gobies wouldn't normally be at optimal level yet. Squids are very nice for sniping since they move so slow, and use of Puppet can get some good formations to mob with. Considering getting into a party here, as it will speed up the spawn, and you won't have to move so much from a section. Options: Level 90 Bowman: 30 Strafe, 5 Mortal Blow, 6 Puppet Goby & Bone Fish I do not recommend training here until the listed skills below are obtained. You will need to be able to clear a mob of six Gobies within 8 shots to make training here count, as going beyond 8 shots risks pushing the Gobies outside of your range. That is, unless you use a different mob skill, which I do NOT suggest you do, since Arrow Rain/Eruption is superior to Bomb/IA and is the preferred method of clearing Gobies. Options: Level 94 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 6 Puppet Level 94 Sniper: 30 Strafe, 5 Mortal Blow, 1 Blizzard, 30 Arrow Eruption, 6 Puppet Death Teddy The EXP may be slowing down, but if you've become accustomed to fighting these, train at Death Teddies. Remember that you won't be making money here, even if you find good drops. Options: Level 94 Bowman: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain/Eruption, 6 Puppet Spirit Viking Considered inferior to Squids now, Vikings are still a decent option when Aqua Dungeon maps are too full. Throw in the Soul Collector quest that can be done daily, and there is still some decent EXP here. Most likely, you should have a party since the map is so large, and the bottom floor may still be too much for you. Use of Blizzard makes the ground easy, but Rangers should be careful. Options: Level 94 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 6 Puppet Level 94 Sniper: 30 Strafe, 5 Mortal Blow, 1 Blizzard, 30 Arrow Eruption, 6 Puppet SUMMARY: VICTORIA: Wolf Spider, Hoodoo, Voodoo OSSYRIA: Goby*, Bone Fish, Squid, Risell Squid* LUDIBRIUM: Death Teddy, Spirit Viking Do NOT train on: (Dual) Ghost Pirate, Gigantic Spirit Viking Stick with Squids until level 94, which is when you make the move to Gobies. Level 100-120These will be the last places you train until you advance to fourth job. BOSS PROFILE: Ergoth It can Dispel and cast 1/1, as well as summon annoying monsters and inflict random statuses on you. You need at least 4,000 HP to survive its strongest attack, which can be avoided in time by the skull indicator on the ground. It may not have as much HP as other bosses, but by the fact that it resists all elements, has high MDEF, and frequently casts Super DEF-Up, this battle will take a long time. Always make sure that you do not attack up close - keep Ergoth at the edge of your screen when you attack. BOSS PROFILE: Crimson Balrog This thing that haunts the ship between Ellinia and Orbis is a pain to Archers because of the ship rigging that eats your arrows. However, there is a way for Archers to solo these things. Please refer to this video for more details. Hime Considered risky training, you will most definitely need a party to train here and escape alive. Himes will kill you in two hits; three with Hyper Body. Always be near your Priest, and always have party buffs on, because once they run out, you're playing Russian Roulette with these faux himes. If you party with just a Priest, use the Priest as a boomerang mobber: ![]() You stay on one side, while the Priest goes out to lure Himes. The Priest should come back and stop in front of you so that the Himes will crowd up in front of you, giving you ample room to attack. Use of Bomb/IA is preferred so that the Priest can focus on using Shining Ray instead of healing you if you're in the crowd using Arrow Rain/Eruption. It is possible to solo Himes, albeit it is difficult and taxing on potion use. Rangers should primarily use Arrow Bomb, while Snipers use Blizzard and Iron Arrow. Use ranged skills instead of Arrow Rain/Eruption to stall and push the Himes. Try to push towards a wall so that if wayward Himes approach from behind, you can jump over them and add them to the group you stunned or froze. This is slower yet safer than simply using Arrow Rain/Eruption in the middle of a mob. I do not recommend using Hawk/Eagle when soloing because it will get the attention of Himes behind you while you are pushing. ![]() Rangers: Keep using Arrow Bomb until the entire mob is stunned, then use Inferno if it is at least level 18, switching back to Arrow Bomb when a Hime(s) starts gunning for you. Snipers: Alternate between Blizzard and Iron Arrow. If Blizzard is level 21, you could fire off four Iron Arrows before having to shoot Blizzard again. For more tips & strategies on training here, please refer to my guide on Himes. Options: Level 102 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 12 Puppet, 21 Hawk Level 101 Sniper: 30 Strafe, 5 Mortal Blow, 30 Arrow Eruption, 9 Puppet, 21 Blizzard BOSS PROFILE: Black Crow Usually isn't fought by Archers, especially without fourth job skills. I do not have any real strategies because even though it only needs 1000 damage to flinch, it has 35 million HP, which is too much for an Archer to solo what with all the Himes around. BOSS PROFILE: Zakum I recommend being level 100+ before joining a run. The only attack you need here is Strafe. There is no real strategy other than survive. Through all the other players around, you need to pay attention to where you are and where your Priest and DK are. Also be sure to keep an eye on your HP and your buffs. Soul Arrow and Booster should always be on, and all buffs should be recasted whenever Zakum casts Super DEF-Up, since you can't damage it during this time. Use Warrior Elixirs for attack boosts unless you have Onyx Apples. The most damage Zakum can do in one hit is 3,000, which only comes out during the third body. 1/1 can never kill you, but it can leave you one step away from death. Ignore the summons because those are usually taken out by DKs, CBs, and Ice Mages. Just focus on using Strafe. Goby & Bone Fish Training at Gobies requires some deep strategy. These are best found in Deep Sea Gorge II. If you are inexperienced at training here, you will need many skills for fighting these, as you will rely on Puppet, Inferno/Blizzard, Arrow Rain/Eruption, and Silver Hawk/Golden Eagle. Once you have gotten used to training here or know what to do, all you really need is maxed Arrow Rain/Eruption. Your main target is the Goby Houses, since Bone Fish simply get in your way. Once you get used to training at Gobies, this will be the best EXP, especially if partied with a Priest, until you can move on to Himes or Jr. Newties. ![]() This is the absolute closest you can approach a Goby House. Get any closer and it will warn you that you are too close by casting Super DEF-Up. Stay closer, and it'll hit you with an inaccurate magic blast that does up to 2200 damage. Options: Level 97 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 15 Puppet Level 99 Sniper: 30 Strafe, 5 Mortal Blow, 21 Blizzard, 30 Arrow Eruption Squid & Risell Squid These monsters are true alternatives to Spirit Vikings. They boast similar stats, but since they are in Aqua Road, fighting them is much safer. You can get the best spawn of these in Dangerous Sea Gorge II. A good idea is to get a party with a Priest and at least two other attackers. This will make the spawn rates higher, and training will go by quicker. Options: Level 102 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 9 Puppet, 21 Hawk Level 95 Sniper: 30 Strafe, 5 Mortal Blow, 30 Arrow Eruption, 11 Blizzard Shark & Cold Shark At the very bottom of the sea, The Grave of a Wrecked Ship, you will find these two monsters, two of the strongest monsters in the game. The EXP is low considering how many hits you will need to take one out. The only real reason to fight these is for the drops, namely Sharp Eyes-20 and Ancient Books. Options: Level 103 Bowman: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain/Eruption, 12 Puppet, 21 Hawk/Eagle BOSS PROFILE: Pianus Can be soloed at level 125. More details coming soon... Jr. Newtie These have the same HP as Himes, but give more EXP. What's even better is that these monsters cannot move! However, like Nependeaths, if you get too close, they will attack you without provocation. That said, this is a great map to stand and snipe. You'll find these mostly in Destroyed Dragon Nest. Be warned though that Jr. Newties are juniors for a reason: like Jr. Yetis, they can randomly transform into something bigger, a Nest Golem. Nest Golems are able to walk freely, but they move rather slow, so you still have time to snipe away. Just don't let them get too close, because they hurt. ![]() This is the absolute closest you can get to a Jr. Newtie. Get any closer and it will attack. Its ranged attacks do about the same damage as touch damage, which can do up to 2200 damage. Options: Level 100 Bowman: 30 Strafe, 12 Puppet, 21 Hawk/Eagle BOSS PROFILE: Papulatus Clock Can be soloed at level 120. I have attempted to solo many times, but have not been successful yet. Most of its elemental attacks deal between 1700-2000 damage. It can dispel, so be sure to have a bundle of arrows or two with you. Curealls are unnecessary because Slow and Stun cannot be cured. Its 1/1 attack is indicated by a golden sword striking you from above, though this isn't an immediate threat because Pap will usually go into standby mode right after. At this point, you can walk through Pap to the other side if need be, or recast your buffs. Watch out for the bombs that Pap summon if they spawn on the ground level; get some distance and snipe them, or Puppet them if they get too close. General strategy: once it appears, hit it to get its attention. Pap usually does not move far, as it will constantly be blitzing you with attacks. Attack until it goes into standby, then cast a Puppet in the corner and run to the other side before it awakens. Hopefully Pap will move closer to the right side. Don't recast Puppet unless the prior one has been destroyed, at which point you must wait until the next standby to cross Pap, place the Puppet in the corner, then cross back to the safer side. Before the main body is defeated, stay at the edge of your attack range. Hit the free form of Pap once, then throw a Puppet out and duck. Again, stay at the edge of your range and attack Pap while it is attracted to Puppet. When Puppet is destroyed, hit it once then place Puppet, and the cycle repeats until Pap is defeated finally. SUMMARY: VICTORIA: Bain, Wolf Spider, Hime OSSYRIA: Goby*, Bone Fish, Squid, Risell Squid*, Shark, Cold Shark, Jr. Newtie* LUDIBRIUM: Spirit Viking Do NOT train on: (Dual) Ghost Pirate, Gigantic Spirit Viking, (Grim) Phantom Watch Gobies is preferred. At any point, feel free to venture over to Leafre for Jr. Newties. EQUIPMENT It goes without saying that you will want to have the best equipment available. Beginning at level 80, start looking for the best equipment available. Your level 70 equipment needs to be good enough to last you ten levels, but you don't have to spend a fortune on it. HAT If you were lucky enough to find an above average Maro or even Polyfeather, then you can stick with it at level 70. Patriots, the level 70 hat, adds 4 stats as well as 15 MP. The hats that add less DEX are more common because they drop from weaker monsters than the one that drops the hats that add more DEX. Patriots look nice... not as nice as the Maro, but they look good for the level. It is suggested to buy a Patriot. Falcons, the level 80 hat, are the first hat to have 5 stats on average. Look for a Falcon with 6 or 7 stats, as that will be your permanent hat. Unfortunate that Falcons look like buckets on your head. The level 90 hats, Arlic Helmets, are the last hats released in Global MS. They also add 5 stats like the Falcon. As this is the last hat your will get, try to secure one for level 90 unless you have a 6-7 stat Falcon. If you want to bypass getting these helms, then try to obtain a Zakum Helm. These cherished prizes add 15 of every stat. If you cap your base STR low, you'll be able to add back the STR you've been missing, thus maximizing your damage with this helm. If you want to scroll a helmet, use 60% Helmet HP scrolls. EARRING Consider getting earrings for the added magic defense that you will need for fighting higher level monsters. Once you have the money, try to scroll earrings for DEX. As for which earrings, I recommend the level 15 earrings sold in Henesys, since they are cheap to buy and can be used at the lowest possible level. Other options include Leaf Earrings or earrings from the Amoria PQ. Keep in mind that this is one of the more expensive upgrades to make. OVERALL Get a level 70 overall and play around with 10% Overall DEX scrolls. If you can't afford the scrolls or don't want to risk it, just use 100% scrolls. All overalls from level 80 on should be scrolled with 60% or 10/30% Overall DEX scrolls. If you got a cheap level 80 overall, you can use 100% scrolls. Once you get level 90 overalls, use 10/30% and 60% scrolls to get a good combination of DEX on your overall. Do keep in mind the amount of STR your overall adds so you can cap your base STR correctly. SHOES You should have a Snowshoes scrolled with Shoe Jump scrolls. At level 80, consider obtaining level 80 boots and scrolling with Shoe Jump scrolls. Note which shoes drop from commonly hunted monsters, so you can buy them cheaper in Free Market. Aim to get at least 11 total stats on a shoe. GLOVES You should have some Work Gloves scrolled with either ATK or DEX. If you have a DEX glove, synthesize either level 70 or 80 gloves. Blue Eyes are quite cheap to come by, so you can upgrade it and scroll it for ATK. If you have an ATK glove, keep it or make the level 70 glove and scroll that. A final option is to synthesize the level 80 glove. Dark Cordons add 6 stats, 2 more than Dark Eyes. However, these are very expensive to make, and a scrolling mistake will cost a lot. If you have one, scroll it with 60% Glove ATK and aim for at least 8 ATK on it, because it will probably be your last glove. If you don't want to shell out materials for gloves, buy them. Most gloves are now dropped by monsters, so you can find them sold by other players. In fact, level 90 gloves are now available. These are very rare, so a scrolling mistake will cost lots. The final option is to obtain either a Brown Work Glove or Stormcaster Glove. Scroll either for ATK, and aim for something with at least 12 ATK on it. This is most likely the most expensive upgrade to make. CAPE If you scrolled an Icarus Cape for DEX, you may keep it. Another option is to get a higher level cape and scroll that for DEX. Aim for 8 DEX or greater. Popular capes to scroll are Seraph Capes and Giles Capes. The last upgrade of capes is a Pink Adventurer Cape. 3 ATK capes are uncommon, while 4 ATK capes are downright rare. However, it would behoove you to find a 4 ATK cape and scroll it with DEX. This is the second most expensive upgrade, after the glove. WEAPON The level 70 weapon should be scrolled with 60% scrolls, no questions asked. The level 80 weapon is the most abundant, so it should be easy to obtain and scroll one. Be adventurous and use 30% scrolls. For Arunds, get one with 87 ATK or greater so that a 30% scroll success would give it a chance to be at least 100 ATK. Ravens are easier to get to 100, so just find an average one and get a 30% scroll on there. The level 90 weapons are the highest weapons dropping in Global MS, but is dropped so rarely that it is less costly to scroll level 80 weapons. You need to have luck with 30% scrolls on these. Since these add SPD, it will help immensely if you obtained and scrolled it well. Of course, this is all based on your budget. Using 10/30% scrolls requires more money, as more failures will happen, leading to more weapons being NPC'd. !!MIDWAY BIT!! This guide may only be seen on sleepywood.net! !!END MIDWAY!! -------------------------------- JOB ADVANCEMENT TESTThe Masters of Range -------------------------------- Unlike the previous two job advancements, this one can be completed without any fighting, though it will require money. To begin, head to El Nath and speak with Rene once you have reached level 120. She will ask you to bring a letter to Legor at Leafre. To find Legor, keep heading east from Leafre until you reach Valley of the Antelope. Climb to the top, and enter the tree to reach Forest of the Priest. Legor will ask you to find a Heroic Star and Heroic Pendant. There are two ways to find these items: 1. Hunt Manons and Griffeys until the items drop. Note that the drop rate for both items is EXTREMELY low. 2. Go to Leafre and speak with the Village Chief, who asks for a special scroll. Then go to EOS Tower 44th floor and buy the scroll from the NPC there for 10 million Mesos. Bring this back to the Village Chief for the Heroic Star and Heroic Pendant. Once you have both items, bring them to Legor. That's all there is for the job advancement! Upon completion, you will receive 5 AP, 3 SP, and the Maple Warrior Skillbook. UPGRADING YOUR MOUNT To upgrade your hog, it first must be at least level 3. Not a problem if you routinely restore it with Revitalizer Potions from any pet merchant. Next, you will need 50 million Mesos, 600 Rexton Leather, 400 Wooden Shoulderpads, and 400 Skull Shoulderpads (Dark Cornian). Rextons are at Dragon Forest II, while Dark Cornians spawn easily at The Hidden Dragon Tomb II; Green Cornians spawn in both maps, so do not focus on those. Gather up all these items, then bring them to Kenta in the Aquarium. Remember to unequip your current hog to let the upgrading commence. The actual upgrade takes no time, so as soon as you go to Kenta, you will get your new mount right away. BOW MASTER/CROSSBOW MASTER SKILLS The fourth job skills are obtained differently than the previous three jobs. All characters start with three core skills, while the rest of the skills must be learned through use of Skillbooks, untradable items that, once obtained, will allow you to begin adding SP into that skill. Also, all fourth job skills can go up to level 10 at first. To go beyond level 10, Mastery Guides must be used. Mastery Guides are tradable and found only from monster drops. There are two types of Mastery Guides: one that allows adding SP up to level 20 and requires 5 SP in that particular skill, and one that allows adding SP up to level 30 and requires 15 SP in that particular skill. The former Mastery Guide has a 70% chance of working, while the latter has a 50% chance of working. If any Mastery Guide fails, you must search for another Mastery Guide. Locations of Mastery Guides in (parentheses) means that the drop is unconfirmed. Universal Skills These skills can be learned by every fourth job character. Because of that, these skills should not be of high priority to max because you could party with someone else who does have this skill if you want access to it. Maple Warrior (ML 20) - Increases all players' stats within a party by certain percentage --- This is a party buff that adds a percent increase to STR, DEX, INT, and LUK. Maple Warrior only affect base stats, not stats gained from equipment. Because of this, it is better to get STR equipment so that you have more base DEX to get the most out of Maple Warrior. However, since this can be learned by all fourth jobs characters, Maple Warrior should not be a priority skill to get in place of Archer-exclusive skills. Remember to get STR gear so that your base DEX is a multiple of five to squeeze the most out of Maple Warrior. SKILLBOOK: Obtained automatically after completing the 4th job advancement Mastery 20: Horntail Hero's Will (ML 1) - Enables one to shrug off abnormal conditions. The higher the skill level, the more types of abnormal conditions one can nullify. --- This skill removes 'Psycho' status. AFAIK, only Horntail inflicts this status. Not useful until you face Horntail. A player under Psycho status cannot control the character, and the character will begin to either attack other people or purposely run into other monsters. In other words, the monster controls the character. Not something you want to happen. SKILLBOOK: Speak to Chief Tatamo in Leafre, who will tell you to go visit Carta the Sea Witch at Aqua Dungeon. She will task you with entering a special map to gather 40 pieces from monsters. To enter this map, you need one Minature Pianus, and you need to be partied with another fourth job player. Once in, start killing mobs and gather the pieces (just like the 2nd job test). Here's the catch: it is very difficult to collect all 40 pieces in one run. Therefore you must complete this arena quest more than once, meaning you need more than one Miniature Pianus items. Once you have gathered 40 pieces, bring the pieces to Carta, and talk to her until she tells you to go to Fu in Leafre. Fu asks for 10 Mithril Plates and a Ragged Wristband from Griffey. Bring these to Fu for a Mithril Wristband, which should be brought back to Carta for the skillbook. Shared Skills These skills are learned by both the Bow Master and Crossbow Master. Sharp Eyes (ML 30) - Grants party members the ability to locate enemy weaknesses, and in turn inflict more damage by exploiting them. --- In layman's terms, Critical Shot for the party. That's right: this is a party buff that grants critical hits for every attack. Archers finally have a strong role in parties with Sharp Eyes. This buff greatly affects Archers and Assassins because it doesn't multiply with the present critical attack - it stacks on top, so at max level, an Archer's Critical Shot would be +240% for 55% of all attacks! For melee attacks, it adds onto the multiplier as well, but the effect is best seen on either Savage Blow or Crusher. For magic attacks, it is a straight multiplier, so Magicians benefit least from it. One SP in Sharp Eyes is enough to see a noticable increase in average and critical damage. This is a high priority skill and should be maxed ASAP. With Sharp Eyes on, criticals are multiplied much moreSKILLBOOK: Core skill; automatically learned Mastery 20: Cold Shark, Left Pianus Mastery 30: Skelosaurus, Right Pianus Dragon's Breath (ML 30) - Drawing upon the spirit of the dragon, fires a powerful arrow of tremendous force that will knock back the target a long distance. --- This is like a ranged PKB. The arrow moves like Iron Arrow: straight & forward. However, when shot, it pushes some monsters back to the end of your range. Dragon's Breath can be used to gather up monsters on a platform to one end to be finished off with mob skills. Very effective, this will change the way Archers train forever. Level 1 can push back 4 monsters, making this an important skill to obtain just for 1 SP at first. Contrary to popular belief, Dragon's Breath does have the same minimum range as all standard attacks. In the following screen, the monster would be pushed back until the arrow reaches the end of its range. Dragon's Breath used on a Dark WyvernSKILLBOOK: Directly dropped from Crimson Balrog in El Nath PQ, which requires a fourth job Warrior who is trying to obtain a Stance Skillbook. It drops fairly often, so it should not take long to find the skillbook. Tell your party members to remove pet Item Pouches, if they have it, so that someone else doesn't "accidentally" take the Dragon's Breath Skillbook. Mastery 20: Jr. Newtie, Left Pianus Mastery 30: Right Pianus Bow Expert/Marksman Boost (ML 30) - Increases the bow/crossbow mastery as well as weapon attack. Only applies with a bow/crossbow equipped. Pre-requisite - Level 20 Bow/Crossbow Mastery --- The two jobs get their respective skill. Think of this skill as advanced mastery, because it will increase your minimum damage even more. It also adds weapon attack, giving Archers not only more stable damage, but a bit more damage. Take note on how much SP is needed to upgrade this skill, as some subsequent SP has no effect on this skill. SKILLBOOK: Core skill; automatically learned Mastery 20 (Bow): Dark Cornian, Papulatus Mastery 20 (Crossbow): Jr. Newtie, Papulatus Mastery 30: Zakum Bow Master Skills Bow Masters gain one new attack in the fourth job, but it's a powerful attack. Hurricane (ML 30) - Fires away arrows at a tremendous speed, as chaotic as a nasty rainstorm. --- Three words: rapid fire arrows. Imagine a neverending Strafe, but arrows come out twice as fast. You could not understand the power of this skill until you see it in action. Though not really powerful, but by the fact that this skill allows one to attack so fast, Hurricane is the skill with the highest damage-over-time. Paired with Sharp Eyes, level 1 Hurricane outdamages level 30 Strafe already. It has been tested to shoot 8.2 arrows per second. Since the arrows fly out so fast and has a quick start-up time, this allows for shooting while walking with rapid presses. Look at the numbers in the following screen to see how fast Hurricane shoots. Hurricane used on a Nest Golem with Silver HawkSKILLBOOK: Speak to Legor at Forest of the Priest to begin a quest to find a glove from Kentaurus. From Entrance to Sky Nest, go west once, then tackle the Kentaurus here. Hunt the Kentaurus until you find the glove, then bring it to Athena in Henesys for the Skillbook. Any color Kentaurus can drop the glove. Mastery 20: Nest Golem Mastery 30: Papulatus, (unknown, monster ID# 8220003) Concentrate (ML 30) - Temporarily increases weapon attack, while simultaneously decreases skill-based MP usage. Terms between skills : 6 minutes --- A self buff that increases weapon attack and decreases MP usage with a cooldown time. This means that When you use this skill, you cannot use it again until the cooldown timer ends. The problem is that the skill lasts 180 seconds, while the cooldown time is 360 seconds, so for half the time you will be weak. You could buy potions that last 3 minutes and use them when Concentrate ends to know when Concentrate can be used again. Concentrate is not as impressive as it sounds, since the MP-down effect is not so useful because of cheap potions from New Leaf City. Onyx Apples or Ciders can also take the place of the ATK-up effect. SKILLBOOK: Hunt for an Ancient Book from Sharks, or buy one, then gather 50 Ink Bottles from Squids, 10 Pure Waters, and 30 Magic Rocks. Bring these all to Librarian Wiz at the bottom of Helios Tower. He'll give you another book, which you should then bring to Athena in Henesys. She then tells you to go see Rene in El Nath. Talk to Rene until she tells you to speak with Shammos directly below you. He doesn't give you the info you need, so go back to Rene, who points you towards The Rememberer in Sleepywood. He points you towards The Insignificant Being deeper in Sleepywood, who asks you to get 50 Dark Soul Rocks from Wild Cargos, Tauromacis, or Taurospears. Bring these back, then prepare your potions for a wild fight. You must party with another 4th job Archer as you enter a special map to defeat 300 Jr. Balrogs in 20 minutes. Talk to the Insignificant Being to enter this special map when you are ready. Complete this battle, then return to The Insignificant Being, and he will finally cough up the skillbook. Mastery 20: Zakum Mastery 30: Horntail Hamstring (ML 30) - Attacks a monster's leg with a given success rate, slowing it down tremendously in the process --- This is a self buff that attaches a status ailment to all your attacks. For each attack, you have a chance to inflict Slow on monsters. This works on a per-hit basis, meaning that Hamstring and Hurricane will create a lot of slow monsters. Hamstring has its uses, which are situational, so this isn't a skill of high priority. It does not work on bosses. SKILLBOOK: Core skill; automatically learned Mastery 20: Skelosaurus Mastery 30: Griffey Phoenix (ML 30) - Temporarily summons the Phoenix, who is a fire-based ally. Attacks up to 4 monsters. Pre-Requisite - Level 15 Silver Hawk --- An advanced version of Silver Hawk, this bird is meant for damage. Phoenix is just backup damage while you do your thing. It attacks multiple monsters multiple times. The damage is decent, to say the least. It also does not use up Summoning Rocks, so this is a useful skill to have. Regardless, most Bow Masters continue to rely on Silver Hawk for its stun. Phoenix does not have attack delay compared to Frostprey - it will inflict damage almost immediately. Its overall speed is the same as Frostprey. Phoenix used on a Dark WyvernSKILLBOOK: Talk to Kumo in Leafre, who asks for an egg that can be found in Cave of Trial III at El Nath. Press Up at the indicated location: ![]() Attack any of the eggs you see and pick up the egg that falls: ![]() Go to Leafre and talk to Kumo, then go to Sky Nest I: ![]() If you are unable to enter the map (which is highly unlikely), change channels. Once inside, climb up to the top: ![]() Drop the egg at the top, then attack the egg that appears: ![]() A Phoenix will appear once you break the egg: ![]() It's an easy battle. Hit it once, drop down, then place a Puppet down. Its attack is homing, so you should never get hit except for the moment it is summoned. To give you an idea of how long the battle takes: ![]() Defeat it, then return to Kumo for the Skillbook. Mastery 20: Skelegon Mastery 30: Manon Marksman Skills Marksmen gain two new attacks in the fourth job, changing the way they train. Piercing Arrow (ML 30) - Fires a special arrow that penetrates through monsters. The arrow's power increases with each monster it pierces, inflicting more damage to each consecutive monster. --- This is a charged version of Iron Arrow, but instead of diminishing damage, the damage increases as it passes through monsters. When you attack, you have to charge the attack for 2 seconds before releasing a powerful arrow that flies forward attacking up to 6 monsters in a line. Releasing or getting hit before the charge ends results in a less powerful arrow fired. Best used in combination of Dragon's Breath and Blizzard: you push all the monsters to one side, freeze them with Blizzard, Piercing Arrow for damage, then alternate the latter two until the mob is cleared. There is a glitch with this skill that deters many Marksmen. When Piercing Arrow hits for more than 99,999 damage, the user will disconnect from the server. This only happens when a fully charged arrow hits 5-6 monsters, since by the time the arrow reaches the end, the damage will have magnified a lot. As of this guide's update, this glitch is NOT fixed. Piercing Arrow charging for Spirit Vikings Piercing Arrow used on Brown TeddiesAs of patch 0.56, you are now able to charge Piercing Arrow while moving. Your character must be on the ground before initiating the charge, but once you begin charging, you can walk around, duck, jump, and climb ropes/ladders freely as long as you hold down the button. Charging Piercing Arrow while on a ladderSKILLBOOK: Speak to Legor at Forest of the Priest to begin a quest to find a glove from Kentaurus. From Entrance to Sky Nest, go west once, then tackle the Kentaurus here. Hunt the Kentaurus until you find the glove, then bring it to Athena in Henesys for the Skillbook. Any color Kentaurus can drop the glove. Mastery 20: Skelegon Mastery 30: Papulatus Snipe (ML 30) - Delivers a lethal blow to a monster by aiming for its weak spot. --- You literally snipe a monster, killing it in one hit. Of course, there is a balance to this. Obviously it cannot be used on bosses, but ends up doing up to 99,999 damage. Also, there is a cooldown time to prevent needless killing of ridiculously strong monsters. Snipe allows Marksmen to kill the stronger monsters that aren't considered bosses, like Gatekeepers. It's a nice addition to a Marksman's arsenal, more useful than Concentrate is to Bow Masters. Snipe used on a GatekeeperSKILLBOOK: Hunt for an Ancient Book from Sharks, or buy one, then gather 50 Ink Bottles from Squids, 10 Pure Waters, and 30 Magic Rocks. Bring these all to Librarian Wiz at the bottom of Helios Tower. He'll give you another book, which you should then bring to Athena in Henesys. She then tells you to go see Rene in El Nath. Talk to Rene until she tells you to speak with Shammos directly below you. He doesn't give you the info you need, so go back to Rene, who points you towards The Rememberer in Sleepywood. He points you towards The Insignificant Being deeper in Sleepywood, who asks you to get 50 Dark Soul Rocks from Wild Cargos, Tauromacis, or Taurospears. Bring these back, then prepare your potions for a wild fight. You must party with another 4th job Archer as you enter a special map to defeat 300 Jr. Balrogs in 20 minutes. Talk to the Insignificant Being to enter this special map when you are ready. Complete this battle, then return to The Insignificant Being, and he will finally cough up the skillbook. Mastery 20: Zakum Mastery 30: Horntail Blind (ML 30) - Delivers a blinding strike that impairs a monster's vision with a certain success rate, decreasing its accuracy. --- This is a self buff that attaches a status ailment to all your attacks. For each attack, you have a chance to inflict darkness on monsters. This is best used when Marksmen want to use Arrow Eruption up close because there is a high chance of actually not getting hit in the middle of a mob with Blind on. Still, it does not work on bosses, so Blind is very situational. SKILLBOOK: Core skill; automatically learned Mastery 20: Skelosaurus Mastery 30: Griffey Frostprey (ML 30) - Temporarily summons the Frostprey, an ice-based hawk. Attacks up to 4 monsters. --- An advanced version of Golden Eagle, this bird is meant for damage. Frostprey is just backup damage while you do your thing. It attacks multiple monsters multiple times. The damage isn't as great as Phoenix, but at least it can freeze monsters. It also does not use up Summoning Rocks, so this is a useful skill to have. Frostprey replaces Golden Eagle except on monsters that cannot be frozen, but Marksmen will rarely train on monsters immune to freezing anyways. A main concern with Frostprey is the delay in attacking. After its initial dive, it takes over a second before the damage and freeze is inflicted. Its overall speed is the same as Phoenix, so only the first hit will be delayed in freezing. Unlike Blizzard, Frostprey's elemental advantage does the complete 50% damage. Frostprey used on a GatekeeperSKILLBOOK: Talk to Yaku in Leafre, who asks for an egg that can be found in Dangerous Cliff at El Nath. Press Up at the indicated location: ![]() Attack any of the eggs you see and pick up the egg that falls. Go to Leafre and talk to Yaku, then go to Sky Nest I: ![]() If you are unable to enter the map (which is highly unlikely), change channels. Once inside, climb up to the top: ![]() Drop the egg at the top, then attack the egg that appears: ![]() A Frostprey will appear once you break the egg. It's an easy battle. Hit it once, drop down, then place a Puppet down. Its attack is homing, so you should never get hit except for the moment it is summoned. To give you an idea of how long the battle takes: ![]() Defeat it, then return to Yaku for the Skillbook. Mastery 20: Dark Cornian, Griffey Mastery 30: Guild Quest bonus SKILL TABLES Skill tables change every ten levels, since a new Mastery Guide takes effect. The function trun() will be used when the following formula needs to be truncated; that is, remove the decimal Maple Warrior MP usage: trun(0.2 * n + 0.8) * 10 Base stats % added: trun((n + 1) / 2) Duration: 30 * n seconds --- Level 1 - MP -10, +1% all stats, lasts 30 seconds Level 2 - MP -10, +1% all stats, lasts 60 seconds Level 3 - MP -10, +2% all stats, lasts 90 seconds Level 4 - MP -10, +2% all stats, lasts 120 seconds Level 5 - MP -10, +3% all stats, lasts 150 seconds Level 6 - MP -20, +3% all stats, lasts 180 seconds Level 7 - MP -20, +4% all stats, lasts 210 seconds Level 8 - MP -20, +4% all stats, lasts 240 seconds Level 9 - MP -20, +5% all stats, lasts 270 seconds Level 10 - MP -20, +5% all stats, lasts 300 seconds Level 11 - MP -30, +6% all stats, lasts 330 seconds Level 12 - MP -30, +6% all stats, lasts 360 seconds Level 13 - MP -30, +7% all stats, lasts 390 seconds Level 14 - MP -30, +7% all stats, lasts 420 seconds Level 15 - MP -30, +8% all stats, lasts 450 seconds Level 16 - MP -40, +8% all stats, lasts 480 seconds Level 17 - MP -40, +9% all stats, lasts 510 seconds Level 18 - MP -40, +9% all stats, lasts 540 seconds Level 19 - MP -40, +10% all stats, lasts 570 seconds Level 20 - MP -40, +10% all stats, lasts 600 seconds Awakening --- Level 1 - MP -30, cures Psycho, cooldown 600 seconds Sharp Eyes Success rate: trun((n + 1) / 2) Additional damage %: 10 + n Duration: 10 * n seconds --- Level 1 - MP -29, 1% success rate, critical damage +11%, lasts 10 seconds Level 2 - MP -29, 1% success rate, critical damage +12%, lasts 20 seconds Level 3 - MP -29, 2% success rate, critical damage +13%, lasts 30 seconds Level 4 - MP -29, 2% success rate, critical damage +14%, lasts 40 seconds Level 5 - MP -29, 3% success rate, critical damage +15%, lasts 50 seconds Level 6 - MP -29, 3% success rate, critical damage +16%, lasts 60 seconds Level 7 - MP -29, 4% success rate, critical damage +17%, lasts 70 seconds Level 8 - MP -29, 4% success rate, critical damage +18%, lasts 80 seconds Level 9 - MP -29, 5% success rate, critical damage +19%, lasts 90 seconds Level 10 - MP -29, 5% success rate, critical damage +20%, lasts 100 seconds Level 11 - MP -37, 6% success rate, critical damage +21%, lasts 110 seconds Level 12 - MP -37, 6% success rate, critical damage +22%, lasts 120 seconds Level 13 - MP -37, 7% success rate, critical damage +23%, lasts 130 seconds Level 14 - MP -37, 7% success rate, critical damage +24%, lasts 140 seconds Level 15 - MP -37, 8% success rate, critical damage +25%, lasts 150 seconds Level 16 - MP -37, 8% success rate, critical damage +26%, lasts 160 seconds Level 17 - MP -37, 9% success rate, critical damage +27%, lasts 170 seconds Level 18 - MP -37, 9% success rate, critical damage +28%, lasts 180 seconds Level 19 - MP -37, 10% success rate, critical damage +29%, lasts 190 seconds Level 20 - MP -37, 10% success rate, critical damage +30%, lasts 200 seconds Level 21 - MP -45, 11% success rate, critical damage +31%, lasts 210 seconds Level 22 - MP -45, 11% success rate, critical damage +32%, lasts 220 seconds Level 23 - MP -45, 12% success rate, critical damage +33%, lasts 230 seconds Level 24 - MP -45, 12% success rate, critical damage +34%, lasts 240 seconds Level 25 - MP -45, 13% success rate, critical damage +35%, lasts 250 seconds Level 26 - MP -44, 13% success rate, critical damage +36%, lasts 260 seconds Level 27 - MP -43, 14% success rate, critical damage +37%, lasts 270 seconds Level 28 - MP -42, 14% success rate, critical damage +38%, lasts 280 seconds Level 29 - MP -41, 15% success rate, critical damage +39%, lasts 290 seconds Level 30 - MP -40, 15% success rate, critical damage +40%, lasts 300 seconds Dragon's Breath MP usage: trun((n - 1) / 10) * 6 + 24 Damage %: 2 * n + 40 # of monsters hit: trun((n - 1) / 10) + 4 --- Level 1 - MP -24, damage 42%, push 4 monsters back Level 2 - MP -24, damage 44%, push 4 monsters back Level 3 - MP -24, damage 46%, push 4 monsters back Level 4 - MP -24, damage 48%, push 4 monsters back Level 5 - MP -24, damage 50%, push 4 monsters back Level 6 - MP -24, damage 52%, push 4 monsters back Level 7 - MP -24, damage 54%, push 4 monsters back Level 8 - MP -24, damage 56%, push 4 monsters back Level 9 - MP -24, damage 58%, push 4 monsters back Level 10 - MP -24, damage 60%, push 4 monsters back Level 11 - MP -30, damage 62%, push 5 monsters back Level 12 - MP -30, damage 64%, push 5 monsters back Level 13 - MP -30, damage 66%, push 5 monsters back Level 14 - MP -30, damage 68%, push 5 monsters back Level 15 - MP -30, damage 70%, push 5 monsters back Level 16 - MP -30, damage 72%, push 5 monsters back Level 17 - MP -30, damage 74%, push 5 monsters back Level 18 - MP -30, damage 76%, push 5 monsters back Level 19 - MP -30, damage 78%, push 5 monsters back Level 20 - MP -30, damage 80%, push 5 monsters back Level 21 - MP -36, damage 82%, push 6 monsters back Level 22 - MP -36, damage 84%, push 6 monsters back Level 23 - MP -36, damage 86%, push 6 monsters back Level 24 - MP -36, damage 88%, push 6 monsters back Level 25 - MP -36, damage 90%, push 6 monsters back Level 26 - MP -36, damage 92%, push 6 monsters back Level 27 - MP -36, damage 94%, push 6 monsters back Level 28 - MP -36, damage 96%, push 6 monsters back Level 29 - MP -36, damage 98%, push 6 monsters back Level 30 - MP -36, damage 100%, push 6 monsters back Bow Expert/Marksman Boost Mastery %: trun((n - 1) / 5) * 5 + 65 Additional ATK: trun(n / 3) --- Level 1 - mastery 65%, ATK +0 Level 2 - mastery 65%, ATK +0 Level 3 - mastery 65%, ATK +1 Level 4 - mastery 65%, ATK +1 Level 5 - mastery 65%, ATK +1 Level 6 - mastery 70%, ATK +2 Level 7 - mastery 70%, ATK +2 Level 8 - mastery 70%, ATK +2 Level 9 - mastery 70%, ATK +3 Level 10 - mastery 70%, ATK +3 Level 11 - mastery 75%, ATK +3 Level 12 - mastery 75%, ATK +4 Level 13 - mastery 75%, ATK +4 Level 14 - mastery 75%, ATK +4 Level 15 - mastery 75%, ATK +5 Level 16 - mastery 80%, ATK +5 Level 17 - mastery 80%, ATK +5 Level 18 - mastery 80%, ATK +6 Level 19 - mastery 80%, ATK +6 Level 20 - mastery 80%, ATK +6 Level 21 - mastery 85%, ATK +7 Level 22 - mastery 85%, ATK +7 Level 23 - mastery 85%, ATK +7 Level 24 - mastery 85%, ATK +8 Level 25 - mastery 85%, ATK +8 Level 26 - mastery 90%, ATK +8 Level 27 - mastery 90%, ATK +9 Level 28 - mastery 90%, ATK +9 Level 29 - mastery 90%, ATK +9 Level 30 - mastery 90%, ATK +10 Hurricane Damage %: n + 50 + 10 * trun((n - 1) / 10) --- Level 1 - MP -6, damage 51% Level 2 - MP -6, damage 52% Level 3 - MP -6, damage 53% Level 4 - MP -6, damage 54% Level 5 - MP -6, damage 55% Level 6 - MP -6, damage 56% Level 7 - MP -6, damage 57% Level 8 - MP -6, damage 58% Level 9 - MP -6, damage 59% Level 10 - MP -6, damage 60% Level 11 - MP -8, damage 71% Level 12 - MP -8, damage 72% Level 13 - MP -8, damage 73% Level 14 - MP -8, damage 74% Level 15 - MP -8, damage 75% Level 16 - MP -8, damage 76% Level 17 - MP -8, damage 77% Level 18 - MP -8, damage 78% Level 19 - MP -8, damage 79% Level 20 - MP -8, damage 80% Level 21 - MP -10, damage 91% Level 22 - MP -10, damage 92% Level 23 - MP -10, damage 93% Level 24 - MP -10, damage 94% Level 25 - MP -10, damage 95% Level 26 - MP -9, damage 96% Level 27 - MP -9, damage 97% Level 28 - MP -9, damage 98% Level 29 - MP -9, damage 99% Level 30 - MP -9, damage 100% Concentrate MP usage: n + 10 Additional ATK: trun(0.5 * n) + 11 MP consumption % reduced: 2 * n Duration: trun((n - 1) / 10) * 60 + 60 --- Level 1 - MP -11, ATK +11, MP usage -2%, lasts 60 seconds Level 2 - MP -12, ATK +12, MP usage -4%, lasts 60 seconds Level 3 - MP -13, ATK +12, MP usage -6%, lasts 60 seconds Level 4 - MP -14, ATK +13, MP usage -8%, lasts 60 seconds Level 5 - MP -15, ATK +13, MP usage -10%, lasts 60 seconds Level 6 - MP -16, ATK +14, MP usage -12%, lasts 60 seconds Level 7 - MP -17, ATK +14, MP usage -14%, lasts 60 seconds Level 8 - MP -18, ATK +15, MP usage -16%, lasts 60 seconds Level 9 - MP -19, ATK +15, MP usage -18%, lasts 60 seconds Level 10 - MP -20, ATK +16, MP usage -20%, lasts 60 seconds Level 11 - MP -21, ATK +16, MP usage -22%, lasts 120 seconds Level 12 - MP -22, ATK +17, MP usage -24%, lasts 120 seconds Level 13 - MP -23, ATK +17, MP usage -26%, lasts 120 seconds Level 14 - MP -24, ATK +18, MP usage -28%, lasts 120 seconds Level 15 - MP -25, ATK +18, MP usage -30%, lasts 120 seconds Level 16 - MP -26, ATK +19, MP usage -32%, lasts 120 seconds Level 17 - MP -27, ATK +19, MP usage -34%, lasts 120 seconds Level 18 - MP -28, ATK +20, MP usage -36%, lasts 120 seconds Level 19 - MP -29, ATK +20, MP usage -38%, lasts 120 seconds Level 20 - MP -30, ATK +21, MP usage -40%, lasts 120 seconds Level 21 - MP -31, ATK +21, MP usage -42%, lasts 180 seconds Level 22 - MP -32, ATK +22, MP usage -44%, lasts 180 seconds Level 23 - MP -33, ATK +22, MP usage -46%, lasts 180 seconds Level 24 - MP -34, ATK +23, MP usage -48%, lasts 180 seconds Level 25 - MP -35, ATK +23, MP usage -50%, lasts 180 seconds Level 26 - MP -36, ATK +24, MP usage -52%, lasts 180 seconds Level 27 - MP -37, ATK +24, MP usage -54%, lasts 180 seconds Level 28 - MP -38, ATK +25, MP usage -56%, lasts 180 seconds Level 29 - MP -39, ATK +25, MP usage -58%, lasts 180 seconds Level 30 - MP -40, ATK +26, MP usage -60%, lasts 180 seconds Hamstring Success rate %: n + 10 Speed reduced: 2 * n Duration of slow: trun((n - 1) / 10) * 5 + 5 Duration of skill: 5 * n + 30 --- Level 1 - MP -12, 11% success rate, speed -2 for 5 seconds, lasts 35 seconds Level 2 - MP -12, 12% success rate, speed -4 for 5 seconds, lasts 40 seconds Level 3 - MP -12, 13% success rate, speed -6 for 5 seconds, lasts 45 seconds Level 4 - MP -12, 14% success rate, speed -8 for 5 seconds, lasts 50 seconds Level 5 - MP -12, 15% success rate, speed -10 for 5 seconds, lasts 55 seconds Level 6 - MP -12, 16% success rate, speed -12 for 5 seconds, lasts 60 seconds Level 7 - MP -12, 17% success rate, speed -14 for 5 seconds, lasts 65 seconds Level 8 - MP -12, 18% success rate, speed -16 for 5 seconds, lasts 70 seconds Level 9 - MP -12, 19% success rate, speed -18 for 5 seconds, lasts 75 seconds Level 10 - MP -12, 20% success rate, speed -20 for 5 seconds, lasts 80 seconds Level 11 - MP -24, 21% success rate, speed -22 for 10 seconds, lasts 85 seconds Level 12 - MP -24, 22% success rate, speed -24 for 10 seconds, lasts 90 seconds Level 13 - MP -24, 23% success rate, speed -26 for 10 seconds, lasts 95 seconds Level 14 - MP -24, 24% success rate, speed -28 for 10 seconds, lasts 100 seconds Level 15 - MP -24, 25% success rate, speed -30 for 10 seconds, lasts 105 seconds Level 16 - MP -24, 26% success rate, speed -32 for 10 seconds, lasts 110 seconds Level 17 - MP -24, 27% success rate, speed -34 for 10 seconds, lasts 115 seconds Level 18 - MP -24, 28% success rate, speed -36 for 10 seconds, lasts 120 seconds Level 19 - MP -24, 29% success rate, speed -38 for 10 seconds, lasts 125 seconds Level 20 - MP -24, 30% success rate, speed -40 for 10 seconds, lasts 130 seconds Level 21 - MP -36, 31% success rate, speed -42 for 15 seconds, lasts 135 seconds Level 22 - MP -36, 32% success rate, speed -44 for 15 seconds, lasts 140 seconds Level 23 - MP -36, 33% success rate, speed -46 for 15 seconds, lasts 145 seconds Level 24 - MP -36, 34% success rate, speed -48 for 15 seconds, lasts 150 seconds Level 25 - MP -35, 35% success rate, speed -50 for 15 seconds, lasts 155 seconds Level 26 - MP -34, 36% success rate, speed -52 for 15 seconds, lasts 160 seconds Level 27 - MP -33, 37% success rate, speed -54 for 15 seconds, lasts 165 seconds Level 28 - MP -32, 38% success rate, speed -56 for 15 seconds, lasts 170 seconds Level 29 - MP -31, 39% success rate, speed -58 for 15 seconds, lasts 175 seconds Level 30 - MP -30, 40% success rate, speed -60 for 15 seconds, lasts 180 seconds Phoenix MP usage: 2 * n + 40 Base attack: 5 * n + 300 + 50 * trun((n - 1) / 10) Duration: 3 * n + 110 seconds --- Level 1 - MP -42, attack +305, lasts 113 seconds Level 2 - MP -44, attack +310, lasts 116 seconds Level 3 - MP -46, attack +315, lasts 119 seconds Level 4 - MP -48, attack +320, lasts 122 seconds Level 5 - MP -50, attack +325, lasts 125 seconds Level 6 - MP -52, attack +330, lasts 128 seconds Level 7 - MP -54, attack +335, lasts 131 seconds Level 8 - MP -56, attack +340, lasts 134 seconds Level 9 - MP -58, attack +345, lasts 137 seconds Level 10 - MP -60, attack +350, lasts 140 seconds Level 11 - MP -62, attack +405, lasts 143 seconds Level 12 - MP -64, attack +410, lasts 146 seconds Level 13 - MP -66, attack +415, lasts 149 seconds Level 14 - MP -68, attack +420, lasts 152 seconds Level 15 - MP -70, attack +425, lasts 155 seconds Level 16 - MP -72, attack +430, lasts 158 seconds Level 17 - MP -74, attack +435, lasts 161 seconds Level 18 - MP -76, attack +440, lasts 164 seconds Level 19 - MP -78, attack +445, lasts 167 seconds Level 20 - MP -80, attack +450, lasts 170 seconds Level 21 - MP -82, attack +505, lasts 173 seconds Level 22 - MP -84, attack +510, lasts 176 seconds Level 23 - MP -86, attack +515, lasts 179 seconds Level 24 - MP -88, attack +520, lasts 182 seconds Level 25 - MP -90, attack +525, lasts 185 seconds Level 26 - MP -92, attack +530, lasts 188 seconds Level 27 - MP -94, attack +535, lasts 191 seconds Level 28 - MP -96, attack +540, lasts 194 seconds Level 29 - MP -98, attack +545, lasts 197 seconds Level 30 - MP -100, attack +550, lasts 200 seconds Piercing Arrow MP usage: trun((n - 1) / 10) * 10 + 18 # of monsters hit: trun((n - 1) / 10) + 4 Damage %: If(n ≤ 20): 20 * n + 300 If(n > 20): 15 * n + 400 --- Level 1 - MP -18, damage 320%, attacks 4 monsters Level 2 - MP -18, damage 340%, attacks 4 monsters Level 3 - MP -18, damage 360%, attacks 4 monsters Level 4 - MP -18, damage 380%, attacks 4 monsters Level 5 - MP -18, damage 400%, attacks 4 monsters Level 6 - MP -18, damage 420%, attacks 4 monsters Level 7 - MP -18, damage 440%, attacks 4 monsters Level 8 - MP -18, damage 460%, attacks 4 monsters Level 9 - MP -18, damage 480%, attacks 4 monsters Level 10 - MP -18, damage 500%, attacks 4 monsters Level 11 - MP -28, damage 520%, attacks 5 monsters Level 12 - MP -28, damage 540%, attacks 5 monsters Level 13 - MP -28, damage 560%, attacks 5 monsters Level 14 - MP -28, damage 580%, attacks 5 monsters Level 15 - MP -28, damage 600%, attacks 5 monsters Level 16 - MP -28, damage 620%, attacks 5 monsters Level 17 - MP -28, damage 640%, attacks 5 monsters Level 18 - MP -28, damage 660%, attacks 5 monsters Level 19 - MP -28, damage 680%, attacks 5 monsters Level 20 - MP -28, damage 700%, attacks 5 monsters Level 21 - MP -38, damage 715%, attacks 6 monsters Level 22 - MP -38, damage 730%, attacks 6 monsters Level 23 - MP -38, damage 745%, attacks 6 monsters Level 24 - MP -38, damage 760%, attacks 6 monsters Level 25 - MP -38, damage 775%, attacks 6 monsters Level 26 - MP -38, damage 790%, attacks 6 monsters Level 27 - MP -38, damage 805%, attacks 6 monsters Level 28 - MP -38, damage 820%, attacks 6 monsters Level 29 - MP -38, damage 835%, attacks 6 monsters Level 30 - MP -38, damage 850%, attacks 6 monsters Snipe MP usage: 40 - (n - 1)] --- Level 1 - MP -40, cooldown 300 seconds Level 2 - MP -39, cooldown 290 seconds Level 3 - MP -38, cooldown 280 seconds Level 4 - MP -37, cooldown 270 seconds Level 5 - MP -36, cooldown 260 seconds Level 6 - MP -35, cooldown 250 seconds Level 7 - MP -34, cooldown 240 seconds Level 8 - MP -33, cooldown 230 seconds Level 9 - MP -32, cooldown 220 seconds Level 10 - MP -31, cooldown 210 seconds Level 11 - MP -30, cooldown 180 seconds Level 12 - MP -29, cooldown 170 seconds Level 13 - MP -28, cooldown 160 seconds Level 14 - MP -27, cooldown 150 seconds Level 15 - MP -26, cooldown 140 seconds Level 16 - MP -25, cooldown 130 seconds Level 17 - MP -24, cooldown 120 seconds Level 18 - MP -23, cooldown 110 seconds Level 19 - MP -22, cooldown 100 seconds Level 20 - MP -21, cooldown 90 seconds Level 21 - MP -20, cooldown 60 seconds Level 22 - MP -19, cooldown 55 seconds Level 23 - MP -18, cooldown 50 seconds Level 24 - MP -17, cooldown 45 seconds Level 25 - MP -16, cooldown 40 seconds Level 26 - MP -15, cooldown 35 seconds Level 27 - MP -14, cooldown 30 seconds Level 28 - MP -13, cooldown 25 seconds Level 29 - MP -12, cooldown 20 seconds Level 30 - MP -11, cooldown 15 seconds Blind Success rate %: n + 10 ACC % lost: 10 + n Duration of darkness: trun((n - 1) / 10) * 5 + 5 Duration of skill: 5 * n + 30 --- Level 1 - MP -12, 11% success rate, ACC -11% for 5 seconds, lasts 35 seconds Level 2 - MP -12, 12% success rate, ACC -12% for 5 seconds, lasts 40 seconds Level 3 - MP -12, 13% success rate, ACC -13% for 5 seconds, lasts 45 seconds Level 4 - MP -12, 14% success rate, ACC -14% for 5 seconds, lasts 50 seconds Level 5 - MP -12, 15% success rate, ACC -15% for 5 seconds, lasts 55 seconds Level 6 - MP -12, 16% success rate, ACC -16% for 5 seconds, lasts 60 seconds Level 7 - MP -12, 17% success rate, ACC -17% for 5 seconds, lasts 65 seconds Level 8 - MP -12, 18% success rate, ACC -18% for 5 seconds, lasts 70 seconds Level 9 - MP -12, 19% success rate, ACC -19% for 5 seconds, lasts 75 seconds Level 10 - MP -12, 20% success rate, ACC -20% for 5 seconds, lasts 80 seconds Level 11 - MP -24, 21% success rate, ACC -21% for 10 seconds, lasts 85 seconds Level 12 - MP -24, 22% success rate, ACC -22% for 10 seconds, lasts 90 seconds Level 13 - MP -24, 23% success rate, ACC -23% for 10 seconds, lasts 95 seconds Level 14 - MP -24, 24% success rate, ACC -24% for 10 seconds, lasts 100 seconds Level 15 - MP -24, 25% success rate, ACC -25% for 10 seconds, lasts 105 seconds Level 16 - MP -24, 26% success rate, ACC -26% for 10 seconds, lasts 110 seconds Level 17 - MP -24, 27% success rate, ACC -27% for 10 seconds, lasts 115 seconds Level 18 - MP -24, 28% success rate, ACC -28% for 10 seconds, lasts 120 seconds Level 19 - MP -24, 29% success rate, ACC -29% for 10 seconds, lasts 125 seconds Level 20 - MP -24, 30% success rate, ACC -30% for 10 seconds, lasts 130 seconds Level 21 - MP -36, 31% success rate, ACC -31% for 15 seconds, lasts 135 seconds Level 22 - MP -36, 32% success rate, ACC -32% for 15 seconds, lasts 140 seconds Level 23 - MP -36, 33% success rate, ACC -33% for 15 seconds, lasts 145 seconds Level 24 - MP -36, 34% success rate, ACC -34% for 15 seconds, lasts 150 seconds Level 25 - MP -35, 35% success rate, ACC -35% for 15 seconds, lasts 155 seconds Level 26 - MP -34, 36% success rate, ACC -36% for 15 seconds, lasts 160 seconds Level 27 - MP -33, 37% success rate, ACC -37% for 15 seconds, lasts 165 seconds Level 28 - MP -32, 38% success rate, ACC -38% for 15 seconds, lasts 170 seconds Level 29 - MP -31, 39% success rate, ACC -39% for 15 seconds, lasts 175 seconds Level 30 - MP -30, 40% success rate, ACC -40% for 15 seconds, lasts 180 seconds Frostprey MP usage: 2 * n + 40 Base attack: 5 * n + 250 + 50 * trun((n - 1) / 10) Duration: 3 * n + 110 seconds --- Level 1 - MP -42, attack +255, freezes for 1 second, lasts 113 seconds Level 2 - MP -44, attack +260, freezes for 1 second, lasts 116 seconds Level 3 - MP -46, attack +265, freezes for 1 second, lasts 119 seconds Level 4 - MP -48, attack +270, freezes for 1 second, lasts 122 seconds Level 5 - MP -50, attack +275, freezes for 1 second, lasts 125 seconds Level 6 - MP -52, attack +280, freezes for 1 second, lasts 128 seconds Level 7 - MP -54, attack +285, freezes for 1 second, lasts 131 seconds Level 8 - MP -56, attack +290, freezes for 1 second, lasts 134 seconds Level 9 - MP -58, attack +295, freezes for 1 second, lasts 137 seconds Level 10 - MP -60, attack +300, freezes for 1 second, lasts 140 seconds Level 11 - MP -62, attack +355, freezes for 2 seconds, lasts 143 seconds Level 12 - MP -64, attack +360, freezes for 2 seconds, lasts 146 seconds Level 13 - MP -66, attack +365, freezes for 2 seconds, lasts 149 seconds Level 14 - MP -68, attack +370, freezes for 2 seconds, lasts 152 seconds Level 15 - MP -70, attack +375, freezes for 2 seconds, lasts 155 seconds Level 16 - MP -72, attack +380, freezes for 2 seconds, lasts 158 seconds Level 17 - MP -74, attack +385, freezes for 2 seconds, lasts 161 seconds Level 18 - MP -76, attack +390, freezes for 2 seconds, lasts 164 seconds Level 19 - MP -78, attack +395, freezes for 2 seconds, lasts 167 seconds Level 20 - MP -80, attack +400, freezes for 2 seconds, lasts 170 seconds Level 21 - MP -82, attack +455, freezes for 3 seconds, lasts 173 seconds Level 22 - MP -84, attack +460, freezes for 3 seconds, lasts 176 seconds Level 23 - MP -86, attack +465, freezes for 3 seconds, lasts 179 seconds Level 24 - MP -88, attack +470, freezes for 3 seconds, lasts 182 seconds Level 25 - MP -90, attack +475, freezes for 3 seconds, lasts 185 seconds Level 26 - MP -92, attack +480, freezes for 3 seconds, lasts 188 seconds Level 27 - MP -94, attack +485, freezes for 3 seconds, lasts 191 seconds Level 28 - MP -96, attack +490, freezes for 3 seconds, lasts 194 seconds Level 29 - MP -98, attack +495, freezes for 3 seconds, lasts 197 seconds Level 30 - MP -100, attack +500, freezes for 3 seconds, lasts 200 seconds SKILL ANALYSIS *Hurricane* Tests show that Hurricane fires 8.2 arrows per second. Using this number, there are two variables left to figuring out Hurricane's DPS: Hurricane itself, and Sharp Eyes. Expected DPS of Hurricane is as follows: DPS = 8.2 * N * X N = damage of Hurricane, see skill table above X = critical modifier, 1.4 without Sharp Eyes If Sharp Eyes is on: X = 2.1 + n / 100 n = skill level of Sharp Eyes For example, level 1 Hurricane with level 6 Sharp Eyes does 1127.6% damage per second. Level 30 Strafe with the same level Sharp Eyes does 1044.5% damage per second. Hurricane without Sharp Eyes isn't much - without Sharp Eyes, Strafe still outdamages Hurricane by 37.8% damage per second. These numbers are based on the output of 1.4 shots per second. For the record, level 30 Strafe is outdamaged by level 6 Hurricane, both without Sharp Eyes. *Piercing Arrow* Piercing Arrow increases in damage as it passes through monsters, as opposed to Iron Arrow. The exact amount of damage increase is unknown, but numbers float between 1.18 and 1.195. Until an exact factor is discovered, no further numbers will be posted here. Keep in mind that criticals are also subject to the damage increase, so the last hit of Piercing Arrow would be a whopper! *Phoenix* & *Frostprey* Major thanks to Sybaris for discovering this. The damage formula for summons has been figured out! DAMAGE RANGE: (2.5 * DEX * X + STR) * N * M X = 1 for maximum damage, 0.7 for minimum damage N = base attack, see skill tables above M = elemental advantage: 1.0 neutral, 1.5 strong, 0.5 weak This seems to apply to Silver Hawk & Golden Eagle as well. Bear in mind that Frostprey has full elemental damage, as opposed to Blizzard. SAMPLE SKILL BUILDS Since it is possible to max every skill in the fourth job, all that matters is the order of obtaining skills. To know what skills to get, you must know the priorities of the skills. -Dragon's Breath: At level 1, it sends 4 monsters back at 100% success rate. There should be no argument: level 1 Dragon's Breath is a must. -Sharp Eyes adds the most to your damage at level 1. Credit: CrimsonmystThis graph shows how much damage each level of Sharp Eyes adds. As you can see, level 1 Sharp Eyes has the greatest impact on damage. Each point afterwards adds little, but more SP extend the timer, which is the main reason to put more SP in Sharp Eyes. Level 6 or 9 is good enough in terms of Sharp Eyes' duration. -Bow Expert/Marksman Boost and Maple Warrior gives roughly the same damage boost at the same level. However, going beyond level 10 in Maple Warrior is not going to happen soon, and other people can learn this skill. Level 6 of the former increases your mastery by 10% for just 6 SP, so it's more practical to have. -Hurricane outdamages Strafe in DPS at level 6 without Sharp Eyes. It doesn't replace Strafe until level 11, but getting level 10 Hurricane gives approximately 15% more in damage output over Strafe. However, with Sharp Eyes, level 1 Hurricane slightly outdamages Strafe in damage per second. -Level 1 Phoenix/Frostprey lasts over a minute and is rather devastating for a level 1 skill. Frostprey is a must, but Phoenix is situational, and in most cases inferior to Silver Hawk. Here is a possible starting build out of many: Code:
Level SP 120 +1 Dragon's Breath, +2 Sharp Eyes 121 +1 Hurricane/Piercing Arrow, +2 Sharp Eyes 122 +3 Sharp Eyes 123 +1 Bow Expert/Marksman Boost, +2 Sharp Eyes 124 +3 Bow Expert/Marksman Boost 125 +2 Bow Expert/Marksman Boost, +1 Hurricane/Piercing Arrow 126 +3 Hurricane/Piercing Arrow 127 +3 Hurricane/Piercing Arrow 128 +2 Hurricane/Piercing Arrow, +1 Phoenix/Frostprey Code:
Level SP 120 +1 Dragon's Breath, +1 Bow Expert, +1 Hurricane 121 +3 Sharp Eyes 122 +3 Sharp Eyes 123 +3 Sharp Eyes 124 +1 Phoenix, +2 Bow Expert 125 +3 Bow Expert 126 +3 Hurricane 127 +3 Hurricane 128 +3 Hurricane Hurricane goes a long way, especially with Sharp Eyes. Try something like this: Code:
Level SP 120 +1 Dragon's Breath, +1 Bow Expert, +1 Hurricane 121 +3 Sharp Eyes 122 +3 Sharp Eyes 123 +2 Bow Expert, +1 Phoenix 124 +3 Bow Expert 125-132 +3 Sharp Eyes 133-138 +3 Bow Expert 139 +2 Bow Expert, +1 Hurricane 140-148 +3 Hurricane 149 +1 Hurricane, +2 Dragon's Breath 150-155 +3 Dragon's Breath 156-165 +3 Hamstring build is up for grabs really. Do keep in mind that Concentrate-30 drops from Horntail, meaning don't expect to get more than 20. Hamstring is situational, but helps out with training at that level. An ideal Marksmen build doesn't focus on Piercing Arrow, which, at level 1, isn't as useful as Hurricane is. Code:
Level SP 120 +1 Dragon's Breath, +1 Marksman Boost, +1 Frostprey 121 +3 Sharp Eyes 122 +3 Sharp Eyes 123 +3 Sharp Eyes 124 +1 Snipe*, +2 Marksman Boost 125 +3 Marksman Boost on Marksman Boost at that level results in a wasted SP for that level. If using Piercing Arrow to train: Code:
Level SP 120 +1 Dragon's Breath, +1 Marksman Boost, +1 Frostprey 121 +3 Sharp Eyes 122 +3 Sharp Eyes 123 +3 Piercing Arrow 124 +3 Piercing Arrow 125 +3 Piercing Arrow 126 +1 Piercing Arrow, +2 Marksman Boost 127 +3 Marksman Boost 128 +3 Sharp Eyes Guides for some skills or not. The next skills to get are level 9 Maple Warrior or more Bow Expert/Marksman Boost, of which the latter is preferred. Work on extending the timer of Sharp Eyes next, or start working on Hurricane/Piercing Arrow. TRAINING SPOTS If you thought training spots were limited in the third job, your choices now get even slimmer. Although you have new skills, there just aren't enough good places to use them. Level 120-130 Hime Best suited to the Marksman with Piercing Arrow, Himes is still that flat, crowded map that many players go to. Use of Dragon's Breath will be of huge assistance here, so do try to have that skill before coming back to this place. Squid & Risell Squid This is better suited to the Bow Master who has Hurricane. Getting a party going here is still nice, but it'll wear down after a few levels. Goby & Bone Fish Gobies are still a good place to train, especially in the early levels of the fourth job. Although this place gets tiring, it's a safe place to be, and parties are plentiful. You should move on once you've obtained some more skills. Shark & Cold Shark It may be an annoying place to train, but both of these monsters drop vital items for your fourth job success. Sharks drop Ancient Books, while Cold Sharks drop Sharp Eyes-20. Watch out for a Shark's dispel, and also keep an eye out for a Cold Shark's special attack, which can do up to 3,100 damage if poorly equipped. Green Cornian & Dark Cornian One map of Cornians, The Hidden Dragon Tomb II, resembles Spirit Vikings all over again. Every platform here has a sniping spot, while the ground floor is packed. Do note that Cornian leftovers are needed for the Silver Mane quest, so don't lose the drops right away. For the ground floor, you will most likely need Dragon's Breath to effectively clear it, though I have cleared the bottom floor just fine without it. Jr. Newtie & Transformed Nest Golem This will be your new training area for many levels ahead, so it's nice to get used to the map now. These are stationary monsters that will attack you without warning if you get too close. Its special attack does up to 2,200 damage if you're poorly equipped. Certain Jr. Newties will transform into Nest Golems when defeated. These monstrosities may move slow, but have a wide attack range with a special attack that can do up to 3,100 damage. To eradicate these, hit it once to get its attention, then throw a Puppet out. If you can keep it constantly flinched, throw the Puppet behind you; otherwise, put it in front. Having a strong Silver Hawk is a must to Bow Masters traning here, while Marksmen with Frostprey will get by just fine. Level 130-150 Dark Wyvern A step down from Skelegons, the map layout is very similar, with two long flat platforms containing Dark Wyverns at Entrance to Dragon Nest. You will certainly need Dragon's Breath here, and it gets easier with level 11. Once the necessary skills to train here have been maxed, it's better to head off to Skelegons though. Jr. Newtie & Transformed Nest Golem With a few more skills available at hand, training here will come much simpler. This is great for both soloing and partying, though I highly recommend partying here with a Bishop and Night Lord. Rememeber the map is Destroyed Dragon Nest. Skelegon & Skelesaurus Though possible, you will need Hyper Body to survive here. See below for the tips for training here. Level 150-??? Jr. Newtie & Transformed Nest Golem If you've grown accustomed to training here, then by all means, continue what you like to do. Skelegon & Skelesaurus With two of the strongest monsters in the game, this is where to go to get the best action. Most parties will be at The Dragon Nest Left Behind, so try to understand the map layout. There are four levels here that contain mobs. The top two will usually be handled by a Bishop. A strong attacker will sweep the bottom and occasionally get some mobs on the level directly above. A third, weaker attacker is placed on the second from bottom, since that sometimes gets taken care of by the Bishop, while the attacker cleans up the level. You should always keep your HP above 3500, since a Skele's attack can do up to that much. Its touch damage is less than a Jr. Newtie's damage, so don't fuss over touch damage. For Bow Masters, aside from the obvious skills to max, I recommend getting level 21 Dragon's Breath. Concentrate is optional, but it helps immensely. Silver Hawk is preferred over Phoenix because of stunning. At the bottom, just approach and fire away with Hurricane. Silver Hawk should keep whatever you're attacking stunned. For the second level, you can snipe, since there are platform breaks there. For Marksmen, get at least level 21 of Dragon's Breath and Piercing Arrow, with Frostprey being helpful. Simply approach and attack, making sure you freeze them with Blizzard or Frostprey. The bottom floor might see some Piercing Arrow action, but with the rate of spawning and the movement, it might not be effective to continually use Piercing Arrow. Should you be tasked of handling the bottom half of the map, you can move in a clockwise motion. On the second level, go from left to right. Drop down, and begin attacking as you move left. Optionally, attack everything as you move left, but do not kill. Instead, climb up the left rope, walk left a bit, and you have a handy Arrow Rain/Eruption spot: ![]() You can even reach mobs above you using Arrow Rain/Eruption without fear of being attacked: ![]() ![]() The last one is a bonus, since usually a Bishop will handle that spot. Be careful too, since a Skelesaurus spawns on that platform. BOSS PROFILE: Horntail Coming soon... Last edited by WhiteAsIce; June 23rd, 2008 at 7:01 PM. |
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I Want Some Snoo Snoo Now
![]() Join Date: Jul 2005
Class: Ranger
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-------------------------------- We'll start off with a little Q&A to get you introduced to this concept.The STR-less Archer -------------------------------- Q: What is a STR-less Archer? A: A STR-less Archer is simply an Archer who adds nothing but DEX. Since an Archer's damage is based primarily on DEX, one aims to maximize it. Q: Where did this idea come from? A: The other three jobs all have a variation is either adding little or no AP to the secondary stat. Warriors go low-DEX by scrolling armor for accuracy. Magicians go LUK-less by using equipment that doesn't require LUK. Thieves go low-DEX (or in some cases, DEX-less) by scrolling equipment for DEX. Unfortunately for Archers, there are no STR scrolls yet. Lack of scrolls and lack of weapons requiring no STR make Archers a bad choice to go with a build of low AP in the secondary stat. Q: Who would make a STR-less Archer? A: Someone who obtained a level 43 Maple weapon for their respective class. This person could scroll the weapon nicely for a huge boost in damage. However, like the other three jobs, damage falters at later levels. Q: Why make a STR-less Archer? A: These are made for the challenge of getting to the point where the job shines bright. Until the point where STR-less is actually apparent, training will be extremely difficult, either by using a low level weapon or leeching. Those who make it through will be greatly rewarded with a dazzling character who can dish out loads of damage. Q: When is a STR-less Archer completely different than a standard Archer? A: At level 35, an Archer can use a weapon that does not require STR. At this point, the difference in damage won't be so apparent. At level 43, another weapon requiring no STR is available, and now the damage difference is apparent. Later on in the third job, lack of STR-less weapons makes this build inferior to the standard Archer. Now that the questions are out of the way, let's break it down further. There aren't many weapons that require no STR. They are: Bow: Maple Bow, Maple Soul Searcher, Bow of Magical Destruction (BoMD) Crossbow: Maple Crow, Maple Crossbow All the Maple weapons are level 35 then level 43. As for BoMD, it is level 65. That alone makes STR-less Hunters a nice way to go. However, it is only obtainable through Gachapon, making it the most expensive Bow available. With that, we can rule it out of the contention. So you're left with weapons for the second job, a time where most characters can participate in the Ludibrium Party Quest. The level 35 weapon won't see a huge difference for STR-less compared to normal, but the level 43 weapon shines brightly. Here's a standard level 43 Hunter using a 65 ATK Vaulter 2000: STR 45 DEX 182 Gives a damage of 246 ~ 431 Here's what a level 43 STR-less Hunter would look like with a 68 ATK Soul Searcher: STR 4 DEX 223 Gives a damage of 281 ~ 518 That's a nice difference, ehh? But in reality, how practical is this? A Hunter with an Asianic Bow will begin to outdamage the STR-less Hunter. The only real purpose of making a STR-less Archer? Ludibrium Party Quest. Make yourself a STR-less Archer and keep it at level 50. It will do tremendous damage, and people will love you for that. Here's a level 50 Crossbower using a 76 ATK Rower: STR 50 DEX 212 Gives a damage of 333 ~ 585 Now for a level 50 STR-less Crossbower using a 70 ATK Maple Crossbow: STR 4 DEX 258 Gives a damage of 334 ~ 616 It's only a little more, but still it is nice. Now think to yourself: if a level 50 Archer is almost as good as a level 50 STR-less Archer, is it worth it to go through the hard work and spend more money only to be better for a handful of level? Bow of Magical Desctruction? Now let's say that you somehow obtained a BoMD. BoMDs have an average attack of 78, 7 less than an Arund. By the time one can use an Arund, every 1 DEX adds 4 damage, and every 1 ATK adds about 16 damage, so 4 DEX = 1 ATK. To compensate the 7 ATK difference, the STR-less Ranger needs 28 more DEX. Not a problem, since the Arund requires 85 STR, 81 more than a STR-less Ranger would need. But the greatest risk lies in scrolling. There are more Arunds available than BoMDs, so though a scrolling failure on an Arund is costly, a scrolling failure on a BoMD is coronary-inducing. Assume for now that a STR-less Ranger scrolled the same result that a Ranger did for his Arund. Comparing a 88 ATK BoMD to a 95 ATK Arund: Remember that the Ranger has 85 STR, 81 more than the STR-less needs. Null 16 AP out for the compensation damage, and the STR-less has 65 more DEX than the Ranger. Remember that the Ranger can fully utilize all stats on any overall, which at level 80 is base 8 (2/6 STR + 6/2 DEX); the STR-less can only utilize 6 stats, and only for two colors: green or dark. Aesthetics aside, the Ranger gains a 2 AP advantage, so that leaves the STR-less with a 63 DEX advantage. To include more costs, the STR-less can only use DEX-only gear, limiting himself to dark armor; the Ranger can happily wear any color and gain stat advantages. For now, assume the Ranger gains an intrinsic 3 AP from STR-based gear, leaving the STR-less at a 60 DEX advantage. 60 DEX... why that's ~240 more damage! Now please say "WOW." Based on this BoMD overview, a STR-less Hunter doesn't seem all that bad. Since Archers require little of their secondary stat (like Magicians), there isn't as much a difference as the jobs that do need a lot of their secondary stat (Thieves). And no, you can't compare this to Warriors, who are heavily dependent on DEX scrolls. Overall, the STR-less Archer is a risky investment with great time consumption. It is not a easy task to accomplish like the other three jobs. -------------------------------- General TipsTips -------------------------------- -Before level 50, you want to try to wear equipment that increase your max MP. This is because you might be using higher MP potions. For example, if you have 786 MP at one point, a Leaf Earring that adds 50 MP will give you enough MP for you to be able to use Pure Waters. Once you are set with whatever MP potion you will use, then you don't have to focus on having more MP. -On that note, from level 50 on, you should try to make getting more max HP a concern. Having more HP will allow you to take a few more hits before dying. -NEVER apply AP to HP or MP (unless you're a pro who can afford to do so). -Know where to find the cheapest potions. Ellinia sells cheaper MP potions than other towns. Jane sells the cheapest healing items on Victoria. Ludibrium sells all potions cheaper than Ossyria or Victoria, but cheaper potions are sold in Omega Sector. For GMS, the cheapest potions are sold in New Leaf City. -Most quests are useful for the level given. Some quests are musts because of the rewards. That said, you should try to do every quest you can, no matter how minuscule it is. If you find that a quest is too hard, do not forfeit it - just keep it as an active quest, but return to it later when it might become easier. -Get the Relaxer ASAP. This is the portable chair that you might see many people sitting on. Recovering 50 HP per interval means you never need to sit on a bench ever again. You can get one on Maple Island, but those of you who missed it from Nanuke in Aqua Road are out of luck. If you missed out on the Relaxer, you can obtain a Warrior's Throne from New Leaf City, which is better than the Relaxer. -Vicious is useless. With the exception of making arrows, you really shouldn't ever need to make anything else from him. And on that note, Chrishrama is useless too. Many gloves and shoes are dropped from monsters, and it's easier and cheaper to buy those off other players. -If you are entering a new area for the first time, make sure you know if you can survive being in the area. Don't be afraid to ask others how tough the local monsters are. Pack some useable items in case the going gets rough. -If you are doing a quest that requires you to kill monsters, you can complete the quest while in a party. You will get credit for the quest even if your party member(s) do all the work. This works out especially if you find someone else who needs to do the same quest. You can also get quest items this way. If you're collecting items for a quest that you have activated, monsters your party member kills will drop the quest item for you, but your partner won't see it. -If you buy a Cash Shop weapon, you can only wear it if and only if you are holding the appropriate weapon. So if you're wielding a bow with a Slingshot and you want to switch to a Red Whip, you have to open the Equipment window and remove the Slingshot first, then you can change to the Red Whip. Personally, I feel that this wastes time, so I don't recommend getting Cash Shop weapons. -There is a pet upgrade in-game. You have to be at least level 30, and your pet has to be at least level 15. Once this is reached, complete the Kenta's Advice quest. The pet upgrade gives your pet the same movement ability as you, so your pet will be able to keep up with you if you move faster than it. It also gains snowshoe traction if you are wearing one. -There is a speed glitch with the Battle Crossbow, the level 18 Crossbow. When used normally, the speed is slightly faster than normal Crossbows, but slower than fast Crossbows like Hecklers. When used with Booster though, it becomes as fast as a boosted Heckler. Few weapons in the game have Booster glitches, but since this is a low level weapon, nobody has really bothered to check it out. -Need money? Go train at Sakura Cellions! These are trainable at level 35, and for its level, these monsters drop A LOT of Mesos, about as much Mesos as monsters like Zombies or Hectors. For higher levels, you can use weaker skills or no skills at all to save MP. You won't be getting good EXP here, but you should be getting Mesos fast. -If you are not alone in a map, getting monsters to be lured by Puppet takes some time due to map lag. While you were alone, you could hit a monster, then place a Puppet about a second later, and it would be lured. When there are other players in your map, you'll have to wait a few seconds before placing your Puppet to lure the monsters. Make sure all monsters you want to lure are headed for you; otherwise, they will not be lured by the Puppet, and instead it will aim its special attacks at you. -The reported base MP requirement for Archers and Thieves is based on level. The equation should be 14 * n + 148, with n being the character level. As long as the base MP is above that, you can HP Wash your character. This requires NX Cash, so think about it before you want to do this to your character. Monster HP:EXP Ratio List Special thanks to alwzn4vr for getting this list started. His original list had some errors, most of which have been corrected by me. I've included all monsters in GMS, excluding party quest and situational monsters. The lower the ratio, the more EXP you'll get out of training on that monster for less work. Where possible, pick monsters with lower numbers in this list. Note that this list does not take monster defenses into account. Quote:
Knowing what kinds of potions to use helps in saving money. You don't want to be using the wrong potions if you're pressed for money, so you'll need to know what potions to use that will give you the most for your money. With the introduction of New Leaf City to GMS, potions are now very cheap... if you've reached the second job. The second job gives you more HP & MP, meaning that potions will have a greater effect since you can hold more. For the first job, you should not need to buy too many potions. Just rely on using your Relaxer and go AFK for a few minutes. If you need some Blue Potions, buy them from Ellinia, or Ludibrium if you have a character there that can send potions to you in Victoria. Once you reach the second job, I highly recommend leaving a mule in New Leaf City. Miki, the Potion NPC in New Leaf City, sells various potions that both are cheap and heal more that the potion is worth. Here is a brief rundown on the potions of interest: Barbarian Elixir - 1500 HP, 1500 Mesos Sorceror Elixir - 1500 MP, 1500 Mesos These two potions sell at a 1:1 ratio of heal:cost. HP potions are already 1:1, but you've been used to seeing 1:2 for MP potions. The Sorceror Elixir sets the ratio of MP potions to 1:1, meaning you spend 50% less on MP potions. If your character has at least 750 MP, Sorceror Elixirs are more efficient to use than Pure Waters. You should start using Sorceror Elixirs once you have at least 750 MP, which you should have by level 44. Don't worry about Barbarian Elixirs until you have over 1500 HP, which happens at about level 50. Supreme Pizza - 900 HP & 600 MP, 1000 Mesos Now that we've established the 1:1 ratio for potions, take a look at Supreme Pizzas. With a ratio of 3:2, this is one of the best potions available to use. You should have more than the amount healed by this potion after advancing to the second job, meaning you should stock up on these. You should always be using Supreme Pizzas to heal HP when you need to; just keep burning MP if you still have a lot of MP to make this potion worth it. Ratio-wise, Supreme Pizzas heal less HP than MP. For percent based potions, you should stick to fixed potions like the ones above until you have enough HP/MP to make the potion meet the 1:1 ratio, or you will be wasting money on these potions. Honster - 60% HP, 2800 Mesos You must have at least 4,667 HP to get your money's worth. Ginseng Root - 40% HP/MP, 2100 Mesos The sum of your HP & MP must be at least 5,250 to get your money's worth. The sum of your HP & MP must be at least 7,875 to heal more than Supreme Pizzas. Ginger Ale - 75% HP/MP, 3800 Mesos The sum of your HP & MP must be at least 5,067 to get your money's worth. The sum of your HP & MP must be at least 7,600 to heal more than Supreme Pizzas. For MapleSEA, New Leaf City isn't available yet. However, there is a surplus of Mushroom Miso Ramen, which heals 80% HP/MP. These are cheap because there are so many, so potion usage shouldn't be a huge problem. !!MIDWAY BIT!! This guide may only be seen on sleepywood.net! !!END MIDWAY!! Quest Help This section is to provide some tips specific to Archers in some quests. This is not a complete quest guide, it is here just to help some Archers get through the questing phase. Victoria Etc. Items Checklist This is a checklist of leftovers that can be collected prior to activating the quest that the item is required for. This is to make sure you don't get rid of items that you may eventually need. This list only covers items for quests on Victoria Island up to level 50, excluding Zipangu and Masteria. Quote:
This is a checklist of all items that can be collected prior to activating the quest that the item is required for. This is to make sure you don't get rid of items that you may eventually need. This list covers items for all quests given in Showa, separated by region. Quote:
Dollhouse What you are looking for is a dollhouse with a 3D handle. Pay attention to the handlebar on top of the dollhouses, and you will find one with a handle that appears 3D. That's the one you're looking for. Mr. Wetbottom's Secret Book For a level 30 quest, the items you have to gather are difficult to get. -1 Diamond: Get some from the Kerning PQ. Otherwise, you're stuck having to buy these ores. -5 Pig Heads: You should have saved these from your training on Pigs ten levels ago. Hopefully you did save some. -50 Curse Eye Tails: Luckily you can hit them at level 29. Find Tree Dungeon, Forest Up North IX, a map full of Curse Eyes. They take a long time to kill, but fortunately this isn't the hardest item to gather. -50 Lupin Bananas: You can hit them at level 29, but the problem is killing them fast enough before they kill you. As soon as you hit one, it attacks back with an unavoidable attack. The best map to find Lupins sparsely is Sleepy Dungeon I. Food Hunting for Moppie Head to Orbis Tower Floor 1. There are three spots where you can kill Jr. Pepes in safety, which I covered above in the guide: 1. At the top of the map, by the top portal 2. From the bottom, climb up two ropes to the small ledge 3. At the bottom, the ledge by the first rope Remember that you need 600 fish total. Kenta's Advice Though Kenta says that there are papers near the sunken ship, you don't have to go down there. All five papers can be found in Aqua Road, though the last few papers you find will take a while, no matter which ones they are. Also, papers only come out of treasure chests, not clams. In other words, don't go beyond Big Fish Valley. Special Taste of Florina Beach For a level 35 quest, the monsters are hard to fight. I suggest waiting until at least level 50 to start on this. Rowen the Fairy And The Cursed Dolls The best advice I have is to gather 2300 exchange items, like Solid Horns, and offer to trade someone for the Cursed Dolls. I did this with 2300 Nependeath Seeds. Protect Nero! This quest does not keep track of your kills, so you have to somehow keep track yourself. What I did was collect 50 Solid Horns from the three gardens. Not every kill will give you a Solid Horn, so by getting 50, that means you'll have killed more than 50. Also, since the quest requires that you give 50 Solid Horns, you will have 100 leftover, which you can use to exchange. The Ore of Dark Crystal You must activate the quest before hunting Drum Bunnies. Once you've gained 20 Dull Crystals, you have to go back to General Maestro to activate the next quest to get 30 more Dull Crystals. The best place to hunt Drum Bunnies is Eos Tower 57th Floor. Peace at EOS Tower Find a channel that you think has been uninhabited for some time. Kill just one monster, then climb up to the second from top platform. If you don't see Rombot, change channels or wait it out. Icarus and the Flying Pill Getting your own Medicine With Weird Vibes is tough, but possible in the Subway. As for the Witchgrass Leaves, remember that you have to hit plants from the right side of it. If you are on the left, you can't even hit it at all. I prefer to farm for the leaves in The Swamp of Despair II. Ready for Revival Can't find Shammos? He is in the basement of the Chief's Residence of El Nath. After talking to Manji, go back and start fighting Zombies, either Coolie or Minor. Being a quest item, the Contract won't take long to drop. Keep in mind that by completing the quest, you lose 2 fame. Nick, the Son of Scadur the Hunter Finding Nick's Ring may be difficult. Head to The Cave of Trial II. Get across the first laval pit, then approach the second lava pit. You'll notice that it's much smaller than the other lava pits. Trust me when I say this: walk into the lava. Assuming you didn't jump or you don't have Haste, you will be transported to Cave Within the Cave. Once here, head left and you'll find Nick's Ring in the Piece of Statue. Quests you don't need to do (because it's not worth your time) There are some quests that you should never do. Sometimes it's because the rewards aren't worth it, or the time you spend on it outweighs the EXP made. Any Part II quest of "The Rememberer" Part I quests are easy if they are part of training. Part II quests require killing 999 monsters, which takes a very long time. The final rewards aren't worth the time. Maya And The Weird Medicine, Reward: Brown Bamboo Hat You get very little EXP, and the reward sells for less than you can make by selling the Leaves and Charms for the quest. Luke The Security Guy, Reward: random refined jewel, no Black Crystal You can sell the Jr. Necki Skins for a lot more than the reward sells for. Arwen And The Glass Shoe, Reward: Piece of Ice -or- Fairy's Wing Well the reward is absolutely useless to Archers. It's made even more useless by the fact that the reward isn't even needed to make higher level equipment anymore. Nella & Kerning City Citizen's Request (2), Rewards: Bronze & Steel Plate, level 30 shoe (Green Hunter Boots) Part 2 requires harder to get items, and the rewards aren't worth it. Eliminating the Drumming Bunny, Reward: level 35 hat (Green Pole-Feather Hat) This quest will drive you insane. Drum Bunnies do not spawn much. Consider that you need to collect 1000 leftovers for this quest, which will take days. And the reward is just a level 35 hat. Avoid this quest by all means. Hughes's Weird Invention, Reward: Oxygen Tank (CANNOT BE TRADED) Steel and Screws cost a lot, especially if you're going to use it for a quest that gives you a reward that you cannot sell or trade. You might as well use the money you save from not buying Steel and Screws on Air Bubbles. Also note that if you do choose to complete this quest and receive the Oxygen Tank and accidentally drop it, this quest becomes repeatable so you can get another Oxygen Tank. Upon completion, this quest unlocks the repeatable quest, Hughes's Research Materials. This quest can be completed once every 24 hours, and it rewards 10 Mana Elixirs as well as decent EXP. If you want access to this quest, then you should consider completing Hughes's Weird Invention. Amoria: The Sakura Garden, Rewards: 2 Orange Potions, 3 Mana Elixirs, 2 Blossom Juices, 2 White Pills For a quest that requires so many items, most of which are rare drops, the rewards are utterly horrible. Do not waste your time on this quest. The Chaos behind Alfonse Green and the Nependeath Juice, Reward: Bone Helm With this quest, the reward is worth a lot. However, one required item, the Nependeath Honey, costs more than the reward itself. The chances of finding your own honey is less than finding other expensive items, like Steelies. Manji's Ragged Gladius, Reward: Skull Earrings -or- Hero's Gladius This quest has been made useless thanks to Ludibrium. The rewards are worth very little, while the quest items cost over ten times as much. A Spell that Seals Up a Critical Danger II, Reward: 30 Power Elixirs Part I is simple because Cold Eyes spawn in masses. However, the monsters you fight for part II are too difficult to fight without a Cleric and Spearman. Also, the reward isn't worth the trouble. Collecting For Maya, Reward: random level 60 shoe Wastes too much time for very little EXP, and the final reward isn't worth much. Protect Ludibrium, Reward: Ludibrium Cape Through a series of quests, you have to eventually kill Papulatus. You won't do this until level 120+, when you actually have a chance to solo it. Carta the Sea Witch, Reward: Red Musketeer Cape This quest requires you to not only kill Pianus, but collect its leftover, which doesn't always drop. You won't be killing Pianus anytime soon, not even with a full party, without dying. Ludibrium Party Quest This first section tells what Archers do during the Ludibrium Party Quest. STAGE 1 Your role is the same as Warriors': kill monsters and pick up passes. To finish this stage, a Magician with Teleport or a person with high Speed and Jump is required; a Thief with good Haste can fix the latter. Though you can attack any monster here, you can't necessarily reach all the Passes. STAGE 2 Your role here is the same as everyone else's. STAGE 3 You should have a small advantage in this stage. Bloctopusses will mass up at the bottom of the stage, allowing for easy 6-hit attacking. Hunters can stand on the screw and shoot Bombs, while Crossbowers have to be level to shoot Irons. STAGE 4 Only two doors have physical-weak monsters, but with Critical, any door is possible. The monsters require 200 damage to flinch, and that's where Critical and Booster will come into play. If you can successfully flinch in succession, as long as you attack while the monster is in its flinched stage, it will never retreat to the darkness. With Critical, even the magic-weak monsters will flinch to Double Shot. STAGE 5 You have to do normal doors, so you have no advantage here. The second door up is the easiest, IMO. STAGE 6 All roles are shared. Remember the order: 133221333123111. STAGE 7 Here is where your range is needed. While the rest of the party gather at the bottom, you have to kill monsters above that only Archers and Assassins can reach. For a strong party, kill all three in one go. For weaker parties, kill one at a time, dropping down to assist the party with the mini-boss between kills above. STAGE 8 All roles are shared. Magicians with Teleport and Thieves with maxed Haste will cheat with their skills and get up before you do. FINAL STAGE Once again, range is needed. However, a Magician or Spearman can take care of that as well. Once that part is over, Alishar will appear. Being able to apply high damage from afar is a definite advantage. For best results, stand on the perch where the NPCs are. From up here, you will be hitting Alishar instead of the Chronos summoned. Since you are able to mob, you will be depended on to deal with the mobs of Chronos, while solo attackers like Thieves will go straight for Alishar. BONUS STAGE You have the same advantage as Warriors, which is none. Ask a Thief to Haste you to make this stage better. Picking the right members Have you found yourself ending up becoming the party leader? Now you have been trusted in leading the party... as well as finding replacement members should someone decide to split. Here are tips to the members you should be looking for: ![]() I will label the characters as letters by column and numbers by rows. Examples: C1: LUK-less Magician; A2: Female Assassin You MUST have in a standard party: -At least 1 Magician with Teleport. Clerics are recommended -At least one Thief -At least 1 Archer if that Thief is a Bandit without Steal* TOP PRIORITY: Cleric - Clerics come with the ability to not only Teleport, but Heal too. They can also bring Bless to the party, which is another bonus. See A1 and B1. LUK-less Clerics are just as good, if not better, than standard Clerics. See C1. Assassin - Assassins bring Dark Sight and range to the party. In some cases, the Assassin will also have Haste. In this case, anything an Archer can do, the Assassin does it better. See A2. If you're lucky enough to spot the elusive DEX-less Assassin, grab him ASAP. See C2. HIGH PRIORITY: Bandit - Assuming you can't find an Assassin, you'll need a Thief somehow, so recruit a Bandit. There's not much they can do other than use Dark Sight, since they can no longer Steal Passes. Savage Blow will be rendered useless against Alishar's high defense unless a Fighter gives the Bandit Rage. Bandits will rarely have Haste because they are too busy maxing Mastery and Savage Blow. See B2. Archer - Archers provide range for the few stages that need it. Archers are also a primary damage-dealer. Hunters have a slight advantage because Arrow Bomb is more useful than Iron Arrow. See A4. The highest damage dealer will probably be a Crossbower with a Silver Crow with stat-boosting armor. See B4. MID PRIORITY: Wizard - I/L Wizards are preferred over F/P Wizards, but you won't really know until the quest begins. They come with Teleport and assist in fighting the magic-weak monsters in the darkness. They are also useful for feeding Meditate to your Cleric. Don't expect high damage against Alishar though. See A1 and B1. LUK-less Wizards should fare well against Alishar though. See C1. Spearman - Primary damage-dealer in all fighting stages. Brings Hyper Body to the party, but most Spearmen are too stingy to ever use it because most people pester the Spearman to use Hyper Body all the time, when they don't know it costs 50 MP to use it and Spearmen naturally have low MP. Don't annoy Spearmen into using Hyper Body all the time, or else he won't use it ever, not even for fighting Alishar. See A3 without the weapon. Low-DEX Spearmen will do even more damage, so look out for those. See B3. Fighter - Primary damage-dealer in all fighting stages. Gives Rage to the party, but rarely does because Magicians get mad when they get Raged. It's not a big deal to be taking 5 more damage, especially since there's a Cleric who can Heal a lot more than 5 HP. See A3. Low-DEX Fighters are rare, but if you see one, get it quickly. See B3's armor. Any level 50 - If a character is level 50, you can assume that the player will either be a high damage dealer, or in some way beneficial to the party. No matter what class, try to get the level 50 character. See C3 and C4. LOW PRIORITY: Page - Brings pretty much nothing to the party. Anything a Page can do, Fighters do it better. It won't have Threaten because not only does the skill suck, but it won't work against bosses. That and the Page will be too busy maxing Mastery and Final Attack. * A Bandit with Steal? You thought that the Steal trick was patched. Well, it was patched, but not fully. There is one monster that can drop Passes with Steal: King Block Gollems. "But those things are invincible!" Yes they are invincible. However, that won't stop Steal from stealing Passes. A Bandit can still steal passes even if he is MISSing hits. "Won't the Bandit die?" That's where you use cheap tactics to avoid getting hit. The Bandit has to hit the Gollems from another platform. "How do you do that?" The Bandit has to have a long arm weapon; that is, a spear or pole arm. A Fish Spear works nicely, as do surfboards, snowboards, and valentine roses. Wherever there are Gollems, the Bandit can jump from below and try to hit them with a weapon swing with Steal. "I thought Steal only works with Daggers!" Like Disorder, Steal can work with any weapon. "Even so, the Bandit still can't reach the Gollems!" Not necessarily true. The Bandit simply needs high jump. There are two ways to accomplish this: he has to have nice jump-scrolled snowshoes, or another Thief has to feed him maxed Haste. If the Bandit can jump high enough, he can hit the Gollems with Steal. "What does this all mean?" A Bandit with Steal means you don't have as many restrictions to the party as before. There are two possible scenarios: -If you have another Thief with maxed Haste, you don't need a Magician at all. Steal 4 Passes to pass stage 5, or Steal 8 to cover stages 7 and 9 if there is no Archer or Assassin (a melee-only party) -You don't need an Archer or Assassin, but you must have a Magician with Teleport. Steal 4 Passes to pass stage 7 and 9 Ludibrium Maze Party Quest Not to be confused with the above, the NPC for this is in Ludibrium, not the EOS Tower. The maze is always the same, but your starting location is always random. The first 11 rooms of the maze have boxes that hold monsters. These monsters drop coupons for the leader to collect. The more coupons the leader has at the end of the party quest, the more EXP the party gets. Simple enough~ There is a twist: two rooms have boxes that spit out Tauromacis. Tauromacis may drop super coupons, or a bundle 50 regular coupons. They don't always drop them, unlike the lesser monsters that always drop one coupon per kill. By seeking only the rooms that hold the Tauromacis, a party can get a good amount of EXP in just a few minutes. From wherever your party starts, a Tauromacis room is within three rooms away. Knowing that the Tauromacis are in rooms 6 and 7, follow the routes provided depending on what room your party starts in to get to a Tauromacis room: 1: Left, Right, Left, 6 2: Left, 6 3: Left, 7 4: Mid, Mid, Left, 7 5: Right, Left, 6 6: - 7: - 8: Right, Right, Left, 6 9: Right, 6 10: Right, 7 11: Left, Mid, 7 12: Right, Right, 6 13: Left, Left, 6 14: Mid, 6 15: Mid, 7 To get from 6 to 7: Right, Left, 7 To get from 7 to 6: Mid, Mid, 6 The exit is the middle door of room 9. To get from 6 to Exit: Mid, Mid, Left, 9 To get from 7 to Exit: Right, Left, Right, Left, 9 -------------------------------- Skills ListQuick Reference Lists -------------------------------- Skill types: A - active P - passive T - timer #T - affects up to # targets CD - cooldown Fr - freezes RAoE - ranged area-of-effect, always WR SAoE - self area-of-effect, no minimum range SLAoE - straight line area-of-effect, fixed range SM - summoned minion St - stuns WR - within range (of arrows) Bow skill Crossbow skill The Blessing of Amazon - P - increases base ACC Critical Shot - P - allows ranged attacks to strike critical The Eye of Amazon - P - increases the range of ranged attacks Focus - T - increases ACC & EVA Arrow Blow - A - damage 1T WR Double Shot - A - damage 1T WR Bow/Crossbow Mastery - P - increases weapon ACC & minimum damage Final Attack - P - single-target skill follow-up damage WR Bow/Crossbow Booster - T - increases attack speed Power Knock-Back - A - damage 6T melee, increased push rate Soul Arrow - T - attacks do not consume arrows Arrow Bomb - A - RAoE damage 6T WR, St Iron Arrow - A - SLAoE damage 6T Thrust - P - increases SPD Mortal Blow - P - damage 1T melee Puppet - T - places a decoy 25% of screen's length forward Inferno - A - fire RAoE damage 6T WR Blizzard - A - ice RAoE damage 6T WR, Fr Arrow Rain/Eruption - A - SAoE damage 6T Silver Hawk/Golden Eagle - T - SAoE damage 1T, SM, St Strafe - A - damage 1T WR Bow Expert/Marksman Boost - P - increases weapon ATK & minimum damage Maple Warrior - T - increases STR/DEX/INT/LUK Sharp Eyes - T - gives party members a chance to strike critical Dragon's Breath - A - SLAoE damage 6T, pushes mobs back Hurricane - A - damage 1T WR, hold button to attack nonstop Piercing Arrow - A - SLAoE damage 6T, hold button to store power Hamstring - T - weapon attacks apply Slow Blind - T - weapon attacks apply Darkness Phoenix - T - SAoE fire damage 4T, SM Frostprey - T - SAoE ice damage 4T, SM, Fr Concentrate - T - increases weapon ATK & decreases MP usage Snipe - A - max damage 1T WR Hero's Will - A - removes status ailments AP Totals This list shows the total sum of STR & DEX at the given level, assuming that both INT & LUK are base 4. Level 30 - 162 AP Level 50 - 262 AP Level 70 - 367 AP Level 90 - 467 AP Level 100 - 517 AP Level 120 - 622 AP Level 140 - 722 AP Level 160 - 822 AP Level 180 - 922 AP Level 190 - 972 AP Level 200 - 1022 AP Equipment End-Game List Ideally, this is the equipment you should have before you can finally say that there is nothing left to upgrade. The list shows the item to wear plus the scroll to use on that item. HAT: Zakum Helm +ACC EARRING: Sword Earrings +DEX OVERALL: Arzuna/Armis +DEX SHOE: Facestomers +JMP GLOVE: Brown Work Gloves/Stormcaster Gloves +ATK CAPE: Pink Gaia Cape +STR/DEX WEAPON: Dragon Shine/r Bow/Cross +ATK PENDANT: Horned Tail Necklace +EGG Training Flow Chart This is a list of the most recommended training spots in order by level: 10-14: Red Snails 10-15: Henesys Party Quest 15-17: Slimes 18-21: Pigs & Ribbon Pigs 22-27: Green & Horned Mushrooms 25-30: Kerning City Party Quest 28-31: Horned & Zombie Mushroom 32-34: Street Slime & Urban Fungus 35-39: Wooden & Rocky Masks 38-44: Sakura Cellions 40-50: Monster Carnival Party Quest 42-49: Nightmares, Paper Lantern Ghosts (Iron Arrow), Lupins (Arrow Bomb) 50-69: Straw Target Dummy 55-69: Luster Pixies 60-74: Dark & Mixed Golems 65-79: Voodoo/Hoodoo 80-84: Death Teddy 80-99: Black Squids 85-109: Risell Squids 90-119: Gobies 100-149: Jr. Newties 150-200: Skelegons & Skelosauruses Areas by Level This is a list of locations in the world of Maple, and the minimum recommended level to be there or to survive. Victoria Island Lith Harbor outskirts - 7 Pig areas - 15 Around Henesys - 8 Golem Temple - 40 Ellinia forests - 8 Tree dungeons - 15 Monkey Forest - 35 Forest of Evil - 50 Perion mountains - 10 Wild Boar areas - 30 Dangerous Valley - 35 Kerning City suburbs - 15 Large Forest - 15 Swamp of Despair - 30 Sleepywood forest - 15 Sleepywood dungeon - 50 Ant Tunnel caves - 25 Deep Ant Tunnel - 45 Sanctuary - 60 Purple Plains - 7 Purplewood Forest - 40 Masteria Krakian Jungle - 25 Mountains - 40 MesoGears - 25 (75 at Wolf Spiders) Phantom Forest - 30 Prendergast Mansion - 30 Ossyrian region Cloud Park - 30 Garden of Three Colors - 30 Stairway to the Sky - 55 Orbis Tower - 25 Snow Valley - 40 El Nath mountains - 50 Caves of Trial - 60 Aqua Road - 30 Aqua Dungeon - 80 Mu Lung Garden - 40 Herb Town gardens - 45 Minar Forest - 70 Dragon Forest - 75 Dragon Canyon - 85 Nihal Desert - 20 Ludus Lake Toy Factory Terrace - 25 Toy Factory - 35 Clock Tower - 70 EOS Tower - 30 Omega Sector - 40 Helios Tower - 35 Korean Folk Town - 35 World Tour Zipangu Day Forest - 20 Zipangu Night Forest - 40, 55, 100 Cemetary - 60 Showa Streets - 40 Yakuza Hideout - 65 Shanghai - 20 Singapore suburbs - 20 Ulu Estates - 80 Ulu Park - 90 Ghost Ship - 50 Floating Market - 15 Humid Jungle - 50 -------------------------------- The purpose of this section is to compare the many skills of a Bowman to eachSkill Damage Totals -------------------------------- other. For the sake of simplicity, every skill will be converted to be worth exactly 100 MP, meaning that the average damages will be enhanced to reflect the MP change, as well as the addition of Critical Shot. The purpose for this section is to truly compare the damage of all skills by equalizing the MP usage. By doing so, you can get a feel of what skill does more damage than another compared to its MP usage. If you want to see what skills do the most damage as quickly as possible, see the individual skill analyses above. Key: Skill name Skill description Average damage done by skill How many times the skill can be used with 100 MP Average damage done by skill over 100 MP -For mob skills, it is the number of targets hit over 100 MP Arrow Blow Level 20 - MP -14, damage 260% Average damage: 300% Uses in 100 MP: 7 1/7 For 100 MP: 2142.857% Double Shot Level 20 - MP -16, damage 130% Average damage: 170% * 2 Uses in 100 MP: 6 1/4 For 100 MP: 1062.5% * 2 = 2125% Arrow Bomb Level 30 - MP -28, stun for 6 seconds at 60% success rate, damage 130% Average damage: 56% + 182% * (n - 1) Uses in 100 MP: 3 4/7 For 100 MP: 1 - 200%* 2 - 850% 3 - 1500% 4 - 2150% 5 - 2800% 6 - 3450% * = For example, if you hit 1 monster over the course of 100 MP, expect an average of 200% done to it. Iron Arrow Level 30 - MP -28, damage 180% Average damage: sum(180% * 82% ^ (n - 1) + 40% * 82% ^ (n - 1)) Uses in 100 MP: 3 4/7 For 100 MP: 1 - 785.714% 2 - 1430.000% 3 - 1958.314% 4 - 2391.532% 5 - 2746.771% 6 - 3038.066% Inferno (no elemental advantage) Level 30 - MP -30, damage 150% Average damage: 190% * n Uses in 100 MP: 3 1/3 For 100 MP: 1 - 633.333% 2 - 1266.667% 3 - 1900.000% 4 - 2533.333% 5 - 3166.667% 6 - 3800.000% Level 21 - MP -30, damage 130% Average damage: 170% * n For 100 MP: 1 - 566.667% 2 - 1133.333% 3 - 1700.000% 4 - 2266.667% 5 - 2833.333% 6 - 3400.000% Inferno (with elemental advantage) Level 30 - MP -30, damage 150% * 1.5 Average damage: 265% * n Uses in 100 MP: 3 1/3 For 100 MP: 1 - 883.333% 2 - 1766.667% 3 - 2650.000% 4 - 3533.333% 5 - 4416.667% 6 - 5300.000% Level 21 - MP -30, damage 130% * 1.41 Average damage: 223.3% * n For 100 MP: 1 - 744.333% 2 - 1488.667% 3 - 2233.000% 4 - 2977.333% 5 - 3721.667% 6 - 4466.000% Blizzard (no elemental advantage) Level 21 - MP -30, damage 135%, freezes for 3 seconds Average damage: 135% * n Uses in 100 MP: 3 1/3 For 100 MP: 1 - 450% 2 - 900% 3 - 1350% 4 - 1800% 5 - 2250% 6 - 2700% Level 30 - MP -30, damage 140%, freezes for 3 seconds Average damage: 140% * n For 100 MP: 1 - 466.667% 2 - 933.333% 3 - 1400.000% 4 - 1866.667% 5 - 2333.333% 6 - 2800.000% Arrow Rain/Eruption Level 30 - MP -28, damage 160% Average damage: 200% * n Uses in 100 MP: 3 4/7 For 100 MP: 1 - 714.286% 2 - 1428.571% 3 - 2142.857% 4 - 2857.142% 5 - 3571.429% 6 - 4285.714% Strafe Level 30 - MP -32, damage 100% Average damage: 140% * 4 Uses in 100 MP: 3 1/8 For 100 MP: 437.5% * 4 = 1750% Some interesting things to note: -With 100 MP, Arrow Blow will do more damage than Double Shot. It's just that Double Shot kills faster, while the premise of Arrow Blow is MP efficiency. -Arrow Bomb on a mob of 4 or less monsters does less than Iron Arrow does with the same number of monsters. However, Arrow Bomb does more damage on 5 or 6 monsters than Iron Arrow does. -Arrow Rain/Eruption is hands-down the current most MP-efficient skill a Bowman can use. -Inferno is more MP-efficient than Arrow Rain IF AND ONLY IF you attack fire- weak monsters. -On that note, Strafe is the most MP-inefficient skill a third job Bowman has. -------------------------------- Q: How do I advance from a Beginner to an Archer?Frequently Asked Questions -------------------------------- A: To become an archer, you must be level 10 and have at least 25 DEX. Shouldn't be a problem if you've been following my guide. Leave Maple Island, and travel to Henesys from Lith Harbor, which is where you are when you land from the boat from Maple Island. You may either pay up 80 mesos to be transported there instantly, or walk. Henesys is easy to reach from Lith Harbor - just head due east. Don't worry about dying - in fact, if you die because of a pig, chances are you will respawn in Henesys. Once inside, find the portal to Henesys Park, which is a portal in the middle of the city. Go to the rightmost building in Henesys Park, a large tree with a door. You will find Athena Pierce inside. Speak with her, and she will advance you as an archer. Q: What is EVA? A: EVA, or evasion, is the game's way of abbreviating avoidability. Q: What inventory expansions do Archers get? A: At the first job advance, Archers get 4 more slots to the Equip and Use tabs. At the second job advance, Archers get 4 more slots to the Etc tab. Q: What skill do I max: Arrow Blow or Double Shot? A: Max Double Shot. It will do more damage in the long run. See the section on Arrow Blow versus Double Shot in the first job chapter above. Q: Where do I train? A: See the respective level ranges in the sections above. If you feel that you are too strong for an area, move up a level range. If you feel that an area is too difficult, move down a level range. Q: Why you do recommend skipping armor at level 30? A: IMO getting the level 30 armors is for the perfectionists of the game who insist on getting every single thing upon level up. Stat-wise, the difference between the level 25 armor and level 30 armor is very small. Price-wise, you end up paying for a large difference. Looking at just the pants and top, at level 25, you get 40 WDEF and +3 DEX for 28k mesos. At level 30, you get 45 WDEF and +3 DEX for 94k mesos. So you are paying 66k more mesos for 5 WDEF, which is about 2 HP damage reduction. Being an archer, you are attacking from far away - having 5 extra WDEF is meaningless. You can buy level 35 armor at that price from other players anyway. Let's look at another situation - Green Diros versus Dark Savata. Both gloves provide +2 DEX, the difference being only 2 WDEF. Now let's see the resources used to make each glove. Green Diros requires some common ores like Steel and Emerald. Dark Savata requires expensive ores like Gold and Black Crystal. Do you believe 2 extra WDEF is worth the price of those expensive ores? Shoes are a different situation. You can buy shoes that provide SPD bonuses for a low price. Level 25 and 30 archer shoes provide +1 DEX. However, Nella gives you level 30 shoes as a reward for her quest, so synthesizing shoes is unnecessary. If you didn't complete Nella's quest, the Whitebottom Shoes from Henesys is just as good. Q: Why should I scroll a Sauna Robe instead of getting armor? A: The Sauna Robe is an overall. Unlike tops and bottoms, overalls can be scrolled with more than just defense. Adding ten 100% Overall DEX scrolls basically adds two levels' worth of damage. Though it could be argued that Sauna Robes have less defense, but offense > defense. Oh, and Sauna Robes add 10 EVA anyways. Though the quest and scrolls are expensive, the robe will be used for at least 20 levels, making up for the money you would have spent on armor between then. Also, they can be worn by all classes, so others can use the overalls, pushing up the value of good scrolled robe. Q: Why should I scroll Snowshoes instead of higher level shoes that add DEX? A: The Green Snowshoes, which is the color snowshoe for Archers, come with seven available upgrades, like all snowshoes. This allows for greater scrolling opportunities. It could be argued that scrolling higher level shoes produces the same results, but you wouldn't have as much jump or speed as scrolling snowshoes. The cheap price of snowshoes also allows for easy 10% scrolling. Also, snowshoes are necessary for training at El Nath. Q: Why scroll Work Gloves? Wny not scroll higher level gloves? Two reasons: 1) Work Gloves can be used by every class, so it has awesome resell value, and 2) the level requirement is low, so you can take advantage of the benefits of scrolls at a low level. If you are rich at a high level, you are free to scroll a high level glove for attack. The recommended glove for glove scrolling is the level 80 glove, the Dark Cordon. However, you are free to scroll any glove you want, like a Focus, Eyes, or Garner glove. Q: You seem to prioritize offense over defense. Why? A: Offense is always more important than defense. Why sit around and take damage when you can be the one dishing the damage? Offense is even more important to a ranged character. Melee characters need defense since they fight up close. Being ranged, your role is to attack from afar, killing monsters before they reach you. And if your offense is high, you can kill them quickly before they reach you. A good Archer rarely needs to use HP potions because they are always killing monsters before getting hit, which means you don't really need defense. Q: Should I get Final Attack? A: That all depends on your playing style. See the respective section on Final Attack above in the guide. Personally, I say don't get it. It's not worth it. Q: What is a "PQ"? A: PQ stands for Party Quest. Currently in Global MS, there are two PQs, one for level 21-30 characters, and one for level 35-50 players. As the name implies, this is a quest that requires players to be in a party in order to participate in it. The reason why this is so popular is because for each successful PQ, each player earns great amounts of EXP in addition to prizes for completing it. Most of the prizes are worth the wait to PQ, as there are numerous players trying to enter a PQ with only 20 channels available. These PQs are the reason for low prices on the prizes available. Q: Do you have any information on the fourth jobs? A: Everything that I know about the fourth jobs is all based on 十DREAM十's extensive findings. I choose not to disclose much information in my guide because that is my only source of information. Much of this guide is based on my experiences. As I have not yet experienced the fourth job, I cannot say what to expect for fourth job Archers yet. Q: I want to make gloves from Vicious, but the materials are too expensive to get! Where can I get gloves for cheap? A: Gloves are expensive because they can be upgraded with stats other than defense, like weapon attack and DEX; that and most look good. Many players go broke because they get gloves every 5 levels, which wastes precious resources that can be used for better things. For example, the level 25 glove, Dark Savata, uses up Gold Plates and a Black Crystal. Those expensive ores can be used to make higher level gloves. The Green Diros not only looks good, but is cheap to make and provides the same DEX bonus. Q: The Blue Diros is hard to make! Steel ores are expensive! How do I get a pair for less? A: In essence, it's not totally free, but it saves you some ores. You have to speak with Nella in Kerning City. She is by the hair salon, in the center of the city, above JM From Tha Streetz. Pay her 1,000 mesos, then do all her favors. After the third favor, she will give you a Blue Diros! Q: I want to make shoes from Chrishrama, but the materials are hard to get! A: As with gloves, shoes provide good stat bonuses, and can be upgraded with stats like speed and jump. The first shoes that can be synthesized come at level 25, but then the Whitebottom Shoes are just as good for the +3 speed. You can do Nella's quest at level 25 to get free level 30 shoes. Q: Should I ever synthesize equipment? A: Simply put, no. In GMS, nearly all equipment that can be synthesized now drop from monsters. It is much cheaper to buy the item from another player than to get materials to make the item because the materials usually either cost more or sell for more than what you would pay for the item if bought from another player. Q: Are Bronze Arrows worth it? A: IMO no. One Bronze Plate is not worth having only 900 arrows just for +1 to weapon attack. And they do not work with Soul Arrow. And they can't be recharged at armor stores like stars can. Even at third job, Strafe will eat up countless arrows. Q: How do you deactivate buffs like Focus or Meditate? A: Simply right-click on the icon of the buff you want to deactivate at the top right corner. Q: Why do you hate 4Maple? A: Because they stole my guide without my permission. Q: What are your experiences as an Archer? A: I began life in Bera as a Hunter. I got as far as level 50 before taking a shot at other jobs. When Broa was released, I moved there, but only got to level 30 before coming back to Bera to create a Crossbower, who I got to level 48. I made an Archer in Scania to talk to some friends, but left it alone at level 11, then quit for a bit. Khaini was released before I came back, and I started a Crossbower. I made it to level 43 before I took another break and moved to Bellocan, where I got to level 20 before quitting again. Eventually, a friend gave me her Ranger in Khaini, who I trained up to a Bow Master. As for other experiences as an Archer, I'm pretty decent on the field. This was shot during my second day, which isn't bad for a beginner: ![]() Q: Crossbower? That's not even a word! Why don't you say Crossbowman? A: Because not all Crossbowmen are "men." They could be girls. Besides, it's rare to find a Crossbowman who is actually a man, so they are all boys. Q: Why do you call it "flinch"? It's called knockback! A: I can call it whatever I want to. -------------------------------- Useful sites:Credits -------------------------------- hidden-street.net - had a massive amount of basic info for me to compile with Rick (http://sauna.gibbed.us/) - provided more detailed information on his site MapleFantasia - shows where to obtain certain beauty parlor looks Other guides that helped me: Trueno's Sniping Guide Keone's Death Teddy Guide Pat's Goby Guide for Rangers Gobies for Snipers RoyalCat's Squid Guide Monster HP:EXP Ratios 73hPh03n1X's Ludi Maze PQ - Speed Run Guide See also: My Pixie Guide My Hime Guide Comprehensive listing of training guides Forum members: Congee - for paying attention to us Archers in our time of need dragontamer - for always trying to argue against the mainstream and thinking outside the box Kentredenite - first to give me the correct Arrow Bomb damage modifiers GoogleSearch - for being an inspiration to push my limits ANTX - one of the few people who criticized my guide instead of praised it MapleJournalist - suggested making headlines stand out Nightblade - suggested adding some skill analyses fodjgngf - suggested changing some wordings so they wouldn't be confusing ffblitz3r - suggested adding some skill analyses psychopat - provided extra info for PKB Anii - helped point out typos, made some screenshots for the third job Ampleforth - always seems to find mistakes in my words, and doesn't hesitate to correct me or prove me wrong Sybaris - first to provide to me Iron Arrow's actual damage danerr - found a typo Light - found typos alwzn4vr - compiled a monster HP:EXP ratios list, albeit it had a handful of errors Lifis - first to show me that Mortal Blow works with either Archer weapon mattglop - provided video on how to solo C.Rogs Fiel - all the fourth job details came from him first Crimsonmyst - made the graph showing damage added by Sharp Eyes Dark Link - made Showa quest items checklist Ouragon - because the Maro rules VERSION HISTORY Quote:
-------------------------------- This FAQ was made 100% by me, and is Copyright © 2005-07 Johnny "WhiteAsIce"Disclaimer -------------------------------- Duong. You may not take it in whole or in part and claim it as your own. You may not alter it in any way, even if you ask me first, and that includes putting it in HTML format or plain text. Please don’t post this on your site unless you have express consent by me, and even so I will not grant it. Currently, the only site with my permission to host my FAQ is www.sleepywood.net. I'm not going to allow people with small personal sites to post this FAQ, nor link to it. You may post the link to this page only as a post on the forums of the aforementioned site. I do reserve the right to deny anyone the use of this guide for whatever reasons. Also, boycott 4Maple.com =) -------------------------------- Hope this helped. I basically took everything I knew and threw it all into oneConclusion -------------------------------- chunk of text. If you find any errors or typos within the guide, please contact me so that I can fix it, and I will give you credit for doing so!
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Think before you post; stop cyberbullying; it can lead to an unnecessary death or permanently ruin a life ![]() Don't follow paths - walk and create your own. Last edited by WhiteAsIce; June 23rd, 2008 at 7:01 PM. |
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#4
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Permanently Bannned
![]() Join Date: Jun 2005
IGN: xLilBow
Class: Sniper
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āi yā sorry, errm i will pm a mod to delete my previous post.
what's the max character limit? I have to take note of that when writing my guide. xD yea nice guide
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![]() Last edited by pohguomin; November 29th, 2006 at 12:55 AM. |
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#5
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Iron Hog
![]() Join Date: Nov 2005
IGN: Sybaris
Gateway: Bera Global
Class: Crossbow Master
Guild: IronArrows
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Wow this thing has got BIG since I last looked at it!
Great updates...surely this must now be the most thorough guide for bowmen out there! |
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#6
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Croco
Join Date: Nov 2005
IGN: ShynForce
Gateway: Bera Global
Class: Bow Master
Guild: Royalty
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This guide kicks all type of ass great job. I was gonna go with this build
30 Strafe 30 Inferno 30 Arrow Rain 20 Puppet 30 Hawk 6 Mortal Blow 5 Thrust But after seeing how useful MB will be and since i plan to be 120 and play in 4th job im thinking that i will just leave inferno at 21 and max MB. I have lv1 inferno and it mobs great but i dont see myself using it for dmg i rather just rain or even arrow bomb. Plus lv21 Inferno should still be decent dmg and i can still max MB just no thrust i was gonna put 5thrust so i wont have to use a icarus 2 and one day exchange it for a pink adv cape.
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#7
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Evil Eye
![]() Join Date: Dec 2005
IGN: mrkendl
Gateway: Kradia eMS
Class: Hunter
Guild: LineUp
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is it unstickied??????
how rude |
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| boxerilove23 |
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#8
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Drake
Join Date: Dec 2004
IGN: G3EV
Gateway: Windia Global
Gateway2: Scania Global
Class: Paladin
Guild: Hubris
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Just some comments:
1) Quote:
I tend to disagree with you on this, but that's not my place. Your guide, your opinion. 2) Pages are least useful in Ludi PQ ;_; I can't disagree with you there. But then again, there are much better things to do than wait to get in anyway. I dislike PQs. 3) Part about snowshoes. While snowshoes do have 7 slots, there's a difference between these shoes and regular shoes that players with controllers may notice: It's damn hard to backshot with snowshoes. I'm about 50000 times more comfortable sliding in regular shoes, than going around in snowshoes. But I guess that's just preference. Also note that snowshoes become useless later on for ludi/aqua. Edit: And of course I can understand that unfunded players can't afford higher shoes, but...WHITEBOTTOMS 4 EVA! *run*
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Last edited by Goggyfour; November 29th, 2006 at 5:30 AM. |
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#9
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Malady
Join Date: Nov 2005
IGN: Perziksap
Gateway: Scania Global
Class: Ranger
Guild: YongHeroz
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After scrolling to the end of the first post, I noticed there was nothing about 3rd job. I was really disappointed because I was hoping so much for that. THEN I noticed; hey, it's so big she made a SECOND POST. WOOOT!!?!?!?!! THERE IS SOMETHING ABOUT 3rd JOB
<3 <3 <3 Well done, Congee sticky this please. If u have no feeling for this lifetimework well .. *cough*f*cough*u*cough* |
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#10
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Evil Eye
Join Date: Jan 2006
IGN: Kayunami
Gateway: Windia Global
Gateway2: Kaede jMS
Class: Ranger
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Quote:
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