fire+and+poison+mage

SECTION A - MAGICIAN CLASS A1 - Introduction A2 - Character Stats A3 - How to effectively level prior to Level8 A4 - Magician Skills and Spells A5 - Skill Distrubtion Guide A6 - Levelling Guide for Magicians

SECTION B - BECOMING A FIRE/POISON WIZARD B1- Requirements to become a Fire/Poison Wizard B2- Where and to become a Wizard (or Cleric) B3- The Advancement Test B4- Become a Fire/Poison Wizard

SECTION C - SKILLS AND ABILITIES C1- General Fire/Poison Wizard Skills Subcategories: B1a- Offensive Spells B1b- Passive/Active Spells B1c- Miscellaneous C2- Skill Point Allocations B2b- About Poison C3- Abilities C4- Formulas

SECTION D- TRAINING AND LEVELING GUIDE D1- Training and Levelling Guide D1a- Monster Stats/Drop (for monsters weak to fire) D1b- Levelling Guide

SECTION E - THIRD JOB ADVANCEMENT (note 1) E1- General Skills of the Fire Mage E2 – Opinions/Discussions of Skills E3 – A Suggested Skill Build

Note - I have included Skill builds and third jobs which is now available, but not a levelling guide for the third job as you probably know better than I do. I did include L30- 70 training guide for Ossyria as well as Victoria combined in one.

Version Information:

1.90 Hopefully my final update. I’ve fixed multiple errors, added more third job stuff, added third job skill builds, and a few small sections for better searching. Levelling guide for Ossyria has also been included.

1.80 Due to numerous requests, I added a Magician guide to my Wizard guide and renamed the whole faq. Quite a big section if you ask me.

1.70 Opinions on Third Class spells added. Changed some paragraphs around. Blah, blah, etc

1.60 Both second job and third job Skills revamped, outline organized, layout changed a bit. Corrected all references to Ossyria. 1.51 Minor Typo and spelling mistakes fixed 1.50 Typo's fixed, stat information updated, third job skills combined into one section, Skill Build changed, mistakes involving monsters fixed. 1.35 Third Job Skills Added, with base damage and MP Consumption 1.3 Poison Information added, Mage damage formula included , MP Regen formula added. 1.2 Skill Allocation Errors Fixed, Skill allocation edited, typos fixed, brief information added in a few sections 1.1 Skills allocation changed, typos and errors corrected 1.0 FAQ Finalized! 0.9 Added a Third Job Advancement Section 0.8 Categorized the Fire/Poison Wizard Skills and added a lot of information 0.7 Added a 'monster's weak to fire' drop list 0.6 Added a levelling guide 0.5 Created the FAQ

SECTION A - THE MAGICIAN CLASS

--- A1 - Introduction ---

Magcians are not a melee class, They do no rely on brute strength to survive, but instead rely on magic. For this, they require the stat INT, and a bit of LUK. The path of a magician is quite rocky. They start off extremely difficult, doing 1-2 damage until at least level 8. Then when they hit 15/20s they become unbelievably strong. They are then known as the "ksers" of the 4 classes. They remain strong for awhile (maybe L50-60?) and then the other classes catch up and outdamage the mage by far. The mages are left behind, permanently.

Think carefully before choosing this class.

--- A2 - Character Stats --- Still around, eh? Well it's time to create a new character Customize its looks and roll the dice. You should roll a 4 in both DEX and STR. A 5's sufficient too, but 4’s are better. This is because you don't need these two stats as mages.

When you first start off you'll be level 1. Each time you level you'll get 5 Stat points and (when you advance) 3 skill points. It should be allocated as follows (stat/ability points)

Luk= your level +3 (to wear equipment, that much is required) and the remaining points into INT.

Eg. Level 10 - 13 LUK uh..40? INT

--- A3 - How to level effectively prior to advancement ---

The job advancement for the magician is at level 8. Since you have no STR, you'll be doing very little melee damage. You'll have to bear with it for 8 levels. Train on GREEN SNAILS until you become 8. If you have a good friend who's low level like you, party with them and leech. Return the favour after you become strong.

LEAVE MAPLE ISLAND WHEN YOU HIT LEVEL 8. Head to "Ellinia". Press "W" on your keyboard and look for it. Go right to the top and talk to Grandel the really old. If you are level 8 and have 20 INT, he'll advance you. You'll have one skill point. You can also (and should) take the taxi to Ellinia. In Lith go to the bottom left and talk to the guy in that booth and taxi to Ellinia for a discount price because you’re a beginner.

--- A4 - MAGICIAN SKILLS AND SPELLS ---

``` Improving MP Recovery ```

Maxes at Level 16 Description: Recover/Regen more MP every 10 secs. The amount that you regen is dependant on your level and the amount of INT you have (the formula is in my later in my FAQ)

``` Improving Max MP Increase ```

Maxes at Level 10 Pre-requisite: Improving MP recovery Lv. 5 Description: Gain more MP when you level. The higher level the spell the more you gain. Max this ASAP

``` Energy Bolt ```

Maxes at Level 20 Description: Attack an enemey with a blob of magic.

Level 1: MP -7; Basic attack 17, mastery 15% Level 10: MP -7; Basic attack 35, mastery 35% Level 20: MP -14; Basic attack 55, mastery 60%

``` Magic Claw

Maxes at Level 20 Pre-requisite: Energy Bolt Lv. 1 Description: Attack an enemy twice simultaneously with MP.

Level 1: MP -10; Basic attack 6, mastery 15% Level 10: MP -10; Basic attack 20, mastery 35% Level 20: MP -20; Basic attack 40, mastery 60%

``` Magic Guard ```

Maxes at Level 20 Description: Temporarily directs some damage to MP, instead of having it all to HP (Mages have high MP, low HP). Having this mean you won’t die in one hit from strong monsters.

Level 1: MP -6; Replace 4% of HP damage to MP for 30 secs Level 10: MP -6; Replace 40% of HP damage to MP for 300 secs Level 20: MP -12; Replace 80% of HP damage to MP for 600 secs

Magic Armor Maxes at Level 20 Pre-requisite: Magic Guard Lv. 3 Description: Temporarily boosts weapon defense (Useless)

Level 1: MP -8; Weapon Def. +2 for 20 seconds. Level 10: MP -8; Weapon Def. +20 for 200 seconds. Level 20: MP -16; Weapon Def. +40 for 400 seconds.

--- A5 - STAT DISTRUBUTION ---

There are two general ways to distribute stats. One is the way most humans take, because it's less time- consuming. The second one is almost exactly the same, but you delay getting Energy bolt until you max MP increase. That's insane, because you'll be smacking for 1-2 damage until Level 12. Unless you have a person to leech from, it isn’t recommended.

=== A - RECOMMENDED ===

Level 8 - 1 Energy Bolt Level 9 - 3 MP Recovery Level 10 - 2 MP Recovery, 1 MP Increase Level 11 - 3 MP Increase Level 12 - 3 MP Increase Level 13 - 3 MP Increase (Maxed) Level 14 - 3 MP Recovery Level 15 - 3 MP Recovery Level 16 - 3 MP Recovery Level 17 - 2 MP Recovery, 1 Magic Claw (MP Recovery Maxed) Level 18 - 3 Magic Claw Level 19 - 3 Magic Claw Level 20 - 3 Magic Claw Level 21 - Save your points to max Magic Claw all in one go, to save MP because it doubles after level 10. If you don't want to, just spend it after one or two levels of saving Level 22 - Save Level 23 - 9 Magic Claw Level 24 - 1 Magic Claw, 2 Magic Guard (Magic Claw Maxed) Level 25 - 3 Magic Guard Level 26 - 3 Magic Guard Level 27 - 3 Magic Guard Level 28 - 3 Magic Guard Level 29 - 3 Magic Guard Level 30 - 3 Magic Guard (Magic Guard Maxed)

THIS LEAVES YOU WITH: 16 MP Recovery 10 MP Increase 1 Energy Bolt 20 Magic Claw 20 Magic Guard

If you want to go the hellish way, put your first point into MP Recovery, and put a max MP Increase when you have five MP Recovery (it's a pre-requisite). After that put one into E. Bolt and Max Regen, Claw and Magic Guard.

--- A6 - Training Guide ---

Level 1-8 GREEN SNAILS, It's almost a must. They can be found anywhere almost.

Level 8-13 Upgrade and attack Blue snails, or maybe Shrooms or Red Snails. The map one West of Henesys is effective, although it's quite laggy.

Level 13-18 Start doing Slimes, or Orange Mushrooms.Slimes are located one west of Henesys, or a few maps South and North of Ellinia. Orange Mushrooms are one map west of Kerning, or at Hidden Street: Mushroom Garden, a few maps west of Henesys. Consult a Hidden Street FAQ for instructions how to get there.

L18-21 You can stay at Orange Mushrooms, or venture away and start doing Dark Stumps and Pigs. Pigs are located at Hidden Street: Pig Beach.

Level 21-30 Party Quest. Mages are in their prime now and mages are in highdemand. Hard to get in, but fast EXP and nice prizes at the end. If you don't want to, stay at Pig Beach for this duration. You can also start doing Green Mushrooms, Horny Mushrooms and maybe Zombie Mushrooms when you approach Level 30 if you want.

SECTION B - BECOMING A FIRE/POISON WIZARD

That's a stupid name, I think. I hope they change it back to Hines.
 * Note* Hines is "Grandel the Really Old".

--- B1- Requirements to become a Fire/Poison Wizard ---

In order to become a Wizard of Fire and Poison, you must have advanced as a mage and be at the Level of 30. That's basically all you need to advance to the next job.

--- B2- Where and how to become a Wizard (or Cleric) ---

After you've fulfilled that requirement, head to Ellinia (or that's where we'll start). Go to the mage first Level advancement NPC (Hines), and talk to him. He'll comment on how much stronger you've been and give you a 'Letter' that you must give to the Wizard Advancing NPC. Exit Hines's house.

Go all the way to the top left exit portal in the town and leave Ellinia. You'll be one map north of Ellinia. Proceed to the middle left of the map and leave that portal. In the next map, head to the left, exit the portal and you'll now be in a large (vertically) map. Walk left, and enter the first tree dungeon you see. This dungeon has no monsters. Jump all the way to the top, and you'll pass "Ronney" (keep in mind that this character is needed for a Level 30 VIP Sauna Quest) and you'll pass one portal (don't enter it). After all the jumping to the dungeon, exit at the top portal. You'll be at the same map, but a lot higher in elevation than you were before. Jump up on the rope, and head to the top. There will be another rope, go up on that as well. To the right of the ledge (after going up on the previous rope) there will be the Wizard Advancement NPC. Talk to him, give him the letter, and he'll send you to a new map.

--- B3- The Advancement Test ---

In this new map, you must collect 30 dark marbles by defeating monsters. Monsters will randomly drop marbles. I believe the rate of black marbles dropping is around 1 in 3 monsters. Keep in mind that there is NO potion shop in the map, so if you die before collecting all thirty, you'll lose experience as usual, and be sent back to Ellinia. The monsters that you must defeat are Curse Eyes, and Horny Mushrooms. These monsters do NOT give experience,and do NOT drop any items other than marbles. After collecting 30 marbles, talk to the NPC that's in the map and you'll be given an item that you must give to Hines in Ellinia.

--- B4- Become a Fire/Poison Wizard ---

In Ellinia, head to Hines (in the top of the map) and give him the item. He'll ask you what kind of job you want to advance to. For this FAQ's purposes, you'll be choosing the Wizard of Fire and Poison (duh). Your HP and MP will be increased, and you'll be given a skill point to spend.

SECTION C - SKILLS AND ABILITIES

--- C1- General Fire/Poison Wizard Skills ---

I will briefly describe and list stats for all the Skills available to the Fire/Poison Wizards.

--- Offensive Spells ---

``` Fire Arrow-Maxes out at 30 ```

Very similar to archers' arrows, this offensive spell fires an arrow with a fire element (duh). This arrow curves strangely toward monsters, but cannot go through walls. The range for Fire Arrow is quite good (I'd say around 60-70% of the screen).

Stats: Level 1- 33 Spell Attack, 15% Built in Mastery. Consumes 14MP until L16, where mana usage is doubled.

Level 30- At max spell level (30), the spell attack Becomes 120, with 60% built in mastery.

Each point applied into Fire Arrow will increase its Base spell attack by 3 (damage is notable increased), and Mastery increases every 3 levels.

``` Poison Brace- Maxes out at 30 ```

Uncommon spell, but offers promising results. A "blob" of poison is cast out, and has a chance of poisoning a target. At each skill level up, the chance of poisoning and Damage goes up, along with a longer interval of poisoning.

Stats: Level 1: MP -10 Base attack 12, mastery 15% 31% success rate, poison for 4 sec (if successful)

Level 15: MP -10 Base attack 40, mastery 35% 45% success rate, poison for 20 sec (if successful)

Level 30: MP -20 Base attack 70, mastery 60% 60% success rate; poison for 40 sec (if successful)

--- Passive/Active Skills: ---

``` Meditation - Maxes out at 20 ``` Pre-Requisite- 3 MP Eater

Stats: Level 1: MP -10; M Attack +1 for 10 seconds Level 10: MP -10; M Attack +10 for 100 seconds Level 20: MP -20; M Attack +20 for 200 seconds

``` MP Eater - Maxes at 20 Levels ``` This is a passive skill that automatically drains MP from the monster that you attack and adds the amount drained to your MP, if successful. There is a blue animation that is displayed when MP Eater successfully drains from a monster.

Stats: Level 1: 11% success rate, absorb 21% of enemy's Maximum MP Level 10: 20% success rate, absorb 30% enemy's Maximum MP Level 20: 30% success rate, absorb 40% enemy's Maximum MP

``` Slow- Maxes at Level 20 ```

This seemingly useless spell is quite useful. It Decreases surrounding monsters speed and time (increased as spell level increases). A useful party skill and solo, if used properly.

Stats:

Level 1: MP -8; Monster's Speed -2 for 2 seconds Level 10: MP -8; Monster's Speed -20 for 20 seconds Level 20: MP -16; Monster's Speed -40 for 40 seconds

Every point put into 'Slow' will decrease the monster's speed by 2 more and lasts 2 seconds longer.

--- Miscellaneous ---

``` Teleport - Maxes out at 30 ```

A spell that teleports a set amount of distance in The direction that you choose. You only teleport when your ledge is within range, otherwise you'll teleport but stay where you are. The name is quite misleading, as you aren't teleporting as far as you think do (or at least I thought I'd be teleporting quite far).

Level 1: MP -60; 130 distance (pixels?) Level 10: MP -33; 130 distance Level 20: MP -13; 150 distance

C2- SKILL POINT ALLOCATIONS

A generalization has been assumed for the spells and skills of the Fire/Poison Wizard. Fire Arrow and Meditation are the must-have spells, with Teleport following behind. Slow is quite useful for fighting mobs. MP Eater is not really that useful at this stage but will become more useful in the third job when you get mob attacks, and Poison is underpowered. Meaning you shouldn’t put points into it until you have nothing else to put.

From level 30-70 (second job) you will have a total of 121 points to spend. I will have a few different selections for you to choose from or you can choose what you feel is right. Keep in mind that Meditate requires 3 MP eater.

A- (recommended) Fire Arrow - 30 Meditate - 20 Teleport - 20 MP Eater - 20 (maxed because 3rd job gives the Wizards Mob attacks) Slow - 20 Poison - 11

B- (maxed poison, if you want to go that build) Fire Arrow - 30 Meditate - 20 Teleport - 19 MP Eater - 12 Slow - 10 Poison - 30

C- (variation of A, but points allocated to Poison) Fire Arrow 30 Meditate 20 Teleport 15 MP Eater 20 Slow 16 Poison 20

--- Distribution ---

This is for the 'A' Build

L30- 1 MP Eater (or Teleport) L31- 1 Teleport (or MP Eater if you did Teleport at L30), 2 Fire Arrow L32- 3 Fire Arrow L33- 3 Fire Arrow L34- 3 Fire Arrow L35- 3 Fire Arrow L36- 3 Fire Arrow L37- 3 Fire Arrow L38- 3 Fire Arrow L39- 3 Fire Arrow L40- 3 Fire Arrow L41- 1 Fire Arrow (Fire Arrow maxed) 2 MP Eater L42- 3 Meditate L43- 3 Meditate L44- 3 Meditate L45- 3 Meditate L46- 3 Meditate L47- 3 Meditate L48- 2 Meditate, 1 Teleport (Meditate maxed) L49- 3 Teleport L50- 3 Slow L51- 3 Slow L52- 3 Slow L53- 3 Slow L54- 3 Slow L55- 3 Slow L56- 2 Slow 1 Teleport (Slow is Maxed) L57- 3 Teleport L58- 3 Teleport L59- 3 Teleport L60- 3 Teleport L61- 2 Teleport, 1 Eater (Teleport Maxed) L62- 3 MP Eater L63- 3 MP Eater L64- 3 Mp Eater L65- 3 MP Eater L66- 3 MP Eater L67- 1 MP Eater, 2 Poison (MP Eater Maxed) L68- 3 Poison L69- 3 Poison L70- 3 Poison (Level 11 Poison)

Or use 11 points to do something else. EG Fix your MG that you might not have maxed.

An additional note (Added on February 07th, 2005): MP Eater, Teleport, Fire Arrow and Meditate are the skills that will be maxed in almost all builds. Where problems/changes may occur is in the distribution towards Slow and Poison. You could choose to max one and dump the remaining in the other, but that’s ineffective (since you probably won’t know which one you like more). If you’re one of these indecisive people, I’d suggest you put 10 into slow, and 10 into poison. That will leave you with 11 remaining points. At this point you should have a preference of one spell, and either:

a) spend the remaining 10 points on slow, last one on poison/any first class spell (maxed slow, 1 Poison) b) spend the remaining 11 points on Poison (L21 poison, 10 slow)

--- C2 b --- Poison has its own magical damage, but does minimal damage. Its main power lies in that it can Poison a target for damage every second. Some monsters however can't be Poisoned, and others take very little damage from Poison.

From katydid (Sleepywood)

Confirmed unpoisonables: Green Mushroom, Curse Eye, Tauromacis, Mushmom Suspected unpoisonables: Taurospear, Jr Balrog Poisonable: Anything else

I believe the Jr Balrog and the spear can't be poisoned, but has not been completely confirmed. Iron Hogs take very little damage from poison damage, but takes proper poison damage.

--- C3- ABILITIES ---

This section is just a section that says how you Should distribute your AP's, but by now you should already know how to allocate it. What you should have is 4 STR, 4 DEX, LUK being your current level + 3, and the rest into INT. Some people level up and distribute 4 to INT, and 1 into LUK. However since INT ups your damage more than LUK, I recommend Pumping INT, and then when you level up to the level that you require LUK for equipment, put enough into LUK. For example, if you're at L30, and your next equip is L33, pump 5 INT at L31, 5 INT at L32, and sufficient LUK at 33 for your EQ, and the rest into INT.

--- C4 ---

The Magician damage formula is as follows:

{[(Magic x 0.8) + (LUK/4) ] /25} x Spell's Magic Attack

Magic is your INT+weapon magic+armour's stat upgrades. Magic is displayed in your Ability menu.

Spell magic Attack is the spell magic attack of the attacking spell. Fire arrow is 120, Poison is 60

The MP Regen is as follows:

(level x (mp regen lvl/10)) + 3

MP regen level is the level of your skill, which is usually Maxed (16).

SECTION D- TRAINING AND LEVELING GUIDE (Wizard)

--- D1- Training and Levelling Guide ---

In this section I will list monsters that are weak to fire, or monsters that you will find useful for a fast levelling rate.

Ice, and Wood type monsters are weak to fire. It appears the only type resistant to Fire, is Fire itself. For some strange reason, fire attacks on water have a 100% (no bonus or resistance).

When a monster is weak to your elemental attack, damage is increased by 50%, and decreased by 50% (half) when you attack a monster that has a resistance to your attack.

Monsters that are weak to fire ON VICTORIA include: Ligators, Jr. Wraiths, and Cold Eyes.

Note: It has been confirmed (by me) that Wraiths (and croko's) are NOT weak to Fire, even though they are direct cousins of the Jr. Wraiths/Ligator's, who ARE weak to Fire.

Monsters on Ossyria that ARE weak to Fire include: Ice Sentinel (L30) Leaty (L32), Jr. Grupin (L33), Jr. Pepe (L35), Nependeath (Level 42), Jr. Yeti (Level 50), Grupin (Level 53), White Pang (Level 58), Pepe (Level 60), Yeti (Level 65), Jr. Yeti (Transformed) (Level 65), Yeti & Pepe (Level 78), Lycanthrope (Level 80)

--- D 1A Stats/Drops on those monsters (you'll be training on Those monsters for maximum levelling rate). ---

Ligators- Level 32, 1200HP, 40 MP Gives 60 EXP, and a range from 56-84 for mesos drop Commonly located in the swap (centre sewer entrance from the sewer) ETC Drops: Ligator skin, Ore of Mithril, Ore of Aquamarine

USE Drops: White/Blue Potions

Equipment drops: Plunger, Horseman's, Mikhail Buckler, Green Lamella (F), Green Lamella Skirt (F), Brown Asian General's Armour (F), Brown Korean General's Armour Skirt (F),Green Hunter Boots, Green Enus Chain mail (M), Reef Crow, Gephart, Khaki Shadow (M), Two-Handed Axe

Jr Wraith- Level 35, 1200 HP, 80 MP Gives 70 EXP, and 56-84 Mesos Commonly located: Subway Depot B2

ETC Drop: Tablecloth, Green No. 9, Red No. 8, Yellow Candy Canes, Ore of Adamantium, Ore of Opal

Use Drop: White Potion, Mokbis, Scroll for Helmet HP (10%), Scroll for Pet Equip. for Speed (10%), Scroll for Pet Equip for Speed (60%), Scroll for Dagger for Atk (60%), Scroll for Pet Equip for Speed (100%)

Equipment Drops: Illoon, Wood Buckler, Asian General's Armor (M), Brown Korean General's Armour Pants (M), Red Asian General's Armour (F), Red Korean General's Armour Skirt (F), Dark Shoulder mail Pants (F), White Doros Robe (M), Brown Doroness Robe (F), Red Jack Boots, Bronze Woodship, Light Scorpio (M), Light Scorpio Pants (M)

Cold Eye- Level 40, 2000 HP, 50 MP Gives an average of 106 EXP, and drops from 96-144 Mesos Commonly Located: Another Path

ETC Drop: Cold Eye's Tail, Monster Card, Ore of gold, and Ore of steel

Use Drop: White Potion, Blue Potion, Mokbi Throwing- Star, Icicles, Scroll for Helmet Def (60%)

Equipment Drop: Joosting, Silver Mail (F), Pink Moon Conehead, White Guiltian, Ocean Mesana, Blue Starlight (M), Brown Starlight (M), Dark Crappe, Blue Legollesse(F), Blue Legollesse Pants (F), Red Luimari (F), Red Choro(F), Dark Burglar, Bloody Manthis (F), Bloody Manthis Pants(F)

Wraith- Level 48, 2800 HP, 80 MP Gives around 150 EXP, and drops from 176-264 Mesos Commonly Located: Subway Depot B3

ETC Drops: Medicines with Weird Vibes, Monster Card,Ore of Steel, Ore of Garnet

Use Drops: White potion, Blue Potion, Elixir

Equipment drop: Red Whip, Black Bandana, White Napoleon's, Emerald Earrings, Black Asian General's Armour (F), Black Korean General's Armour Skirt (F), Red Trandot (F), Red Trandot Skirt (F), Red Maro, Blue Maro, Red China (M), Red China Pants (M), Red Moon (F), Red Moon Pants (F)

Croko's - L52, 3800 HP, 75 MP Gives around 212 EXP, and from 224-336 Mesos Commonly Located in: Dangerous Croko

Etc. drop: Croco Skin, Ore of Bronze, Ore of Opal

Useable drop: White Potion, Blue Potion, Elixir

Equipment drop: Jacker, Traus, Crescent, Knuckle Mace, Green Serapis, White Calas (M), Orange Calas (M), Dark Calas (M), Red Moonlight (F), Brown Moonlight (F), Dark Moonlight (F),Dark Piettra (M), Dark Piette Pants (M), Green China(M),Green China Pants (M)

--- D1 B LEVELLING GUIDE ---

As those monsters range in levels, you'll have to be focusing on one monster for a LONG time, if you want to levelling at a rate that you believe is possible. Variations may be made, but my guide is just a general guideline.

Level 30- Party Quest, do it until you level, Unless, by the time you read this, hack users have taken over the PQ (Auto clickers, crashing channels, etc).

You should now be 31, and as you realize, from what I typed out earlier, that all the monsters are too high level for you, your fire arrow is obviously too weak. As a level 31, you have a few options: train on blue shrooms, or go ahead of the game and do wild boars. I suggest you do shrooms until 34-35. At that time go train on Wild boars (located in Land of the Wild Boar), which is accessible by entering the first wooden door you see, when you leave Perion via the North-eastern exit. Train on wild boars until you feel your fire arrow is powerful enough (at least L20). - Keep in mind that you don't have to train on these monsters, these ones just give the most experience for your MP usage(usually should be one hit). You can choose to train on fire boars (I did that for a few levels), but you won't be able to use your fire arrow, since your damage will be halved. - Once you feel your arrow is strong enough, its time to move on to ligators, or Jr wraiths, depending if you want to jump Shumi's B2 to fight the Jr wraiths. Ligators are located in the middle pipe entrance (by the PQ area).

Jr Wraiths are only common in one spot: Shumi's B2. You can get there by going to the subway entrance, then jumping b2. At the end of it there will be a subway with Jr wraiths in it. As of now (hack users roaming all over the place) you should expect either: a) a cleric botting b) a hunter botting c) a jump hacker. Let's hope this gets resolved soon. If there are botters, continue to fight, just stay on the other side of the train and you should be fine. You'll be doing Jr wraiths for a LONG time, as (when you max fire arrow) you'll be killing Jr wraiths in one hit, giving you 70 EXP. I'd suggest doing Jr wraiths until 48- 50, and then move onto Cold eyes, located in the map 'another path', which is deep in the dungeon. The only annoying thing about this map is the geysers that come out often, taking 150 HP each time it hits you.

For the lazy: a simple chart:

L30 PQ, Horny Mushrooms, Zombie Mushrooms L31-35 Horny Mushrooms, Wild Boars, Sentinels L35-40 Wild Boars, Ice Sentenels, Leaties L40-50 Jr Wraiths, Leaties, Jr. Grupins L50-60 Cold Eyes, Golems, Copper/Green Drakes, Jr. Pepes, Nependeath, Jr. Yetis, Grupins L60-70 Dark Golems, Cargos, Tauromacis, Drakes, White Pang, Pepe, Yeti

SECTION E- THIRD JOB ADVANCEMENT

--- E1- General Skills of the Fire Mage (L70 Job Advancement) ---

Even though Ossyria is implemented, I am nowhere close to the proper level to be giving level guides etc for Fire mages. I seriously doubt I'll ever be able to make it that far in Official release, as I've lost interest in the game, after pretty much being forced to restart. All I'll ever be able to give is others' opinions and better descriptions of spells/skills (also probably from others).

``` Partial(Elemental?) Resistance:(Max Level:20). ```

Resistance to Fire and Poison will increase.

Level 1: 23% resistance against fire/poison attacks Level 10: 50% resistance Level 20: 70% resistance

``` Element Ampflication:(Max Level:30). ```

Increases the MP consumption of your Fire and Poison spells while Amplifying their powers.

Level 1: MP -105%; Magic attack +102% Level 15: MP -170%; Magic attack +120% Level 30: MP -200%; Magic attack +135%

``` Explosion:(Max Level:30). ``` Generate a large explosion around yourself to inflict fire damage on up to 6 enemies at once.

Level 1: MP -21 Base ATK 60, mastery 15%, attack range 110% Level 15: MP -35 Base ATK 94, mastery 35%, attack range 150% Level 30: MP -50 Base ATK 120, mastery 60%, attack range 200%

``` Poison Mist: (Max Level:30). ``` Generate a poisonous fog around yourself. Any enemies in range are afflicted and slowly lose HP.

Level 1: MP -21 Base ATK 32, Skill mastery 15% attack range 110%, 41% of poisoning

Level 15: MP -35 Base ATK 60, Skill mastery 35% attack range 150%, 55% of poisoning

Level 30: MP -50 Base ATK 90, Skill mastery 60% Attack range 200%, 70% of poisoning

``` Seal: (Max Level:30). ```

Silence enemies in range for a set time, preventing them from casting magic.

Level 1: MP -12; 38% success rate for 10 seconds Level 10: MP -18; 65% success rate for 15 seconds Level 20: MP -30; 95% success rate for 20 seconds

``` Magic Booster: (Max Level:20). ``` Increases the casting speed of your magic, but your HP and MP slowly decrease.

Level 1: HP -53, MP -58; Casting speed +1 for 10 seconds Level 10: HP -35, MP -40; Casting speed +1 for 100 seconds Level 20: HP -25, MP -30; Casting speed +2 for 200 seconds

``` Magic Composition: (Max Level:30) ``` Attack one Enemy with Fire and Poison at the same time.

Level 1: MP -14; Base ATK 80, Skill mastery 15% 41% of poisoning.

Level 15: MP -18; Base ATK 124, Skill mastery 35% 41% of poisoning.

Level 30: MP -14; Base ATK 150, Skill mastery 60% 70% of poisoning.

--- E2 - Opinions! ---

Partial Resistance - I don't like it much, why do we need resistance to it when magicians have a large amount of M Def? It's okay but only resistant to Fire and Poison is bad. Why would a Fire/Poison Mage TRAIN on fire/poison monsters?

Elemental Amp - It's okay and all, but not worthy of a third class spell. MP -200%; Magic attack +135% when maxed? not goodenough, in my opinion. The damage is noticeable but twice the MP will make that extra damage costly. Nevertheless it's still good, but could be better.

Explosion - A decent spell, but the fire is confined to you, so essentially you'll have to walk up to the monster and then cast Explosion (200% range). Doesn't necessary replace Fire Arrow.

Poison Mist - Finally a BETTER Poison spell, but like above, the range doesn't seem good enough.

Seal – I’ve changed my views on this spell. It still isn’t the best spell out there, but it’s okay. As a lot of monsters use magic attacks on you, sealing them will prevent their usage and force them to attack you physically. It doesn’t work with bosses though.

Magic Booster - Good spell, but isn't it a BIT too late for this? Every other class gets it at the second job.

Magic Composition - Seems to be the only competant spell in the bunch. It does high damage and poisons at the same time. However the drawback to it is the fact that it’s both poison and fire element based, so training on monsters weak to fire will only have 1.25x the damage. The damage of Composition can divided into too (150/2 = 75 fire element and 75 poison). A monster weak against fire will receive 112.5 (75x1.5) from the fire part of the spell, and 75 from the poison for a total of 187.5 base damage. A monster strong against fire will receive 75x0.5 ( resistance to fire) + 75 = 112 base damage. Monsters strong against poison however, will receive 75 (from fire) and 0 from poison meaning a mere 75 base damage.

AS MOST PEOPLE KNOW, MAGES ARE UNDERPOWERED AT THE THIRD CLASS. Every other class gets stronger spells, while the mages are inadequate. That's what they get for being overpowered in the first and majority of the second classes.

--- E3 - Skill Build ---

As I never actually MADE it to the third job, this build is just my knowledge from reading billions of guides, listening to high levels, reading FAQs, watching videos and my personal experience.

Max Magic Composition Max Magic Amplification Max Fire Explosion Max Poison Mist Level 10 Seal
 * (Note 1)Level 1 Partial Resistance
 * Level 11 Magic Booster

Uh..,where does that leave us? Dump the remaining points into Partial Resistance or Seal if you like.