Funge
05-23-2006, 06:03 AM
Table of Contents:
I. Introduction
II. Skill Distribution
III. Training Areas
I. Introduction
Well, seeing as there were no ice/lit wizard guides in this section, I decided to make a quick one myself. This particular skill build utilizes the unique skills of ice/lit mages to help the party out as much as possible
II. Skill Build
I'm assuming that you have this build up to level 30:
1 Energy Bolt
20 Magic Claw
20 Magic Guard
16 MP Recovery
10 Max MP
Moving on... once you job advance to an Ice/Lightening Mage, your skill build should be something like this:
Level 30: 1 TELEPORT
Level 31: 3 COLD BEAM
Level 32: 3 COLD BEAM
Level 33: 3 COLD BEAM
Level 34: 3 COLD BEAM
Level 35: 3 COLD BEAM
Level 36: -SAVE 3 POINTS-
Level 37: 6 COLD BEAM (Level 21 Cold Beam)
Level 38: 3 COLD BEAM
Level 39: 3 COLD BEAM
Level 40: 3 COLD BEAM (Cold Beam is now mastered)
Level 41: 3 MP EATER (Pre-requisite to Meditatation)
Level 42: 3 MEDITATION
Level 43: 3 MEDITATION
Level 44: 3 MEDITATION
Level 45: 3 MEDITATION
Level 46: 3 MEDITATION
Level 47: 3 MEDITATION
Level 48: 2 MEDITATION, 1 THUNDERBOLT (Meditation is now mastered)
Level 49: 3 THUNDERBOLT
Level 50: 3 THUNDERBOLT
Level 51: 3 THUNDERBOLT
Level 52: 3 THUNDERBOLT
Level 53: 2 THUNDERBOLT -SAVE 1 POINT-
Level 54: -SAVE 3 POINTS-
Level 55: -SAVE 3 POINTS-
Level 56: -SAVE 3 POINTS-
Level 57: 13 THUNDERBOLT (Level 28)
Level 58: 2 THUNDERBOLT 1 TELEPORT (Thunderbolt is now mastered)
Level 59: 3 TELEPORT
Level 60: 3 TELEPORT
Level 61: 3 TELEPORT
Level 62: 3 TELEPORT
Level 63: 3 TELEPORT
Level 64: 3 TELEPORT (Teleport is now mastered)
Level 65: 3 SLOW
Level 66: 3 SLOW
Level 67: 3 SLOW
Level 68: 3 SLOW
Level 69: 3 SLOW
Level 70: 3 SLOW (Slow is level 18)
First of all, you save 13 points in Thunderbolt because otherwise, the skill would cost 40 to cast, while not doing that much more damage. I am taking into consideration that most mages at that level are usually not rich enough to afford putting all the skill points into Thunderbolt. However, you may choose to just keep going or put points in after only saving 4/7/10 points.
Because MP Eater is a useless skill (Why not just use potions?), I find it more convenient for the party to have Slow, which is quite useful when taking down stronger monsters.
At the end, your skill book should look something like this:
30 Cold Beam
30 Thunderbolt
20 Teleport
20 Meditation
18 Slow
3 MP Eater
III. Training Spots
Level 30-40
Land of Wild Boar (Level 30 - 31, or if you're short on money)
Fire Boars (Burnt Land)
Jr. Cellions, Lioners
Evil Eye Caves
Ant Tunnel
Level 41-50
Jr Cellions, Lioners
Copper Drakes (Dangerous Valley I) POWER TRAINING SPOT
Curse Eyes (Ellinia Tree Dungeons)
Lorangs (Lorang x3) POWER TRAINING SPOT
Jr. Wraiths (Shumi B2 Train)
Chronos (All 3 types)
Toy Trojans
Level 51-70
Red Drakes (Dangerous Valley II)
Cellions (Garden of Red)
Lioners (Garden of Yellow)
Lorangs (Lorang x3)
Clangs (Hot Sands) POWER TRAINING SPOT
Umtis (Hot Sands) POWER TRAINING SPOT
Hectors (Beware of Pangs) POWER TRAINING SPOT
Dark Stone Golems (Sleepywood Dungeon)
Zombie Lupins
Zombies (Only reccomended if you have a Cleric/Priest with you)
Sanctuary 2 (If you're rich)
Well, that's about it. Feel free to add comments or tell me about mistakes that I have made.
I. Introduction
II. Skill Distribution
III. Training Areas
I. Introduction
Well, seeing as there were no ice/lit wizard guides in this section, I decided to make a quick one myself. This particular skill build utilizes the unique skills of ice/lit mages to help the party out as much as possible
II. Skill Build
I'm assuming that you have this build up to level 30:
1 Energy Bolt
20 Magic Claw
20 Magic Guard
16 MP Recovery
10 Max MP
Moving on... once you job advance to an Ice/Lightening Mage, your skill build should be something like this:
Level 30: 1 TELEPORT
Level 31: 3 COLD BEAM
Level 32: 3 COLD BEAM
Level 33: 3 COLD BEAM
Level 34: 3 COLD BEAM
Level 35: 3 COLD BEAM
Level 36: -SAVE 3 POINTS-
Level 37: 6 COLD BEAM (Level 21 Cold Beam)
Level 38: 3 COLD BEAM
Level 39: 3 COLD BEAM
Level 40: 3 COLD BEAM (Cold Beam is now mastered)
Level 41: 3 MP EATER (Pre-requisite to Meditatation)
Level 42: 3 MEDITATION
Level 43: 3 MEDITATION
Level 44: 3 MEDITATION
Level 45: 3 MEDITATION
Level 46: 3 MEDITATION
Level 47: 3 MEDITATION
Level 48: 2 MEDITATION, 1 THUNDERBOLT (Meditation is now mastered)
Level 49: 3 THUNDERBOLT
Level 50: 3 THUNDERBOLT
Level 51: 3 THUNDERBOLT
Level 52: 3 THUNDERBOLT
Level 53: 2 THUNDERBOLT -SAVE 1 POINT-
Level 54: -SAVE 3 POINTS-
Level 55: -SAVE 3 POINTS-
Level 56: -SAVE 3 POINTS-
Level 57: 13 THUNDERBOLT (Level 28)
Level 58: 2 THUNDERBOLT 1 TELEPORT (Thunderbolt is now mastered)
Level 59: 3 TELEPORT
Level 60: 3 TELEPORT
Level 61: 3 TELEPORT
Level 62: 3 TELEPORT
Level 63: 3 TELEPORT
Level 64: 3 TELEPORT (Teleport is now mastered)
Level 65: 3 SLOW
Level 66: 3 SLOW
Level 67: 3 SLOW
Level 68: 3 SLOW
Level 69: 3 SLOW
Level 70: 3 SLOW (Slow is level 18)
First of all, you save 13 points in Thunderbolt because otherwise, the skill would cost 40 to cast, while not doing that much more damage. I am taking into consideration that most mages at that level are usually not rich enough to afford putting all the skill points into Thunderbolt. However, you may choose to just keep going or put points in after only saving 4/7/10 points.
Because MP Eater is a useless skill (Why not just use potions?), I find it more convenient for the party to have Slow, which is quite useful when taking down stronger monsters.
At the end, your skill book should look something like this:
30 Cold Beam
30 Thunderbolt
20 Teleport
20 Meditation
18 Slow
3 MP Eater
III. Training Spots
Level 30-40
Land of Wild Boar (Level 30 - 31, or if you're short on money)
Fire Boars (Burnt Land)
Jr. Cellions, Lioners
Evil Eye Caves
Ant Tunnel
Level 41-50
Jr Cellions, Lioners
Copper Drakes (Dangerous Valley I) POWER TRAINING SPOT
Curse Eyes (Ellinia Tree Dungeons)
Lorangs (Lorang x3) POWER TRAINING SPOT
Jr. Wraiths (Shumi B2 Train)
Chronos (All 3 types)
Toy Trojans
Level 51-70
Red Drakes (Dangerous Valley II)
Cellions (Garden of Red)
Lioners (Garden of Yellow)
Lorangs (Lorang x3)
Clangs (Hot Sands) POWER TRAINING SPOT
Umtis (Hot Sands) POWER TRAINING SPOT
Hectors (Beware of Pangs) POWER TRAINING SPOT
Dark Stone Golems (Sleepywood Dungeon)
Zombie Lupins
Zombies (Only reccomended if you have a Cleric/Priest with you)
Sanctuary 2 (If you're rich)
Well, that's about it. Feel free to add comments or tell me about mistakes that I have made.