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Kayarine
09-27-2008, 08:43 AM
Last Updated: April 13, 2009 PST (Added Lv 4 Magic Poison, Lv 2 Magic Flame, Lv 1 & 2 Ice Ball and Lv 1 Fire Ball's Damage Over Time) //
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[Notice]
Since I have quit SoS, I no longer can find new information for this guide by myself. As such, I'll have to depend on other people posting new information. I think this guide is close to complete right now, however, if anything new comes out, please don't hesitate to post information about it.
Also, if you wish to take over this guide for you to continue updating it, please PM me. All I ask that all the information currently in this guide is credited to me and to the people who contributed (as listed in the Credits section) and that you keep the guide up to date as much as possible.
__________________________________________________ ___________

Hello everyone, I'm Kayarine, also known as An00bis in game. After seeing many threads popping up, and all of them asking the same things such as "what stats should I use?", "where to train?" and etc, during a maintenance I decided to make a guide with almost everything I think a Mage should know. (Yes I was bored at that time lol)

You can find here: info about the Magician class if you haven't chosen your class yet, requirements to change class to Apprentice, Mage, Wizard & ArchMage, info about stat builds, some tips if you are a beginner, skill list & how to use each skill, a training spots list, link to the Magician PvP guide and some other stuff.

Remember some of these things are based on my personal experience, so don't get upset if you think differently about something posted here or if you did or use something in a different way. And of course, if you have any suggestions, corrections or new information, don't hesitate to post and I'll look into it. ;)

You can see the original thread's posts here: http://www.outspark.com/forums/showthread.php?t=87472

Don't forget to check this thread regularly, as I'm always updating it when I find new info. You can easily check if it has been updated if you hover your mouse over this thread link in the Mage section!

Table of Contents:
Tip: To quickly get to a section, press Ctrl+F and type the number with brackets at the end of the name of the section, such as "[000]"

1. About the class [001]
2. Changing class [002]
3. Stat builds [003]
4. Combat Tips for newbies [004]
5. Skills [005]
6. Leveling spots [006]
7. Magicians and equipments [007]
8. Assist AoE (Also explains what a "binder" is) [008]
9. PvP [009]
10. Other interesting threads [010]
11. Credits [011]

Kayarine
09-27-2008, 08:45 AM
1. About the class [001]
Pros: Long-ranged, highest damage among all classes (without Spark Cash items), can solo red named monsters easily since our damage is consistent, highest AoE damage.
Cons: 2nd Lowest HP and Def (can die easily when mobbed), spends A LOT of money on potions (if you choose to use them), high MP consumption, slow casting speed if MEN isn't used, not many items and buffs that boost INT or Magic compared to the physical classes.

(The following quote is from Xanthe's "Job Change for Dummies" thread. I do not take credit for it.)
Apprentices are the magic casters of the game. They depend on their spells to defeat foes, preferring to cast from a distance rather than barging inside enemy territory. They are the first class to get an AOE skill in the game. They don't equip a shield, and have low defense compared to other classes, but deals better damage compared to other melees.

Do you always find yourself running in front of your party and attacking first when you see a monster? If yes, then for the love of adeline dont be an apprentice. If you dont like sitting every now and then whenever you're trying to recover MP, or you do not like drinking MP pots like water, then this is also not the class for you. Apprentices like playing it safe by carefully coordinating every attack they execute so that they will not be hit and yet will still be dealing great damage to the enemy.

Quote:
"We uses magic spell to beat our opponents down. With the combination of ice, fire, and thunder elements, we pawn everything along our path. We are long range attackers with the highest damage. We are gifted with highest damage AoE skills, magic shield as our shield protection, magic ice to slow our opponent, magic poison to suck opponent life and the magic fire that burns. On the downside, we have the second lowest defense in game and we easily get killed if 3 or more mobs attacking us at the same time. Even ++ 6ap mages gears do not have enough defense to protect us from high level monsters. If you want to be an apprentice, you should have the instinct and intuition to survive." - FogeR_StaRZ [wizard]


"Each class is different and unique. I chose this class because the notion of me casting magic to perish enemies is such an awesome sight. Like all classes, the most important virtue one must possess is patience. Without it, you won't be able to have fun within this game. Secondly, humility ie., taking a backseat on you party. There are several advantages with the job class. First and foremost, you are a long-ranged damage dealer. You don't get hit as often as the other classes therefore it makes you go solo in places people would not think of soloing (as long as you have an effective magic ice). Secondly, if youre build is proper, you can deal a lot of damage. This is very helpful with grinding parties as it hastens the killing process. Thirdly, we have a myriad of AOE skills that would be the envy of everybody. Being a long-range damage dealer has its consequences. One of them is having a very low defense. We sometimes might be called a "one or two-hit-wonder" in maps that has strong mobs. Most of the sparkcash items as well only caters to mostly "tanks" such as the fighter classes neophyte classes and disciple classes. As I said before, sometimes patience has to be practised because our kron intake can sometimes be low. But as I always say. Just have fun and enjoy the game!!!" - NAZTYJA0 [wizard]

Kayarine
09-27-2008, 08:47 AM
2. Changing class [002]
From Xenian to Apprentice: First of all, do the tutorial quests and learn the basics of the game. Upon completion of these quests, you'll be level 11. (If you need help with the tutorial quests, check this thread)
When you're level 16, go back to Brynhilld (Arcaninas Square) and talk to Reinmoth. Click on "Apply for Class change" and choose Apprentice. You'll be teleported to Magician's Convene. Talk to the NPC Beltran and change your class to Apprentice.

From Apprentice to Mage: You can change to Mage at level 66. Once you are at that level, talk to Reinmoth. She'll give you the class change quest, which requires 1 Red Demon Blood, 1 Yellow Demon Blood, 1 Blue Demon Blood, 1 Armor of Tree and 1 Dream Staff.
(RDB is dropped by Houd!cks/Digues in the 3rd level of Mythril Mines, YDB is dropped by Dungdalis in Loren Valley and BDB is dropped by monsters in Scorging Plains. The Armor and Staff can be bought from the Essene Armory. The NPC won't accept +1 or AP equipments.)
If you mess up while doing the quest, you'll need to re-do the quest, which would require another set of Bloods and equipments. So if you need help with it, click here.

From Mage to Wizard: You can change to Wizard at level 96. Once you are at that level, talk to Reinmoth again. She'll give the class change quest, which requires 2 Caricsobanas, 5 Yellow Watermelons and 1 Xen Stone.
(Caricsobana is dropped by Pich Moguls in Phildevilt Plateau and Skiparks in Lost Wedge Valley, YWM and Xens are rare drops in any map.)
Again, read the quest carefully, and do not click to change class later or you'll have to re-do the quest!

From Wizard to ArchMage: You can change to ArchMage at level 131. Once you are at that level, talk to Reinmoth. She'll give the class change quest, which requires 1 Artpoly, 1 Naviondark, 1 Tiger Dogma and 1 Rodney Garters.
(Artpoly is dropped by Cowlegend boss in Sleepless Grave [Eir], Naviondark is dropped by The Clock boss in Museidon Library [Essene], Tiger Dogma is dropped by the Fiersavier boss in Frozen Dungeon [Sherwood Valley] and Rodney Garters is dropped by monsters in Bridge of Despair [Beyond Museidon Library])
Click here for tips for killing the bosses.
After you collect the items, talk to Beltran and go to the Memorial Chapel in Eagletarin Plains to talk to the Saint. Choose the Trials Quest and you'll have to fight 3 bosses alone, one at a time, in 10 minutes.
After that, you can go back to Beltran and have your last class change!

Kayarine
09-27-2008, 08:48 AM
3. Stat builds [003]
Remember to put 1 point in POW when you're about to get a new staff, regardless of what build you're using!
And there's no stat resets upon changing class to Mage/Wizard/ArchMage, unless you buy a Rebirth Card from the Cash Store... So choose your build wisely.
My tip is only adding to Int until your 60's before you decide a build. (Some POW for the staff is obvious)

Other than that before those levels isn't really worth it now. ^_^'

Pure INT: Magicians using this will do a lot of damage, but cast a little slow. And can run of MP fast too, not as fast as the INT/MEN users though. One nice advantage is having your Magic Ice working all the time on high level maps while non-full INT users have to still get it to work by chance.
If you wish to use this, just put every single stat point you get in INT, but remember to add to POW when you get a new staff.

INT/MEN: Magicians using this won't do as much damage as pure INT users, but can cast slightly faster and get more criticals. Another good thing about this build is: It's more accurate than builds that don't use MEN. However, the fast casting will make you run out of MP very very quick.
According to Foger_StaRZ (http://outspark.com/forums/showpost.php?p=834643&postcount=8), casting speed of pure INT and 30 MEN is not very different, but the damage of 30 MEN is low, which makes them use much more MP than pure INT users. So don't add too much MEN!
If you wish to use this, add just 8-10 MEN, because that's when it makes a difference, and start adding to it at lv 55+ only.

INT/WIS: This is great if you don't want to use potions and like to sit when you run out of MP, and for having more MP for Magic Shield. But you'll be missing a lot of damage if you use this...
Every point in WIS increases 11 MP.
If you like to party a lot or want to level fast, do not use this build (parties require you to spam pots so everyone can kill non-stop and if you want to level fast you shouldn't be sitting every time you run out of MP)
If you wish to use this, a 5:1 (INT:WIS) ratio is recommended, and remember to add to POW when you get a new staff.

INT/MEN/WIS: People using this will be doing much less damage, but will be doing more crits than Pure INT and will have more MP. I don't recommend this because you'll be doing very low damage, and Magicians are supposed to deal the highest damage... Plus you won't get the maximum benefit from MEN and WIS.
If you wish to use this, a 5:1:1 (INT:MEN:WIS) ratio is recommended, and remember to add to POW when you get a new staff.

INT/STA: This is a novelty build for the standard Magician, only really useful if you kite/tank AoE.
Every point in STA increases 11 HP. You'll be doing around 50 less damage with 10 STA.
And it's recomendable that you only use this build if you can reset your stats with a Rebirth Card...

Kayarine
09-27-2008, 08:50 AM
4. Combat Tips for newbies [004]
1. Do NOT double-click a monster. This will cause you to attack it close-range with your staff, and that's just bad. You'll not only do 1-2 damage, but also take a lot of damage... If you don't know how to use skills, just click once on the monster and use a skill.
2. Always keep distance from the monster you are attacking. Like I said earlier, you'll take a lot of damage if you get hit. So to stay away from it, you must use Magic Ice as your first attack, then step back when the monster gets close. If needed, recast Magic Ice before it wears off.
3. Always carry MP Potions. It doesn't matter if you prefer to sit or pot spam, always have MP Potions. You might run out of MP in the middle of a fight.
4. Walk towards the direction you already cleared when you're walking to stay away from the monster. Since you came from that direction and (hopefully) killed all agressive monsters, the chances of getting an aggro (agressive monster) while fighting are lower.
5. Give up the monster you're killing if you get aggroed if it's not about to die. Ice the first monster, then lure the aggro a little back (I hope you're following the tip #4) and kill it. It's not pratical to spam HP potions while "tanking" the aggro enemy, just use them when you're really in a pinch.
6. Never run ahead of your party. Leave the tanking to the melees.
7. Use Magic Shield when you have it. It's absolutely not an useless skill, so at lower levels you should use it when you get mobbed, and at higher levels when the monsters are hitting harder, you should keep it on all the time to give some chance of surviving in case you get mobbed. And remember to always have Magical Tonics with you.
8. Avoid monsters with long range attacks. Since we have low defenses and our biggest advantage is the long range, fighting long ranged monsters is not good. But if you still want to fight them, carry HP Potions or use Magic Shield.

Kayarine
09-27-2008, 08:52 AM
5. Skills [005]
Yes there's the level up list where you can see at which levels you get new skills, but here I'm also going to explain what the skill do, what's the best way to use them, etc.

Remember, you can buy Apprentice skill books in Essene (talk to a Transporter to get there). Lv 2+ skills must be dropped by monsters or bought from other players. The same applies for Mage, Wizard and ArchMage skill books.

You can see all Apprentice and Mage skills in this video: SoS Magician Skills - Part one (http://s38.photobucket.com/albums/e142/Kayarine/?action=view&current=SoSMagicianSkill-Part1.flv)
I can't record the Wizard and ArchMage skills because my computer lags too much now so it's impossible for me to record it...

Note: MLv = Master Level, the max level of the skill.

Magic Ice: Available right when you change to Apprentice. This is used for slowing the enemy down for 12 secs, allowing you to keep distance from it. Has a cooldown of 4 seconds. Always use this first before using any other skill.
Note that it may not work in maps that are too high level for you.
It can be cured by using a Magic Healing Elixir.
In PvP, when combined with Frost, Ice Ball, Ankle Binding or Brambleway, it prevents the target from moving until either effect ends.
Ice lv 2 is a waste of MP unless you're partying at higher lv maps. Ice lv 3 slows much more than lv 1 and 2, so you should be using it as soon as you get it. Ice lv 4 slows only a little more than lv 3, so I recommend using lv 3 in parties, unless you are the only binder and have no tanker or are partying at high level maps, such as Sherwood at lv 76. Ice lv 6 has a higher slow rate and does about 50-100 more than lv 5.
Upgrades: Lv 2=Lv 36, Lv 3=Lv 56, Lv 4=Lv 76, Lv 5=Lv 96, Lv 6=Lv 116, MLv=Lv 136
MP Cost: Lv 1=9, Lv 2=13, Lv 3=17, Lv 4=21, Lv 5=25, Lv 6=29, MLv=33
Mov. Speed decrease: Lv 1=11, Lv 2=12, Lv 3=13, Lv 4=14, Lv 5=15, Lv 6=16, MLv=17

Mind Buster: Also available right when you change. This is your main attacking skill until you get Magic Thunder. Nothing special about it.
Upgrades: None
MP Cost: MLv=7

Magic Thunder: Available at lv 21. This is pretty much like Mind Buster, except that it costs 1 extra MP, does more damage, has a slightly longer range and casts faster.
Thunder Master Level should be used if you want to cast fast, otherwise stick with Magic Fire.
Upgrades: Lv 2=Lv 41, MLv=Lv 61
MP Cost: Lv 1=8, Lv 2=12, MLv=16

Clear Magic: Available at lv 26. This just cures the Magic status from an ally. Since only few maps have magic casters, this skill is useless outside of PvP. In PvP, it can cure all skills that can be cured by using a Magic Healing Elixir.
Upgrades: MLv=Lv 46
MP Cost: Lv 1=11, MLv=7

Magic Shield: Available at lv 31. While it's on effect, any damage you take (excluding damage from poison, bleeding, etc.) will decrease MP instead of HP, up to 7 times.
Level 1 - Reduce 20 damage from opponent/add hidden shield by 20
Level 2 - Reduce 25 damage from opponent/add hidden shield by 25
Level 3 - Reduce 30 damage from opponent/add hidden shield by 30
Level 4 - Reduce 35 damage from opponent/add hidden shield by 35
Level 5 - Reduce 40 damage from opponent/add hidden shield by 40

This skill is the most VITAL skill since it reduces the damage from opponent and protects our HP. This skill is the our defense mechanism to help us to stay alive with our low defense.
This is very useful if you get mobbed. While it may seem a useless skill at earlier levels, you should keep it on all the time when you're lv 60+
It's also fun if you want to mini-mob (mini-aoe), as shown in this video (http://www.youtube.com/watch?v=0uIxqlrKUvg).
To use this skill you need a "Magical Tonic", which can be bought from the general store.
Upgrades: Lv 2=Lv 51, Lv 3=Lv 71, Lv 4=91, Lv 5=111, MLv=Lv 131
MP Cost: Lv 1=12, Lv 2=16, Lv 3=20, Lv 4=24, Lv 5=28, MLv=32

Magic Poison: Available at lv 36. Inflicts Poison status on the target, decreasing its HP over time. Has a cooldown of 4 seconds.
It may not work in maps that are too high level for you.
It can be cured by using a Poison Healing Elixir.
This skill is useless outside of PvP, since you can do more damage faster with an attacking skill with the MP you'd use to cast this.
Upgrades: Lv 2=Lv 61, Lv 3=Lv 86, Lv 4=111, MLv=Lv 136
MP Cost: Lv 1=12, Lv 2=16, Lv 3=20, Lv 4=24, MLv=28
Damage over time: Lv 1=150, Lv 2=200, Lv 3=210, Lv 4=240
Effect duration: Lv 1=10 secs, Lv 2=13 secs, Lv 3=15 secs

Magic Fire: Available at lv 46. Another basic attacking skill. You should use this as soon as you get it.
You should use the higher lvs of fire as soon as you get them.
Note about higher lvs of Magic Fire: When you use lv 2-5 Magic Fire book, you need to relearn all the previous lvs, since it will delete any Magic Fire you have and replace it with the new lv. For example, if you have lv 1 & 2 and learn lv 3, lv 1 & 2 will be deleted and need to be relearned in order to be available for use again.
No, changing skill lv of the new lv isn't the same as the previous lvs because they'll do less damage. For example, if you do 600 (300 damage per bolt) damage with lv 2, if you learn lv 3 (which should do around 250 per bolt) and set it to lv 2, it will do only 500.
Upgrades: Lv 2=Lv 71, Lv 3=Lv 96, Lv 4=Lv 121, MLv=Lv 146
MP Cost: Lv 1=13, Lv 2=22, Lv 3=28, Lv 4=34

Concentration: Available at lv 51. This may raise Skill Critical rate by 10 for some secs everytime you hit a monster, lasting for 1 minute. This is only good for MEN users or after you get Volcano and are assist AoEing.
To use this skill you need a "Concentration Tonic", which can be bought from the general store.
Upgrades: None
MP Cost: MLv=21

Lightning: Available at lv 56. Your first AoE (Area of Effect) skill. It damages all the foes within range. To aim it, you need to click on the ground. If you click on something else (pets, people, monsters), it won't work.
It's best to avoid using this while you don't have Frost, however, it can be used in parties when aggros are attacking the healers, but be careful to not pull too many enemies on you! Also, you can try to assist AoE with just Lightning, as explained in the second part of the Assist AoE section.
And it does nice damage, the highest among all AoE skills until Icicle & Volcano.
Lv 2 Lightning uses 11 more MP and does about 100 more damage than lv 1.
Amplification won't double Lightning's damage.
Upgrades: Lv 2=Lv 81, Lv 3=Lv 106, MLv=Lv 131
MP Cost: Lv 1=31, Lv 2=42, Lv 3=53, MLv=64

Arrest: Available at lv 61. This is your first stunning skill. Yay!
So once you use it, the target will be stunned, will take only 1-2 damage from attacks, won't be affected by any status and the HP will regenerate faster. The effect will end after 20 secs or when you use UnArrest on the target...
It may not work in maps that are too high level for you.
And a tip when UnArresting: Hit (damage) the monster once before unarresting, so it doesn't go aggro right away. Or use Foger's technique if you don't have a spot for UnArrest on the hotkey bar.
Upgrades: None
MP Cost: MLv=30

Frost: Available at lv 66, MUST be a Mage. This is the second AoE skill. Hits all the foes around you, slowing them down for 10 seconds.
The cooldown is longer than the duration (12 secs), so don't get any bright ideas. :p
But Frost+Lightning is nice for parties or assist AoE. Read the "Assist AoE" section for more info.
Frost is also helpful when you solo and get mobbed. You can slow all the aggros and use Arrest or run, depending on the situation.
It may not work in maps that are too high level for you.
It can be cured by using a Magic Healing Elixir.
In PvP, when combined with Magic Ice, Ice Ball, Ankle Binding or Brambleway, it prevents the target from moving until either effect ends.
Upgrades: Lv 2=Lv 91, Lv 3=Lv 116, MLv=Lv 141
MP Cost: Lv 1=35, Lv 2=46, Lv 3=57

Icicle: Available at lv 76. This is the third AoE skill. Hits all the foes within range. Like Lightning, must click on the ground to aim it.
Lv 1 hits each mob up to 2 times, lv 2 hits 3 times and lv 3 hits 4 times.
If one of the hits misses, the other(s) may still hit.
Due to the fact it hits multiple times, it can attract the mobs to you easier than Lightning does. So it's better to use this only when you're doing kite/tank aoeing. (This means not in assist aoe)
According to Anime, lv 2 hits about 200 damage more than Volcano lv 1 and lv 2 hits about 200 more than Volcano lv 2.
According to Foger, the master level can hit up to 1200 damage (300 x 4 with Fist Up and pure INT).
Amplification won't double Icicle's damage.
Upgrades: Lv 2=Lv 101, MLv=Lv 126
MP Cost: Lv 1=46, Lv 2=59, MLv=72

Magic Beam: Available at lv 86. This is another stun skill, and it lasts for 3 secs. The damage is nice for a stun skill, but there's a 23 secs cooldown.
This is an awesome skill! Good for stopping aggros attacking fragile party members when Arrest is cooling down and also great for pulling monsters when you want to fight near safe zone or want to bring mobs to your party members.
Also if you use Magic Ice on a beamed mob and don't hit it until the Blind status wears off, it won't attack right away, just like after hitting a mob before Arrest fades.
Upgrades: Lv 2=Lv 106, Lv 3=Lv 126, MLv=Lv 146
MP Cost: Lv 1=26, Lv 2=29

Volcano: Available at lv 96, MUST be Wizard. Yet another AoE skill, however, unlike Lightning & Icicle, it doesn't require click on ground. Damages all the foes around the caster. I believe the range is the same as Frost's. May give Burn status that lasts 1-2 seconds while giving 40 damage as damage over time.
Be prepared with lots of potions if you're planning to spam this!
Upgrades: Lv 2=Lv 121, MLv=Lv 146
MP Cost: Lv 1=68, Lv 2=83

Magic Flame: Available at lv 106. Deals slightly more damage than lv 3 Magic Fire and lv 2 Magic Beam, inflicts Magic status, which damages over time and may stun. Has a 6 seconds cooldown.
It can be cured by using a Magic Healing Elixir.
Upgrades: MLv=Lv 131
MP Cost: Lv 1=23, MLv=26
Damage over time: Lv 1=180, MLv=245

Ice Ball: Available at lv 116. It's as powerful as Magic Flame, decreases the target's movement speed just like Magic Ice lv 5 and inflicts damage over time. Has a 3 seconds cooldown.
It can be cured by using a Magic Healing Elixir.
In PvP, when combined with Magic Ice, Frost, Ankle Binding or Brambleway, it prevents the target from moving until either effect ends.
Upgrades: Lv 2=Lv 131, MLv=Lv 146
MP Cost: Lv 1=25, Lv 2=26
Mov. Speed decrease: Lv 1=15, Lv 2=16
Damage over time: Lv 1=60, Lv 2=70

Fire Ball: Available at lv 126. Does nice damage, has 40% chance of inflicting the Magic status to cause Damage Over Time or stunning the target. No cooldown, but slow casting.
Upgrades: MLv=Lv 151
MP Cost: Lv 1=25
Damage over time: Lv 1=10

Freeze Splasher: Available at lv 136. Another AoE skill, hitting all the foes within range, and it does high damage. Like Lightning and Icicle, you must click on ground to aim it. It hits 2 times in a row, similar to Icicle. It has a 5 seconds cooldown.
Being a click on ground skill, it isn't affected by Amplification.
Upgrades: None
MP Cost: MLv=115

Kayarine
09-27-2008, 08:53 AM
6. Leveling spots [006]
If you need help with the location of these maps, click here (http://img99.imageshack.us/img99/4433/solsticemap.jpg) to see the world map.
This is only a base in case you're lost... You can try some maps ahead, or try monsters with dark red names. Be warned that soloing dark red maps requires A LOT of money for pots.
If you happen to find a better training spot for a particular level range, let me know. ^_^

Solo:
Lv 16-21: Routuer Valley / Callisto Gorge / Saifield Forest / Crossevon Path
Lv 21-24: Augilas Gorge / Bernald Forest / Trakian Path / Vreily Grove
Lv 25-31: Mystra Hill / Theglaia Forest
Lv 32-34: Mystra Basin / Othellos Forest
Lv 35-38: Luan Basin / Berdana Forest / Curior Forest / Bairyn Forest / Crosby Plains
Lv 39-42: Cyoren Forest / Colrona Forest / Felix Forest / Ashmon Hills / Ashely Forest
Lv 43-45: Ashton Basin / Shaio Forest (The Devil Fairies in Ashton are not aggro)
--------------Harrington Forest / Grudin Forest (Devilies have long-range attacks)
Lv 46-50: Bailey Plains
Lv 51-53: Alicia Forest
Lv 54-55: Titanus Plains / Darive Plains
Lv 56-60: Skitchy Gorge / Vanderoll Plains
Lv 61-66: Proteron Gorge / Marque Basin / Scorging Plains
Lv 66-71: Rudwork Path
Lv 71-72: Loren Valley / Inkwell Plains
Lv 73-75: Kramer Forest / Presenal Plains
Lv 76-79: Chanthery Gorge / Edine Plains
Lv 80-85: Tanline Gorge
Lv 83+: Sherwood Valley / Phildevilt Plateau (Phildevilt Plateau is recommended only for lv 86+ due to the high aggro rate)
Lv 96+: Turmeit Desert / Templar Gorge and beyond
(I need help with higher levels because I'm mostly partying. >.<)

Party:
(Note that any place with dark red names is good for partying)
Lv 46+: Rudwork Path (Get party starting at Titanus Plains)
Lv 54+: Loren Valley
Lv 61+: Chanthery Gorge
Lv 71+: Sherwood Valley (Get party starting at Jotunnheim/Loren Valley)
Lv 80+: Amorica Forest (Get party starting at Templar Gorge) / Museidon Library (Level 1) (AoE parties only)
(I also need to work more on this. ._.)

Party or Solo?: At lv 10-50, solo is the best option and parties are mostly for when you get bored.
However, this changes when you hit the 50 range, since you can party in Loren and you can get a lot of exp there.
App/Mage+Scout/Archer duos are great too, thanks to the double slowing. You don't need to run around as much and can kill fast.

Remember, solo can make you some money and parties will probably burn your money. xD

Once you get Frost, you can try assist aoeing, as long as you can find an aoer willing to party with you.

Kayarine
09-27-2008, 08:56 AM
7. Magicians and equipments [007]
A question that pops up once in a while is if defense is important for this class. Yes it is, the better you defense, the better chances of surviving aggros. However, when looking for enhanced or Additional Point equipments, focus on staff first and then the other gears.
In general, buying 6 AP (Additional Points) gears at lvs below 54 is a waste, since you'll probably outlevel your gear fast.

As for Cash Store items, not that many of them helps our class. While the equips give better defense than your regular gear, getting items that increase HP/MP and regen rate can be helpful.
All Backpacks are a good option for carrying more potions, since we burn through them really fast and carry capacity is low. Cloak of Love is really useful only for AoE or if you get aggroed really often (but then if you know how to handle them it shouldn't be needed). Eye items that increase Skill Rate/Skill Crit can be of some use if you're willing to get them.

8. Assist AoE [008]
Alright, now I have added how to Assist AoE with and without Frost. Let's start with using Frost first.

The following text was entirely written by AnimePimp66, I do not take credit for it.

"What to do with Frost? Ok now you're a Mage and wanna play with Frost!! Let's start with the basics.
Now that you have Frost, you are now considered a 'binder' in the AoE world. Your job is to assist the tank in killing and not get hit.

In order to do this you use your Frost, step back at a safe distance and use Lightning 2 times (you can do 3 but it's dangerous and Lightning is weird to use because you gotta click on the ground and sometimes in the heat of mob you will end up clicking on the ground before you press the Lightning hotkey and running around in circles), so after your 2nd Lightining, run off screen (if you can't see the mob, they can't see you), then run back to your tank and repeat the whole process.

That's what it is to be a binder!!

Also with another Mage or Scout in party, instead of running after 2 Lightnings, rotate with Brambleway/Frost. (One of you use Frost/Bramble, Lightning/Reticle Trap 2-3 times then have the other person use their AoE slowing)
This is the recomended way and way more safe. ^^ Bramble and Frost have the same cooldowns so same goes for Scouts.

Frost will also save your life in solo many times...

Also with Mage duo you can mass kill your own mobs without tank and not even get hit with syncronized binding, I call this 'Kite AoE'
Only try this when you're a pro at assisting tank and have the Frost cooldown mastered. O_O

Most of all remember...
Mages have the highest AoE damage and very useful skills that any class will appreciate... Get the most out of everything you got and have fun with whatever you do!! Don't let exp greedy tanks and ex-mages that changed class turn you all emo and make you reconsider your class. You're a Mage now, show some Mage pride... RAWR Sling that Frost foos! :P"

Now, for those who want to try assist AoE without having Frost...

The following text was entirely written by Fuad, I do not take credit for it.

"Well, I used to party with some mages before I could AoE and found a nice way to aoe without Frost, I used my lv 5x neo with a lv 56+ app.

The thing I did was getting a mob with my rogue (aco was needed for this), then go to a map with a nice safe zone (like Skitchy Gorge east side). First of everything, the tanker MUST hit every single mob while gathering, then stay near the sz, the apprentice just outside it... Then a Lightning (and yes mobs WILL start to run to the app), so the apprentice must run inside the map past safe zone, and magically all mobs that were running to the app will attack the tanker, rinse and repeat.

It helps a lot to have high def gears and Magic Shield always on, if damage for apprentice is around 30 without shield, it's ok. I tested this first with my friend Magiik, he was lv 56 when I was 60... (now he's wizard lv 98+ while I'm a 88 rogue LOL)

By the way, if tanker hitted every mob while gathering, they will follow even inside safe zone, which will help aco and app to stay alive, also works with disciples, since they don't need an aco to heal themselves."

Kayarine
09-27-2008, 08:57 AM
9. PvP [009]
Everything a Magician need to know about PvP can be found in FogeR_StaRZ's PvP guide.
I'm going to quote some basic things. Read his guide if you want to know tatics for fighting other classes, and more.
I do not take credit for the following quote.

PROS IN PVP:

We damage consistently in PvP just like we do to monsters. Our magic damage does not affected much by defense and we hit the highest around same level.

CONS IN PVP:

We have low defense and low HP in particular and we have slow casting speed. Therefore, we have to kite our opponent effectively and always protect ourselves with Magic Shield.


BEFORE COMING FOR PVP:

1) Bring as many Potions as you can. If the PvP allows only 250 potions, I suggest bringing more MP potions over HP potions. It is advisable to bring Elixirs to PvP because it heals HP and MP together at the same time.

2) Bring as many Magical Tonics and possibly some Concentration Tonic (if you are a fan of concentration). I suggest 100+ Magical Tonics in PvP.

3) Bring as many antidotes, magic healing elixir and curse healing elixir (can be bought at general item store). My suggestion is to bring 70+ antidote, 30+ magic healing elixir and 30+ curse healing elixir. There are no limits for these in ANY PvP, thus you can bring as many as you wish.

4) Bring as many fruits, juices, cakes or herbs. I suggest bringing salts and juices to assist in healing. There are no limits for these in ANY PvP, thus you can bring as many as you wish.

5) Arrange your hotkey.

6) Be confident and try to be calm. Many players will feel nervous before PvP. It is normal and is a good thing. Once you in the arena, all the chill will slowly go away.

DUEL CONDITIONS:

Ok I'm tired of hearing Mages getting pawned by other class because they feel they are strong after hit Wizard. Too bad that Wizard is as weak as Apprentice if you don't make it strong yourself and make a wise decision. Before you duel anyone, be certain with condition on duel, don't just blindly fight without knowing anything. Be smart and take advantage. Other players have something up their sleeve such as using Magic Healing Elixir to cure our magic.

1) No Sparkcash potions battle - It is hard to win in this fight because we have low weight capacity, thus cannot carry much potions/elixirs/fruits/herbs/juices/tonics. If you fight a Knight class, ask for no Magic Healing Elixir or make a pot limit. Otherwise, don't agree to duel. You are heavily disadvantage since you cannot carry much potions. It is dumb to lose for nothing just you are eager to fight. Under this fight, there is no chance to beat a Templar class unless they are noob.

2) No Magic Healing Elixir battle - This is to avoid magic being cured and allows Magician to use its skill to full capacity.

3) No elixirs antidote battle - This is the most fair fight for all since this is skill per skill fight and I advise this to a NON-SC user.

4) No HP potions battle - This fight gives us tons of advantageous with Magic Shield even if the opponent use Magic Healing Elixir. However, we have no chance against Templar class in this one.

5) Anything goes (for SC users) - This allow the use of Elixirs and SC pot as well. This fight is not about killing, its about to make your opponent quit due to their incapability to overcome your skills and deal damage to your HP. If they can't hurt your HP with their main skill, they will quit fighting unless they want to waste their SC. I say this because we have Magic Shield and there is no chance except Archer to kill us. PvP is not just about killing, is about making your opponent lose by them quitting or dead.

SKILLS FOR PVP:

I only focus on the best possible skills or highest level skills for each sub classes between the level written. If you don’t have the skills, just use the best possible skills that you have and apply the basics in PvP.

Main attacks:

1) Magic Ice - This skill is your friend in PvP especially against Knight class, Templar class and Rogue class. Always use this skill to stay away from them and use other skills to hit them from range (mind buster, magic thunder, magic fire and etc).

2) Magic Shield - This is the most gifted skill. Maybe some of the magician said this skill is sux because it lasted only for 7 hits but for me, this skill is just magnificent. It reduces opposition damage greatly (up to 20 damage for level 4) and reduces our MP instead of our HP. This is skill is PERFECT if you have high defense and high MP pool (Probably by adding Wis, but mostly from MP buff and Confessional Chocolate).

Why??? It is because it reduces your MP to a very small amount due to your high defense and the high MP pool allows the shield not to be broken before 7 hits.

It is our shield and our “extra HP” and I suggest using it everytime after you took 5-6 hits from opponent.

3) Magic Poison - This is our only DOT(Damage Over Time) skill before we learn Magic Flame. Use it everytime against all opponents even if the opponent has antidote.

4) Magic Beam - A great skill with 3s blind effect to opponent. It gives 3s extra time to cast other skills such as Magic Ice or Magic Shield. However, it has long cooldown of 23s.

5) Magic Flame - The best skill so far with constant Burn effect and stuns with certain probability. A combination of Burn + Poison is 100+ damage per tick and that will take away your opponent life fast.

6) Ice Ball - A great skill of level 5 Magic Ice with DOT effect. Ice Ball + Magic Flame + Magic Poison will take down your opponent HP down to 1 and a combination of Magic Ice + Ice Ball will make you opponent stop moving (-25 movement rate).

Apprentices (level 16-65):

1) Magic Ice level 3
2) Magic Thunder level 3
3) Magic Shield level 2
4) Magic Poison level 2
5) Arrest (Only use it when you are about to die or in danger of dying)
6) Concentration (Not focus on this)

Mages (level 66-95):

1) Magic Ice level 4
2) Magic Fire level 2
3) Magic Shield level 4
4) Magic Poison level 3
5) Magic Beam level 1
6) Frost level 2
7) Arrest (Only use it when you are about to die or in danger of dying)
8) Concentration (Not focus on this)


Wizards (level 96-116 atm):

1) Magic Ice level 6
2) Magic Fire level 3
3) Magic Shield level 5
4) Magic Poison level 4
5) Magic Beam level 2
6) Magic Flame level 1
7) Ice Ball level 1
8) Frost level 3
9) Arrest (Only use it when you are about to die or in danger of dying)
10) Concentration (Not focus on this)

DOT special:

Let say Magic Flame deal 130 damage. That is the physical damage without DOT. Actually total damage is 165 since the burn kicks in straight away after the flame hit the opponent. Same as Magic Poison and Ice Ball.

Wizard Stun Combo on luck:

Magic Flame(if stun) + Magic Fire + Magic Beam + Magic Poison + Magic Fire + Magic Flame (if stun)

Wizard Ice Lock with Ice Ball:

Just use Magic Ice + Ice Ball all the time after cooldown is over, they can't even move!! If they especially Knight class and Rogue class are using Magic Healing Elixir, time your Magic Ice, Ice Ball and Magic Flame to force them to use the elixir until they run out. At level 116+, Wizard should be superior enough to kill everyone.

Kayarine
09-27-2008, 08:58 AM
10. Other interesting threads [010]
Please don't reply to those threads if the last post was made more than 1 month ago. ;)
Let me know if you found a thread that should be listed here. o.O

Apprentice Level Up List - Lists at what levels you can use new equipment and learn new skills
Mages V.s Scouts (archers) & Archer-Mage Test results. - Comparison between Mages and Archers
Underpowered Mages/Wizards - Some problems with the mage class
Mind Blast -vs- Magic Thunder - Comparison between Mind Buster and Magic Thunder
Is there a good mage money making guide? - Some tips for making money at low levels
Concentration's usefulness? - Discusses the uses of Concentration
Magician - Shows pics of how each mage sub-classes looks like, skill, equipment & accessory lists.
Best way for a Mage to make money? - Ways of making money at higher levels
Icicle effects? - Clarifies what Icicle really does, despite its description
When *you* first got to level 56... - Talks about using Lightning before getting Frost
Kafuka's App/Mage/Wiz Strategy - Kafuka's guide for mages

11. Credits [011]
Trente's Archer guide... just because I ripped off some sections from his guide. lol
Ameranth for giving info about Magic Flame & Ice Ball and MP cost of lv 101-116 skills.
FogeR_StaRZ for giving additional info about Magic Shield, cooldown info for Magic Beam, Volcano's range, Caricsobana's 2nd location, some bits of info about Ice Ball and Magic Ice lv 6, MP cost of lv 4 Magic Fire, lv 2 Volcano, Icicle Master level & lv 126-136 skills, information about Icicle and extra information about Magic Beam and Volcano.
AnimePimp66 for telling me about the Unarrest's trick, giving some info on Icicle before I got it myself, writing the first part of the "Assist AoE" section and helping me find out Lv 4 Magic Poison, Lv 2 Magic Flame, Lv 1 & 2 Ice Ball and Lv 1 Fire Ball's damage over time.
Nights Fang for reminding me about the lv 25-34 training spots.
Merope for helping me find out Lv 1-5 Magic Ice's Mov. Speed decreases and Lv 1-3 Magic Poison's damage over time and effect duration.
Skid row's List of all the skills from SoS for information about Fire Ball and Freeze Splasher (because those high lv Wizards & ArchMages didn't tell me about them D: ).
Fuad for posting a way of assist AoEing without Frost.
Neeira for helping me find out Lv 1 Magic Flame's damage over time.

The End
Thanks for reading this huge thread. o.0 I hope this guide was useful for you. Feel free to post any comments, suggestions, corrections, etc.
Now go out there, train hard and:
http://i40.tinypic.com/snfote.jpg
lol XD

A little note if you want to use this guide in your fansite:
You may use my guide in fansites or quote certain parts of it to your own guide, but please give me credit for it, don't claim it as your own, as I've spent lots of time writing and updating this guide and it's sad having someone just stealing it. I would also appreciate if you PMed me if you use this guide somewhere other than this forum.

Dragonkillerz5
10-25-2008, 01:43 PM
Great work, but why did you repost it?

Kayarine
10-25-2008, 03:24 PM
From the other thread:
I realized I'll have problems to write everything in the first 2 posts when ArchMage class change comes out and new skills are added.
Just to remind, I squeezed everything in only 2 posts...

Dragonkillerz5
10-25-2008, 03:36 PM
Oh good idea, when is archmage coming out anyways? (if you know)

Kayarine
10-25-2008, 03:38 PM
I have no idea sir.
I think they didn't even implement in-game the 4th classes (excluding ranger & holy avenger)
(Note I do not mean they already released the ranger/holy avenger class change)

Kayarine
11-01-2008, 04:29 PM
Sorry for double-post people. ~.~;

But I just want to say I made a little video with the Apprentice and Mage skills... The link is on the "Skills" section of the guide~

Also I need to put a video up with Wizard skills, but since I'm not a wiz I can't do it by myself... So if any Wizard out there could help me out, it would be great. All you need to do is use your skills and I'll record them. Or if you can do it, just make a video by yourself with the skills you have. :D

ggBuRNe
11-23-2008, 10:34 AM
Magic Fire level 4 = MP usage is 34, Volcano level 2 = MP usage 83 x_X very high mp usage..

Kayarine
11-23-2008, 11:22 AM
Wow 83 MP... o.o;

Dragonkillerz5
01-02-2009, 10:55 AM
Im surprised not many people made comments o.o;

Trashknight
01-02-2009, 11:08 AM
I recon the next level takes three tiny pots, plan to exchange blood for mana soon in hope to cast the bigger fireworks? XD

ggBuRNe
01-05-2009, 02:07 PM
Additional info:

1) Do u guys know that volcano gives burn effect to opponent by chance?

If u look at the mobs or player after getting hit by volcano, sometimes they turn red in color.. The red color indicates burn effect, but only for short while 1-2s.. I tested in PvP and it gives extra 40 DoT damage to other players. If your volcano hit 120, the total damage on that person is 160 if they turn to red..

2) Do u know that if you hit one time after Magic Beam the mob will get stunned?

This is apparent if you use Magic Ice after Magic Beam and don't hit it after that.. An aggro will lose its aggressiveness for temporary.. More or less like hitting a mob before unarrest it.. It is good move if you are mobbing and not allowing long range attackers to attack you or your healer..

Kayarine
01-05-2009, 02:12 PM
Hmm I kinda noticed the beam one, sometimes I wondered why the mob would just stand around for a few when it wasn't arrested.

Thanks, gonna update my guide. :D

poohbear101690
01-06-2009, 08:28 PM
hey kayarine can you tell me how to find the higher level skill books I seem to have lost the thread for it thanks :D

Kayarine
01-07-2009, 12:18 AM
You mean maps where they drop? O.o Because I don't remember very well which maps drop app/mage books. xD But I think this is it:

Lv 36 in Cyoren Forest
Lv 41-46 in Bailey Plains
Lv 51-56 in Alicia Forest
Lv 56-61 in Titanus Plains
Lv 66-76 in Loren Valley
Lv 81-91 in Chanthery Gorge
Lv 96 in maps between Chanthery and Phildevilt Plateau
Lv 101-106 in Phildevilt Plateau & Sherwood Valley
Lv 111-121 in Turmeit Desert

I'm pretty sure they can drop in other maps also, so check around.

ggBuRNe
01-11-2009, 11:18 AM
Forgot to update u guys.. Icicle Mastery lvl 126 : MP = 72.. can hit up to 1200 (300 x 4 with fist up pure int).. It's like multiple lvl 4 magic fire ROFL.. I don't have fire ball lvl 1 and Magic Beam lvl 3 books so i cant update that one..

Kayarine
01-11-2009, 01:55 PM
Thanks, updated it. :D
Gratz on lv 126, btw. o:

johnbunny
01-14-2009, 01:23 AM
Hey Kayarine! ^^!

I see some Apprentices/Mages/Wizards using Blue Capes, and others using Backpacks/Boost Bags. What *should* this class be wearing? What are your thoughts on it? I heard Blue Cape doesn't really help in the sense we still can't lower monsters damage enough to AoE etc. It seems weight enhancing items are far superior. We use pots. TONS of them. And we need as much weight as possible to train more efficiently. I know not everyone uses CS, but this is relatively speaking. ^^;;;

Kayarine
01-14-2009, 04:16 AM
I don't use SC, so my point of view could be wrong... But I guess a backpack would be a better choice to carry more pots. The 16 extra def from cape is best for AoE or if you get aggroed really often xD, in my opinion.

Kayarine
01-15-2009, 10:24 AM
Okay peeps, I added a new section to the guide, since the question about what SC items should be used is popping up quite often now~

Need feedback on it because I don't use SC. lol

ggBuRNe
01-20-2009, 03:10 AM
I just want to share something about STA or stamina.. I just changed my build today to int/sta in order to aoe safely.. My regular hp with cloak of love is 711 and 911 with hp buff and 1111 with choco hp buff.. STA adds 11 hp per point.. So 10 sta = 110 extra hp.. You will lose around 50 damage with 10 sta..

And im currently feeling weak coz can't hit 1k per regularly per volcano anymore T,T but i get more exp with more mobs :D

tazsbigtoy
01-20-2009, 05:50 AM
Hey Kayarine! ^^!

I see some Apprentices/Mages/Wizards using Blue Capes, and others using Backpacks/Boost Bags. What *should* this class be wearing? What are your thoughts on it? I heard Blue Cape doesn't really help in the sense we still can't lower monsters damage enough to AoE etc. It seems weight enhancing items are far superior. We use pots. TONS of them. And we need as much weight as possible to train more efficiently. I know not everyone uses CS, but this is relatively speaking. ^^;;;

Well I use the love cloak because I have perm love cloaks so it doesn't cost me extra to use it.

johnbunny
01-20-2009, 11:12 AM
I just want to share something about STA or stamina.. I just changed my build today to int/sta in order to aoe safely.. My regular hp with cloak of love is 711 and 911 with hp buff and 1111 with choco hp buff.. STA adds 11 hp per point.. So 10 sta = 110 extra hp.. You will lose around 50 damage with 10 sta..

And im currently feeling weak coz can't hit 1k per regularly per volcano anymore T,T but i get more exp with more mobs :D


I was gonna wait until level 70+ and use a reset scroll to add STA to my build (for crazy AoEing!) but wasn't sure if it was actually worth it. HMM...

Kendrah
01-20-2009, 02:16 PM
I was gonna wait until level 70+ and use a reset scroll to add STA to my build (for crazy AoEing!) but wasn't sure if it was actually worth it. HMM...

xD And another crazy AOEing mage is born. This coule be like the flu or something, cause it seems to be catching. xD xD

johnbunny
01-20-2009, 02:27 PM
Ahah, yeah! I had it in mind since my early adventuring and I always wondered why NOBODY else mentioned the build, etc..we'll see how it goes in the earlier levels :o!

Kayarine
01-21-2009, 12:21 AM
I didn't consider that build before because only once I heard about someone trying it, and then I didn't hear if it was good or not...
I guess the INT/STA thing is only usable by crazy aoers that can reset stats. :O

johnbunny
01-21-2009, 10:39 AM
Off topic: but I think the squishees (cleric/mage) could very well invest in 10 STA or so without it weakening their build. This should prove very helpful in PVP scenarios and PVM...

Kayarine
01-21-2009, 10:58 AM
Well INT/STA is particulary good for the healer class, becuase they don't really need max damage/heal...
But I'm thinking it's bad for the standard use of mage class because it doesn't aid in killing. I might be wrong though.

tazsbigtoy
01-21-2009, 11:21 AM
Well, I started investing in sta late in the cleric stage. At a certain point you are healing enough with one cast to be able to afford to spend some points elsewhere so I went with a bit of pow to carry more pots and a the rest into sta to not die so easy.

ggBuRNe
01-21-2009, 04:37 PM
Off topic: but I think the squishees (cleric/mage) could very well invest in 10 STA or so without it weakening their build. This should prove very helpful in PVP scenarios and PVM...

As for PvP.. Pure int pawns and that is based on my experience coz i wiped them all with pure int.. If you are not pure int, you magic ice and arrest might not work on high defense warriors.. As for PVM, is it useful in order to last longer in battle field.. however in solo case, it doesnt help much by adding sta.. you have magic shield as your friend.. if you have good high def, then the mobs will hit lesser and take little mp away from magic shield.. Adding sta would just reduce your damage and makes you kill slower in solo.. As for AoE, it is useful to have sta in order to tank more because we does not rely on magic shield to aoe.. Pure INT or INT MEN is the best for solo or PVP while adding sta is useful in AoE.

danibelle07
01-21-2009, 07:24 PM
is it okay that I'm lvl 35 and training primarily in ashton basin??
I usually hit around 185-190's (using Magic Thunder starting with a hit of Magic Ice), and get .5-.53% from the monsters (Hawgs, Dale Snakes, Pawkins... I stay away from Devil fairies >.<). Am I wasting my time or am I in an okay spot? thanks for any/all advice ^^

danibelle07
01-21-2009, 07:29 PM
p.s. I'm more of a INT/WIS build

oh yeah. and I don't really use pots. I take the sit & chill approach, and save my pots for absolute dire need.

Kayarine
01-22-2009, 03:20 AM
Hmm well if you think the kill/exp rate between sittings is good, I guess it's alright. I don't know how to define that because uh... I don't really remember how I grinded at low lvs. x.x

danibelle07
01-22-2009, 11:00 AM
lol, 'twas so long ago ^^

Kayarine
02-04-2009, 01:02 PM
Added Magic Ice's Mov. Speed decrease values and Magic Poison's damage over time and effect durations.
I still need that information for lv 6 Magic Ice, lv 4 Magic Poison and Magic Flame. x.x

Mangasha
02-06-2009, 06:25 AM
It was fun helping u with the guide anu ^^ if u need someone's help again feel free to ask me :3 luvluv!! xD

butchors
03-18-2009, 01:04 PM
whats MEN? o.o

Kayarine
03-18-2009, 03:39 PM
Mentality, one of the main stats your character have. (nope, it isn't the plural of man lol)
It increases skill critical rate, skill casting speed and HP/MP recovery time.

fuad199rpg
03-23-2009, 10:15 AM
Well i used to party with some mages before i could AoE and found a nice way to aoe without frost, i used my lv 5x neo with a lv 56+ app, the thing i did was getting a mob with my rogue (aco was needed for this) then go to a map with a nice safe zone (like skitchy gorge east side) first of everything the tanker MUST hit every single mob while gathering, then stay near the sz, tha apprentice just outside it... then a lightening (and yes mobs WILL start to run to the app) so the apprentice must run inside the map past safe zone, and magically all mobs that were running to the app will attack the tanker, rinse and repeat, it helps a lot to have high def gears and magic shield always on if damage for apprentice is around 30 w/o shield its ok, i tested this first with my friend magiik, he was lv 56 when i was 60... (now hes wizard lv 98+ while im a 88 rogue LOL)

btw if tanker hitted every mob while gathering they will follow even inside safe zone, wich will help aco and app to stay alive, also works with disciples since they dont need an aco to heal themselves

Kayarine
03-23-2009, 10:32 AM
That's something I never had thought of. xD Yeah, I guess that works, I will add that.

fuad199rpg
03-23-2009, 03:17 PM
wow ty... this is the first time im actually helpfull and its not even on my class, and to add, a friend called it "Suicide run AoE"

ggBuRNe
03-23-2009, 08:33 PM
Well i used to party with some mages before i could AoE and found a nice way to aoe without frost, i used my lv 5x neo with a lv 56+ app, the thing i did was getting a mob with my rogue (aco was needed for this) then go to a map with a nice safe zone (like skitchy gorge east side) first of everything the tanker MUST hit every single mob while gathering, then stay near the sz, tha apprentice just outside it... then a lightening (and yes mobs WILL start to run to the app) so the apprentice must run inside the map past safe zone, and magically all mobs that were running to the app will attack the tanker, rinse and repeat, it helps a lot to have high def gears and magic shield always on if damage for apprentice is around 30 w/o shield its ok, i tested this first with my friend magiik, he was lv 56 when i was 60... (now hes wizard lv 98+ while im a 88 rogue LOL)

btw if tanker hitted every mob while gathering they will follow even inside safe zone, wich will help aco and app to stay alive, also works with disciples since they dont need an aco to heal themselves



nice nice!!! good guide to aoe!

fuad199rpg
03-24-2009, 03:42 PM
another thing for pvp, this is for all clases but it works.

Use magic healing elixirs against: volcano, magic flame, ice ball, magic ice, broken sword, blackmail, fire swing, ankle binding, siphon (still testing) and breeze dagger
Use curse healing elixirs against: oblivion, ghost steal, reflection... (and thats all?)
Use antidotes against: Magic poison, brambleway, poison arrow, blindside, poison blow, cruel blow

knowing this u know what u need in ur inventory against each class (if im missing any skill tell me) so:
against knights have mostly magic healing and curse a bit (not many knights use reflection even when it slows ur skills a lot)
against mages... magic healing elixers duh and some antidotes
against archers, magic healing and antidotes
against rogues antidotes, they will have to spam threaten if they dont want all the effects to be lost
against clerics curse healing, but wait till they apply both ghost and oblivion to heal both at the same time
and against templars id like to say theres something effective... but well idk yet, at least as a mage idk

Kayarine
03-24-2009, 03:46 PM
Oh, I just remembered to ask this... Foger, could you post the MP cost for the lv 126-136 skills and upgrades when you have time, please? ^^;

Edit: Wow I post really slow, didn't see the above post... But you forgot Stone Edge is curable by Magic Healing Elixir. xD

ggBuRNe
03-25-2009, 09:57 AM
btw, u cant cure broken sword.. (all bleed status cant be cured) and i dont think u can cure brambleway/ankle bind/breeze dagger too.. siphon is antidote.. Don't judge the healing elixir by the color effect of the player.. come on dude, test it yourself next time and dont just jump to conclusion..

MP cost for ice ball lvl 2 = 26, flame master 26, magic poison master 28, ice master 33, fire ball 25, magic shield master 32, lightning master 64, freeze splasher 115.. any more?

Kayarine
03-25-2009, 11:52 AM
Missing only lv 3 beam and fire master lv now... Thanks Fog :D

fuad199rpg
03-25-2009, 04:35 PM
yeah sorry, i had all teste but 2 months without sos... well i forgt, and ankle/bramble CAN be cured... i remember u need something different for each just dont remember what, anyways, sorry fr my mistakes, im just a noob

Kayarine
04-29-2009, 02:30 PM
Just want to quote the notice I put in my first post so people will look at it:

[Notice]
Since I have quit SoS, I no longer can find new information for this guide by myself. As such, I'll have to depend on other people posting new information. I think this guide is close to complete right now, however, if anything new comes out, please don't hesitate to post information about it.
Also, if you wish to take over this guide for you to continue updating it, please PM me. All I ask is that all the information currently in this guide is credited to me and to the people who contributed (as listed in the Credits section) and that you keep the guide up to date as much as possible.

Orangeman21
04-29-2009, 08:10 PM
awww Not you too noob Dx everyone is leaving sos now x.x (including me *cough*)

goyogoyo
05-01-2009, 01:08 AM
Apprentice lvl 41 max INT build (45+4) [ earringx1, ringsx2]

Lv1 Magic Thunder
min dmg 230
max dmg 255
mp cost 8

Lv2 Magic Thunder
min dmg 264
max dmg 297
mp cost 12

MP Pots ( example )
amount x80
cost 16.000
mp restored 4000

--- with x80 mp pots, we can cast Magic Thunder Lv2 up to 333 times ---

Lv2 Thunder x333
total min dmg 89.900
total max dmg 98.900
total mp consuption 4000 (x80 pots)

Lv1 Thunder x333
total min dmg 76.600
total max dmg 84.900
total mp consuption 2664 (x53 pots)

--- we got those diferences between Lv2 and Lv1 ---

extra min dmg 13.300
extra max dmg 14.000
extra mp consuption 1336 (x27 pots = 5400 extra kron)

CONCLUSION

Magic Thunder Lv2 IT'S NOT a waste of mp... at the value of 5400 krons ( nothing ) we got +30 +40 damage improvement in our attacks ^^

rubaonti
04-02-2010, 10:12 AM
Nice guide it'll be very handy while playing in my apprentice :) thank you for the great effort.