Adventure Quest Mage Ultimate Guide

Adventure Quest Mage Ultimate Guide by Apocalyptic Silence

 

The fearless Warriors slash through their enemies, annihilating all. The mystifying and furtive Rangers lunge their spears and lances,
shoot the arrows of their mighty bows like only they can from afar, but it is the powerful Mages who devastate all opposition. They
have diverse means of attacking. They gain knowledge of potent spells, wield their mighty staves and a large arsenal of weapons only
they could control.

Index:

To get to a specific section, simply use CTRL + F. That will bring up a screen. Put in the codes for each section, as you should need

them. To get back to the main, just enter [UMG000].

[UMG001]: Stat Evaluation

[UMG002]: Stat Formula

[UMG003]: Mage Sub-Builds

  • [UMG101]: Pure Mage
  • [UMG102]: Tank Mage
  • [UMG103]: Annihilator Mage
  • [UMG104]: Beastmaster Mage
  • [UMG105]: High Endurance Pure Mage
  • [UMG106]: Lucky Beast Mage

[UMG004]: Stat Set-Up

  • [UMG201]: Pure Mage
  • [UMG202]: Tank Mage
  • [UMG203]: Annihilator Mage
  • [UMG204]: Beastmaster Mage
  • [UMG205]: High Endurance Pure Mage
  • [UMG206]: Lucky Beast Mage

[UMG005]: Weapons

  • [UMG301]: Fire
  • [UMG302]: Water
  • [UMG303]: Ice
  • [UMG304]: Earth
  • [UMG305]: Wind
  • [UMG306]: Energy
  • [UMG307]: Light
  • [UMG308]: Darkness

[UMG006]: Armors

  • [UMG401]: Class Armors
  • [UMG402]: General Armors
  • [UMG403]: Dragon Forms
  • [UMG404]: Selecting the Mastercrafted Armor for you!

[UMG007]: Shields

[UMG008]: Spells

[UMG009]: Pets

  • [UMG501]: Non-Beastmaster Pets
  • [UMG502]: Beastmaster Pets

[UMG010]: Miscellaneous Items

[UMG011]: End Notes and Helpful links

[UMG012]: Credits

[UMG013]: Change Log


Stat Evaluation:
[UMG001]

 

 


What do stats do?

Strength: This is mainly a Warrior, Ranger, and Hybrid stat. As a Mage, you should not even touch this stat since if you did, you wouldn’t be a Mage. It raises melee weapon damage, which you should have none of.

Dexterity: This is used for everything from blocking and adding to your Magic Weapon Bonus to Hit, to disarming traps in potion treasure chests, to stealing from wily old merchants (Poor Merchants D;). Unfortunately, this is usually divided by 8 to 16 times and added as a bonus, meaning you will need lots of this. Not all the benefits are seen at lower levels, but once you have a high amount of this, you should notice it helps out a lot.

Intelligence: This is the main stats of the build, the first of two if you decide to follow the Beastmaster route. This is used to increase the amount of MP, or Mana Points you have every time you train it up. In addition, whenever you cast spells, you will receive a bonus to magic weapon’s random damage as well as make them more accurate. This stat also increases the damage and accuracy of spells.

Charisma: This, in the past, was the least used. Now, having CHA will make you an offensive powerhouse. Charisma raises Pet Damage and BtH. It will only be of your interest if you want to go down the path of the Beastmaster, otherwise, it is unnecessary. It’s important, for when you are looking for a pet, to see if your Charisma will be high enough for that pet to attack. I will list a selection of pets that are great for Mages of all builds, so need not worry.

Endurance: This characteristic will allow you to build up extra HP, or Health Points up every time you train it. The extra points are especially useful earlier on. Since you will not have enough MP to use spells, having a fair amount of HP is important, just do not overdo it. Normally, I would recommend going for somewhere between 50 to 100 points of this. No point in lasting a long time if you cannot do enough damage to win a battle right?

Luck: Luck is used for Lucky Strikes, which, if you have at least 5 LUK, will occur. Luck increases the potency of these Lucky Strikes, though Lucky Strikes have a static 10% chance to occur. Luck is also used in small quantities to aid you in everything you do: blocking, attacking, going first in battle, and disarming. Another function of luck is what size treasure chest you can get at your level. If you have higher luck, the larger the treasure chest with money and sometimes experience that you can get. Luck is usually only used by Pure builds since they tend to end up with a high amount of it.

Where may I train my stats?

In the town of BattleOn where you first start your Adventure, you shall encounter a cheerful little Moglin, Twilly. Simply speak with him, and ask to Visit the Stat Trainers. Upon visiting these Trainers, you will find four options. The Combat Practice Trainer can help you test out new gear, but he won’t train your stats. You want to talk to the other 3. You can only train your stats up to 200 each and there is a limit on how many you can use up in total, which is five times your level, so train them wisely. With the recent release of estates, there are also two estate items that allow you to train stats, they are the Battle Stat Trainer, which allows you to train the str/dex/end stats & the Magic Stat Trainer, which allows you to train the int/cha/luk stats. You may be thinking, “How much do I have to pay to train my stats?” Here is a little chart that outlines the costs to train every stat ranging from 5 to 200.

Combat Practice:
This trainer is simply a Drakel Sword Master that can be used to test out and compare items. He gives you no gold and no experience for beating him, but simply the knowledge of perhaps which weapon is better in practice.

Sir Lanceler:
This all around hybrid can train you until you get 75 stat points in a category. The nice part is you can actually train all 6 stats here without having to move around a lot! :)

Neberon the Mage:
Neberon can train Intelligence, Charisma, and Luck, attributes that you will want to have. He can train you during or after those 75 points and is not terribly difficult to take down. When you run out of mana, he will sporadically give you two more blue potions. However, be forewarned! When training against him in intelligence, he will lock your attacking ability and thus, if you have no spells, buckle down for a very long and possibly impossible battle. He may train a stat to a maximum of 200 points. Since most of your stats are Mage stats, you will really get to know him after you are done training. If you have the Magic Stat Trainer estate item, you can train the int/cha/luk stats for a bit less than the amount you have to pay when training through visiting the stat trainers in battleon, you can also untrain these stats with the magic stat trainer.

Grimweld the Warrior:
Grimweld is the town Warrior Trainer. He can train up your Endurance, Dexterity, and Strength. He can also train each stat up to 200 points. If you have the Battle Stat Trainer estate item, you can train the str/dex/end stats for a bit less than the amount you have to pay when training through visiting the stat trainers in battleon, you can also untrain these stats with the battle stat trainer.

Sir Pwnsalot:
Did you accidentally train something that you did not want too? Perhaps you want a different build than you intended originally. Well, too bad. That is no problem for the Untrainer! Simply find him in the Nowhere Quest. First you must die in battle, and you will see Death. There will be an Hourglass next to him. Click on it, and you will be at the Nowhere quest. Search around in Death’s Domain and jump into the Purple Portals until you find Sir Pwnsalot. If you are a Guardian and you’ve seen him once before, you can access him from the Guardian Tower. Check the link provided for more information.


Stat Formula:
[UMG002]

 

 


So you know what stats do, but how much exactly is the damage boost or the accuracy?

Note: Only formulas that apply to Mages have been added

Random Damage Bonus (Per Hit)

Magic:::: (0.75 * INT/8) + LUK/20 or INT/10.66667 + LUK/20
Spells:::: INT/4+LUK/20

Stat Bonuses to Hit (%)

Magic:::: [INT/16 + DEX/16 + LUK/20]
Spells:::: [INT/16 + DEX/16 + LUK/20]
Pets:::::: [CHA/15 + CHA/20]

Blocking Ability

Block Bonus from Stats: [DEX/10 + LUK/20]

HP & MP Formula

L = Level, E = Endurance, I = Intellect

HP=[5L + 0.05LE + E + 100]
MP=[5L + 0.05LI + I + 100]

Lucky Strikes

Stat Damage When a Lucky Strike Occurs (10% fixed rate):

Magic Weapons: (0.75 * INT/8) + LUK/2 = INT/10.66667 + LUK/2
Spells: INT/4 + LUK/2

Average Stat Damage After the Chance of Lucky Strike is Added:

Magic Weapons:(0.75 * INT/8) + LUK/20 = INT/10.66667 + LUK/20
Spells: INT/4 + LUK/20

For other formulas regarding Pets, going first, and whatnot, I suggest looking at Kaelin’s Master List of Game Formulae.


Mage Sub-Builds:
[UMG003]

 

 


There are many types of Mages. Some like more Endurance, but not too much that they are Tanks. Others love the extra Charisma, but not too much so that they are Beastmasters. The options are numerous. I will list the ones that are the most popular, and ones that are not so well known, but I recommend. We will talk about the stat set-ups later on in the guide. :D
[UMG101]
Pure Mage: The most common type of Mage. It focuses on your spell and/or weapons damage. Intellect and Dexterity are the two most important stats here for spell casting and weapon damage, although Endurance plays an important role and Luck comes in later on. The good thing about the Pure Mage is that it has the least spread out stats of any build, making your weapon and spell damage the highest achievable at your level. Unfortunately, concentrating on two more important stats will make it a reasonably expensive build early on (Although some builds have other costs). The high LUK later on will bolster the potency of Lucky Strikes.
[UMG102]
Tank Mage Dogwalker: This modified version of the Tank Mage, which has 50 CHA instead of the classic 50 in LUK, is a pretty effective variant. More effective in my eyes than the normal Tank Mage. As stated before, 50 points in LUK only gives 2.5% BTH and blocking, while the extra 50 points of CHA offers your pets an extra 25% attack rate since the formula for pet attack rate is Rate at 0 CHA + CHA/2. Having 50 CHA, we divide that by 2, which equals 25. That 25% is then added to the pets Attack rate at 0 CHA, giving an extra 25% attack rate.
[UMG103]
Annihilator Mage: This build sacrifices all END in order to maximize weapon and spell damage. These days, this is a dying breed in which few follow due to high damage dealing monsters and the increasing importance of END. This builds damage is even greater than that of a Pure Mage in the developmental stages, but the HP loss is not worth it, at least in my opinion. There are those who enjoy the challenge of a 0 END build. In later levels when these builds start training LUK, its damage out-put increases further.
[UMG104]
Beastmaster Mage: This variant of a Mage has more spread-out stats that not only focus on damage done from weapons and spells, but also damage done from pets. This Mage build deals the most damage per turn when you factor in pet damage, but at a cost. In order to have high weapon, spell, and pet damage, INT, DEX, and CHA must be trained at low levels instead of simply INT and DEX. This means INT and DEX loses some points that are then added to CHA to make the build effective. There are many approaches on how to develop the stats for this build. Some may equally train all three, while others may focus on INT and CHA, while leaving DEX lagging behind.
[UMG105]
High Endurance Pure Mage: This is a modified version of the Pure Mage build. Taking away a meagre 50 points of LUK, which only adds about 2.5% BTH and blocking, the 50 points is then added to END, which adds a high amount of HP, greatly increasing your chances of survival. It is not a well-known build. More of a cross between an Annihilator and a Tank. When it is all said and done, meaning your stats are finished training, it still has the same offensive capabilities of a Pure Mage. Once this build gets in a high amount of LUK, it’s damage out-put increases further via Lucky Strikes.
[UMG106]
Lucky Beast Mage: Similar to the Beastmaster Mage, the emphasis is to max out INT and CHA first. The difference is instead of DEX we proceed to build up LUK and finally add the remaining stats in to END. This build has no DEX; while losing a sizable amount of the defensive aspect, it allows for the most powerful offence in all the variants of mage. With LUK, we again find that over time the damage out-put is greater then with DEX trained.


Stat Set-Ups:
[UMG004]

 

 


Now that you are properly introduced and know some facts about the many Mage builds, here are the stat set-ups that I recommend. Since this particular guide is going to cover Mages only, those are the builds that shall be included. Now, the following builds are just suggestions about what I think a Mage would look like at the key levels. These are just recommended builds and you can change, modify or build however you wish, after all it is your character. :D


Pure Mage:

[UMG201]

The universal consensus here is to train up Intellect and Dexterity more often with a bit of Endurance. Notice that at lower levels, your Endurance is not much different than that of a high-levelled characters Endurance. Eventually, when you reach 50 Endurance, you can stop training it and just focus on Intellect and Dexterity. Eventually you should max out Intellect and Dexterity, and then you can go to work on Luck since it is the most insignificant stat. If you are interested in numbers:

Lv 25 = STR ~ 0 | DEX ~ 50 | INT ~ 50 | END ~ 25 | CHA ~ 0 | LUK ~ 0
Lv 50 = STR ~ 0 | DEX ~ 100 | INT ~ 100 | END ~ 50 | CHA ~ 0 | LUK ~ 0
LV 75 = STR ~ 0 | DEX ~ 150 | INT ~ 175 | END ~ 50 | CHA ~ 0 | LUK ~ 0
Lv 100 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 50 | CHA ~ 0 | LUK ~ 50
Lv 130 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 50 | CHA ~ 0 | LUK ~ 200
Lv 136 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 80 | CHA ~ 0 | LUK ~ 200


Tank Mage Dogwalker:

[UMG202]

This Tank Mage is basically the same as a Beastmaster Mage, but with the Endurance and Charisma switched around. Normally, they would have 50 LUK, but having 50 CHA, as per the Dogwalker part of the name, is much more effective. Those who value lasting out monsters in the heat of battle with pet capabilities will want this build. The main focus is HP, as it has the most HP of any build. I suggest that you have a good amount of Endurance, but not so much that your offense is compensated. They have the CHA to make non-beastmaster pets have a high attack rate.

Lv 25 = STR ~ 0 | DEX ~ 50 | INT ~ 50 | END ~ 25 | CHA ~ 0 | LUK ~ 0
Lv 50 = STR ~ 0 | DEX ~ 100 | INT ~ 100 | END ~ 50 | CHA ~ 0 | LUK ~ 0
LV 75 = STR ~ 0 | DEX ~ 100 | INT ~ 150 | END ~ 75 | CHA ~ 50 | LUK ~ 0
Lv 100 = STR ~ 0 | DEX ~ 150 | INT ~ 200 | END ~ 100 | CHA ~ 50 | LUK ~ 0
Lv 130 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 200 | CHA ~ 50 | LUK ~ 0
Lv 136 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 200 | CHA ~ 80 | LUK ~ 0


Annihilator Mage:

[UMG203]
The main idea here is to max out Intellect and Dexterity as quickly as possible. That means you’ll get the maximum bonus from your weapons. After that you will want to train up Luck. There is one common variation in which Luck is trained as an equal from early on so you get a higher chance of going first to make up for the lack of Endurance. It’s quite acceptable, but it can also take away focus from the builds general idea, maximizing weapon potential.

Lv 25 = STR ~ 0 | DEX ~ 50 | INT ~ 75 | END ~ 0 | CHA ~ 0 | LUK ~ 0
Lv 50 = STR ~ 0 | DEX ~ 100 | INT ~ 150 | END ~ 0 | CHA ~ 0 | LUK ~ 0
LV 75 = STR ~ 0 | DEX ~ 175 | INT ~ 200 | END ~ 0 | CHA ~ 0 | LUK ~ 0
Lv 100 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 0 | CHA ~ 0 | LUK ~ 100
Lv 130 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 50 | CHA ~ 0 | LUK ~ 200
Lv 136 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 80 | CHA ~ 0 | LUK ~ 200


Beastmaster Mage:

[UMG204]

This build, like the Pure Mage, uses Intellect and Dexterity and two of its more important stats. The major difference between this and other builds is the use of Charisma, and the fact that without training LUK, your damage out-put will not be as high as that of the Pure Mage and other high-LUK builds in terms of raw player damage. As I explained earlier, Charisma helps pets function better in battle. You also keep the 50 END. How you wish to train this is your own choice, however, keep a good amount of Charisma and Intellect with not too much Dexterity. Adventurers do not have to have as high amount of Charisma as Guardians do, but they should end up with the same amount.

Lv 25 = STR ~ 0 | DEX ~ 30 | INT ~ 35 | END ~ 25 | CHA ~ 35 | LUK ~ 0
Lv 50 = STR ~ 0 | DEX ~ 50 | INT ~ 75 | END ~ 50 | CHA ~ 75 | LUK ~ 0
LV 75 = STR ~ 0 | DEX ~ 75 | INT ~ 125 | END ~ 50 | CHA ~ 125 | LUK ~ 0
Lv 100 = STR ~ 0 | DEX ~ 100 | INT ~ 175 | END ~ 50 | CHA ~ 175 | LUK ~ 0
Lv 130 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 50 | CHA ~ 200 | LUK ~ 0
Lv 136 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 80 | CHA ~ 200 | LUK ~ 0


High Endurance Pure Mage:

[UMG205]

This build is a modified version of the Pure Mage build. It was found as a good build to keep up with the changes to monsters after the sweep (since monsters will become harder to defeat). Having high END would be beneficial, as long as the amount of end is not too high, or it will ruin the offensive capabilities to the mage build.

Lv 25 = STR ~ 0 | DEX ~ 50 | INT ~ 50 | END ~ 25 | CHA ~ 0 | LUK ~ 0
Lv 50 = STR ~ 0 | DEX ~ 75 | INT ~ 125 | END ~ 50 | CHA ~ 0 | LUK ~ 0
LV 75 = STR ~ 0 | DEX ~ 150 | INT ~ 150 | END ~ 75 | CHA ~ 0 | LUK ~ 0
Lv 100 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 100 | CHA ~ 0 | LUK ~ 0
Lv 130 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 100 | CHA ~ 0 | LUK ~ 150
Lv 136 = STR ~ 0 | DEX ~ 200 | INT ~ 200 | END ~ 100 | CHA ~ 0 | LUK ~ 180


Lucky Beast Mage:

[UMG206]
Similar to the Beastmaster Mage, the emphasis is to max out INT and CHA first. Then proceed to build up LUK and finally add the remaining stats in to END. This build has no DEX; while losing a sizable amount of the defensive aspect, it allows for the most powerful offence in all the variants of mage.

Lv 25 = STR ~ 0 | DEX ~ 0 | INT ~ 35 | END ~ 25 | CHA ~ 35 | LUK ~ 30
Lv 50 = STR ~ 0 | DEX ~ 0 | INT ~ 75 | END ~ 50 | CHA ~ 75 | LUK ~ 50
LV 75 = STR ~ 0 | DEX ~ 0 | INT ~ 125 | END ~ 50 | CHA ~ 125 | LUK ~ 75
Lv 100 = STR ~ 0 | DEX ~ 0 | INT ~ 175 | END ~ 50 | CHA ~ 175 | LUK ~ 100
Lv 130 = STR ~ 0 | DEX ~ 0 | INT ~ 200 | END ~ 50 | CHA ~ 200 | LUK ~ 200
Lv 136 = STR ~ 0 | DEX ~ 0 | INT ~ 200 | END ~ 80 | CHA ~ 200 | LUK ~ 200


So, now that you’ve gotten a general understanding of Mage builds, hopefully you have chosen one by now. If you have not, just choose one as soon as possible. This next part will cover Mage equipment so don’t fret. You didn’t think I’d let you go into battle with your bare hands did you?

You wake up one day and see a bunch of NPC’s. They start telling you about weapons, armors, pets, and the like. Now, you have four base classes to choose from, Fighter, Mage, Rouge, or Scholar. As a Mage, choose the Mage. It will give you a Mage start with Mage armor and a Magic weapon. You find that you are level 1, with 10 in INT after choosing Mage and killing the Soralag. You are given a few guests to choose from. Get Warlic, who attacks using the monsters opposite base element.


Weapons:
[UMG005]

 

 


Fire[UMG301]

*Note for Guardians* if you choose Staff of Awe to cover your Fire element, you will not need the recommendations I offer.

Guardians: Guardian Blade (Level 0) -> Scorp Staff (Level 18) -> Fyre Force (Level 35)-> FireBlood Blade (Level 50) -> Lionidas’ Kriegsmesser(Level 88) -> ReignBringer (Level 85) -> Original Torch (Level 95)(Optional) –> Demon Tooth Axe (Level 115) or Classic Torch (Level 120) -> Blood Crystal Axe (135 G)

Adventurers: Fire Blade (Level 0)-> Scorp Staff (Level 18) -> Flame Hatchet (Level 38) -> FireBlood Blade (Level 50) -> Purity Blade(Level 54) -> Gnawing Fangsword (Level 78) -> Salvation Scepter (Level 92) -> ReignBringer (Level 85)-> Original Torch (Level 95)(Optional) –> Demon Tooth Axe (Level 115) or Classic Torch (Level 120) -> Rockin’ Zard Guitar (130).

Low Levels – Up to L50
Once you have fought that Soralag and have begun your exciting adventure in the world of Lore, you will want to pick up the Fire Blade. If you are a Guardian, you may stay with Guardian Blade. Guardian Blade, at the beginning, is a powerful weapon, more powerful than anything else you can buy now and in the near future. Eventually, Guardian Blade’s element shifting will get on your nerves. At level 18, you can pick up the Scorp Staff, but Fire Blade will be enough if you do not want to do the quest for Scorp Staff. Scorp Staff will last you until level 30+, so it’s not a bad pick-up. Guardians at level 35 may trade in their fire weapon for Fyre Force from the Guardian Tower. Despite being melee, it is the best option now and even surpasses a few options at higher levels. It is cheap as well so it will not strain your gold supply. Our Adventurer friends will have to wait until level 38 to buy the Flame Hatchet. For both parties, Guardian and Adventurer, can pick up the FireBlood Blade at level 50.

Mid Levels – L50-80
For level 54 adventurers I’d suggest the Purity Blade, since its damage is good.
Now that you are level 75, you have wandered into the higher-level range. Your FireBlood Blade, unbelievably, will last you until level 78 when you should change it with Gnawing Fangsword.

High Levels – L80-110
Salvation Scepter can be picked up at level 92 if you are an Adventurer. If you are a guardian, you can purchase the Lionidas’ Kriegsmesser. Both are viable stepping-stones to ReignBringer, a excellent magic fire weapon in the game. It is a part of the Reign set, which is one of the many uber sets in the world of AQ.
Available at level 95, Original Torch offers a special with a possible burn effect, this weapon is slightly worse then ReignBringer, until the burn status sets in.

Top Levels – L110+
At level 115, Demon Tooth Axe can be purchased it has a very powerful special and initially is more powerful then Classic Torch (120). Classic Torch (120) offers the chance to inflict a burn status. Upgrade to Rockin’ Zard Guitar (130). Guardians should purchase Blood Crystal Axe (135 G), it is the top Fire magic weapon and has a nice ability to boost Fire spell damage.

Token Options

None recommended.


Water[UMG302]

*Note for Guardians* if you choose Staff of Awe to cover your Water element, you will not need the recommendations I offer.

Guardians: Betroven Water Gouger (Level 12)-> Nautica Blade (Level 30) -> Swordfish (Level 71) -> Scorp Staff (Level 78)-> Poise (Level 80)-> Mankind’s Regard(Level 90)(Optional)-> Paragon’s Dignity (Level 105)-> Treevolu Crown (Level 116)-> Kindred’s Prestige (120) or Celestial Mana Staff (130)

Adventurers: Betroven Water Gouger (Level 12)-> Nautica Blade (Level 30) -> Swordfish (Level 71) -> Scorp Staff (Level 78)-> Poise (Level 80)-> Mankind’s Regard(Level 90)(Optional)-> Paragon’s Dignity (Level 105)-> Treevolu Crown (Level 116)-> Kindred’s Prestige (120) or Celestial Mana Staff Z

Low Levels – Up to L50
At the first couple of levels, you do not need a weapon for every element. The first good water weapon I recommend buying is Betroven Water Gouger at level 12, powerful and cheap. It is only at level 30 where you should replace your water weapon with Nautica Blade, which will be your final water weapon at low levels. You might be expecting more weapon changes, but that will not happen this time around. That Nautica Blade is the top water weapon for Mages from level 30-71. Didn’t expect that now, did you? I did mention Nautica Blade would be the best water weapon until level 71 right?

Mid Levels – L50-80
Well, at level 71, you should have saved up enough gold for Swordfish. Your penultimate upgrade for water weapons would be Scorp Staff at level 78. Scorp Staff is the stepping-stone to Poise, which can be bought at level 80. Chances are, you will not have enough gold for it at level 80 unless you really farmed. Poise is the water magic weapon of choice, for both its high damage output and its amazing ability to drain opposing HP to restore your MP. Another alternative is to use Mankind’s Regard this weapon is slighlty weaker then Poise and the price difference is quite substantial, at only 121k. Poise has only 1 base and 1 random more then Mankind’s, however Mankind’s has 1 more BTH. If you want to save money buy Mankind’s Regard.

High Levels – L80-110
At level 105, Poise or Mankind’s Regard can be replaced by Paragon’s Dignity.This weapon has 1 more random damage and 3 more BTH to hit then Poise, with a price tag of only 220k.

Top Levels – L110+
If you choose to not wait 4 levels, Treevolu Crown 116 can be purchased, it deals 8-31 in magic mode meaning it is more powerful then the previously stated weapons, however receives only 9 BTH. The special of Treevolu is quite powerful at 1188 B/R. It should be noted that you must have at least 2 Guardians on the account to be able to purchase this weapon, the weapon itself can be used by all players. At level 120, I would recommend buying Kindred’s Prestige to replace Poise or Paragon’s Dignity, as it is the strongest magic water weapon currently in-game & its special is high in damage & BTH.

For those who prefer to recover mana, Celestial Mana Staff (130) provides a constant effect each round you attack, to recover 40-122 MP. This weapon is not officially Guardian only, but receivers a semi-boost because you need to have at least 1 upgraded character.

Token Options

For adventurers the equivalent to Celestial Mana Staff would be Celestial Mana Staff Z.


Ice[UMG303]

*Note for Guardians* if you choose Staff of Awe to cover your Ice element, you will not need the recommendations I offer.

Guardians: Chill Ripper (Level 20)-> Feral LycanBow(Level 38)-> Magic Ice Katana (Level 50) -> Gradient Sphere Staff (Level 62)-> Lycan Magic Slasher (Level 65)-> Edge of Unity(Level 80)-> Vigilante’s Verdict (90)-> Scourge’s Conviction (105)-> Castigator’s Retribution (120)-> Ryussei’s Guardian Freezing Staff (132 G) –> Nemesis’ Condemnation (135).

Adventurers: Chill Ripper (Level 20)-> Feral LycanBow(Level 38)-> Magic Ice Katana (Level 50) -> Gradient Sphere Staff (Level 62)-> Lycan Magic Slasher (Level 65)-> Edge of Unity(Level 80)-> Vigilante’s Verdict (90)-> Scourge’s Conviction (105)-> Castigator’s Retribution (120)

Low Levels – Up to L50
Again, at lower levels, it is not important to have a weapon for every element. You level up so fast at these levels, you are better off waiting until level 20 to buy Chill Ripper. That is it for low levels. At level 38, you will want to upgrade to Feral LycanBow from the Werewolf Shop, if you are a vampire, you will have to do the Cure quest, which is found by going to the travel map->Darkovia Forest->The Cure, the correct passage in this quest, is the eastern passage.

Mid Levels – L50-80
Several options later on at level 50 are worth a look at. I recommend Magic Ice Katana at level 50, the freeze effect will surely come in handy. At level 62, upgrade to Gradient Sphere Staff, this weapon has a more accurate and powerful special, along with more BTH. A key strategic weapon will come at level 65, Lycan Magic Slasher. It is weaker than Liquiscepter, but inflicts 1 hit of Harm damage to the monster then restores both HP and MP by 40% of the damage done. It is generally recommended for Mages to have.

High Levels – L80-110
At high levels, there are only a few upgrades. The first one is Edge of Unity at level 80 unless you want to keep Lycan Magic Slasher active for the special. Edge of Unity is the stepping-stone to Vigilante’s Verdict which can be bought at level 90. Upgrade at level 105 to Scourge’s Conviction.

Top Levels – L110+
At level 120, Castigator’s Retribution provides great random damage and a powerful special. At level 132, Guardians can pick up Ryussei’s Guardian Freezing Staff, very similar to MEIK, though overall more powerful. At level 135, Guardians should upgrade to Nemesis’ Condemnation, if you want more power and a ability to make your opponent bleed. Though for strategic purposes Ryussei’sstaff can freeze your opponent, immobilizing them for one turn can be extremely useful.

Token Options
If you have the Z-Tokens, your best option if you like freezing monsters would be the Magic Elite Ice Katana (Level 100).

Spell Casting
For those who enjoy using an inventory full of spell-boosting items, you can also pick up Glacial Short Staff (85) which boosts the power of ice and water spells more than Lightning Rod does, so it might be worth adding. It now provides a mana regeneration ability, which on average is greater than Sila’s Staff.


Earth[UMG304]

*Note for Guardians* if you choose Staff of Awe to cover your Earth element, you will not need the recommendations I offer.

Guardians: Guardian Blade (Level 0)-> -> Witch Blade (Level 20)-> Shale Edge (Level 46)-> Granite Edge (Level 85)-> Mutant King’s Club (Level 90)-> Seedling Eevolu(Level 108)-> Virulent Chimeran Spear(Level 120)-> Robocockatrice Blade (125)

Adventurers: Wooden Staff (Level 0) -> Witch Blade (Level 20)-> Shale Edge (Level 46)-> Granite Edge (Level 85)-> Mutant King’s Club (Level 90)-> Seedling Eevolu(Level 108)-> Virulent Chimeran Spear(Level 120)-> Robocockatrice Blade (125)

Low Levels – Up to L50
Earth is the less used element, so at the first levels you can just use your default weapon, be it a Wooden Staff or a Guardian Blade. You won’t really need an Earth Weapon unless you actually use a Temporary Weapon, but since they’re very strong early on, it’s likely that you will, so you should pick up, at Lv.20, Witch Blade. The Witch Blade should be enough for low levels.
Guardians should start looking for the Awe Weapon Pieces. As a Mage, you’ll want the Staff of Awe. Both Adventurers and Guardians who have not gotten the Staff of Awe yet do not have to worry about having an earth weapon, since you will not be using it much anyway. If you really want one, buy Shale Edge at level 46 which can take the place of your wind weapon since it covers earth, and element seeks on earth monsters. Since most earth monsters should be weak against wind, it can act as a wind weapon as well.

Mid Levels – L50-80
None

High Levels – L80-110
At high levels, Adventurers should not even bother with an earth weapon until level 85 when they can buy the upgraded version of Shale Edge, which is Granite Edge. Again, it will take the place of your wind weapon. Guardians should have the Staff of Awe at this point. Adventurer mages also have the option of Mutant King’s Club (90) which is weaker than Granite Edge (triggered), but stronger than Granite Edge (Untriggered). Generally, Mutant King’s Club is useful for its transforming ability which is very strong, if the special of the Mutant King’s Club goes off, you will transform into the Mutant King Form, the defense of this armor isn’t very good, but the attacks from this armor will blow you away. At level 108 adventurers can pick up Seedling Eevolu, the weapon can be in either melee or magic mode. The weapon has far superior damage and BTH clearly distinguishing it from the lower level alternatives. The weapon’s 12% special deals 3 hits of powerful ranged earth damage.

Top Levels – L110+
At level 120, it would be advisable to purchase Virulent Chimeran Spear, with the appropriate amount of DEX trained the weapon is more powerful then Seedling Eevolu. At level 125, upgrade to Robocockatrice Blade (125).

Token Options

None recommended.


Wind[UMG305]

*Note for Guardians* if you choose Staff of Awe to cover your Wind element, you will not need the recommendations I offer.

Guardians: Deadly Wind Staff(Level 10)-> Beast Trainer’s Whip (Level 25)-> Aerodu Sword (Level 38)-> Mistral Ravager (Level 70)-> Drakaxe (Level 85)-> Maurinelle’s Melody(Level 86)-> Slaying Bells(Level 105) -> Tonbo-giri (Level 105)–> Protest Sign (125)

Adventurers: Deadly Wind Staff(Level 10)-> Beast Trainer’s Whip (Level 25)-> Aerodu Sword (Level 38)-> Mistral Ravager (Level 70)-> Granite Edge-> Maurinelle’s Melody(Level 86)-> Slaying Bells(Level 105) -> Tonbo-giri (Level 105)–> Protest Sign (125)

Low Levels – Up to L50
Your first wind weapon should come at level 10. It is the Deadly Wind Staff, which can be found in Warlic’s Beginner Shop. It is relatively cheap and good for your level. However, it will not last very long due to Beast Trainer’s Whip at level 25 which has a 100% special. It works well with defensive armors. At level 38, replace your wind weapon with Aerodu Sword. You do have to join the Aerodu clan, but if you are or want to be in another clan, simply leave Aerodu after buying Aerodu Sword. I do recommend staying in Aerodu though, since you will need a few important items from its shop in future levels. Despite being a ranged weapon, Aerodu Swords still beats out most of the other wind weapons at your level. There are two better options, but they have a heavy price tag. You are better off buying the cheap and powerful Aerodu Sword, which can last you until level 70. If Adventurers bought Shale Edge as mentioned in the earth weapons section that is just fine. Guardians should definitely have Aerodu Sword over Shale Edge.

Mid Levels – L50-80
At level 70, you have a few options. I recommend buying Mistral Ravager. It can be bought easily and has a lower price tag, unlike a few other weapons that require long quests and cost more.

High Levels – L80-110
Guardians can change Mistral Ravager at level 85 for your upgrade, Drakaxe. Drakaxe has good damage, but has a bit lower BTH than I like, but when you purchase it, you should have high enough INT and DEX to overcome that. There is a level 75 version of Drakaxe that is better than Mistral Ravager, but I think it is better to skip it since the quest takes over an hour. There was also the level 70 Salvation Scepter which is better than Mistral Ravager, but the quest is also very long. Salvation Scepter only out-damages Mistral Ravager by a few points, yet it costs 35k more. It does have decent BTH though, at 9%. Salvation Scepter also has no special, which makes it more compatible with multi-hit armors. It is definitely a good choice if you can afford it. Our Adventurer friends have to take a different approach since Drakaxe is Guardian only. The good alternative wind weapon for Adventurers would be Granite Edge, also at level 85. Granite Edge, like Shale Edge, is mainly an earth weapon, but against earth monsters, it weakness seeks. Since usually earth monsters are weakest against wind, it can act as a wind weapon. The final wind weapon for Mages will be Maurinelle’s Melody. The damage and BTH are better than any other wind magic weapon. The weapon has quite a power effect, it can deal 3 hits of magic wind damage, if at least one hit connects, then the monster can be Controlled. With the buff of melee/ranged weaponry, mages can pick up Tonbo-giri (105), the weapon even at 0 DEX provides more damage then any other Wind magic weapon, and the 23 BTH is quite superior!

Top Levels – L110+
A close competitor to Maurinelle’s Melody is Slaying Bells, this weapon is meant for shear damage, the random damage is quite high and the base low. When looking at some numbers, their both only a few damage points off, I would personally stick with Maurinelle’s Melody for the effect but for those who prefer higher potential damage pick up Slaying Bells. The top Wind magic weapon belongs to Protest Sign (125), no gimmicks just pure damage.

Token Options

None recommended.


Energy[UMG306]

*Note for Guardians* if you choose Staff of Awe to cover your Energy element, you will not need the recommendations I offer.

Guardians: Kayda Blade (Level 14)-> Blade of Rennd (Level 30)-> Winged Lightning Streamer (Level 55)-> Fansarin’s Machete (Level 65)-> Valesword(Level 80)-> Fansarin’s Machete (Level 88)-> Voltaic Orb (Level 100)-> Thoughtspire (110)-> Winged Lightning Bolt (Level 125) OR Mjollnir (105)–> Guardian Thoughtspire (135)

Adventurers: Wit (Level 25)-> Blade of Rennd (Level 30)-> Winged Lightning Streamer (Level 55)-> Fansarin’s Machete (Level 65)-> Valesword(Level 80)-> Fansarin’s Machete (Level 88)-> Voltaic Orb (Level 100)-> Thoughtspire (110)–> Winged Lightning Bolt (Level 125) OR Mjollnir (105)

Low Levels – Up to L50
For Guardians, the first energy weapon you should have is Kayda Blade at level 14. It requires a quest, but is very powerful and is even stronger than some weapons at higher levels, and only costs 500 gold. It does have a high special rate though, but that is beneficial at lower levels. Adventurers’ first option is the Wit at level 25. It is a good option for Guardians that do not want to do the quest for Kayda Blade, but it costs too much for something that will be replaced shortly. At level 30, all players will want Blade of Rennd. It’s very strong, especially the special. You will use it for quite some time.

Mid Levels – L50-80
You should just keep Blade of Rennd until level 55 when it should be changed with the Winged Lightning Streamer from Miss Fixit Returns! Its stats are greater then of Blade of Rennd, but it is magic while Blade of Rennd is melee. If you trained your stats accordingly, Winged Lightning Streamer should be much stronger. At level 65, upgrade it to Fansarin’s Machete which has a high cost, but if you buy it, it will last you until level 80.

High Levels – L80-110
If you have Fansarin’s Machete from before, you should have kept it until level 80. At level 80, get Valesword from Warlic’s Advanced Magic Shop. Notice that it only costs 3k more than Fansarin’s Machete. It has better BTH, which makes it more accurate and you can now hit those higher defense monsters easier. The special does occur more often than one would like though, and it is rather inaccurate, but that is the only drawback of Valesword. It is a good thing that in 5 levels, level 85, you will be selling Valesword, but not for an energy weapon. For those who will want an energy weapon, I recommend buying the level 88 Fansarin’s Machete, but to keep it in storage. Generally, people do not buy the level 88 Fansarin’s Machete, but if you do, you can.

For those who are seeking an offensive-based magic energy weapon at level 100, Voltaic Orb (100) is your best option. It’s only weakness is the lack of BTH for a level 100 weapon. Atlevel 110, it would be best to pick-up the Thoughtspire (110), provides a powerful single hit special and is more powerful then the Voltaic Orb.With the buff of melee/ranged weaponry, mages who have invested a sizable amount in DEX can pick up Mjollnir (105), the weapon at 0 DEX does not out damage Winged Lightning Bolt.

Top Levels – L110+
For all characters that are Lv.125, I’d sell the Winged Lightning Ribbon (if you are guardian & have it) or sell the Voltaic Orb & buy the Winged Lightning Bolt weapon. Guardian should upgrade to Guardian Thoughtspire (135), this is currently the most powerful Energy weapon for mages, providing pure damage.

Token Options
None recommended.

Spell Casting
For a spell-casting weapon that casts a very powerful energy spell, Mega Shock. This weapon is Lightning Rod. It boosts the power of all spells by 5%, and energy spells by 10%. For Guardians, MegaShock normally costs 293 MP, but with Lightning Rod, it only costs 265 MP. For Adventurers, MegaShock is a Guardian only spell from the Guardian Tower shop, but Lightning Rod gives Adventurers access to the Guardian only spell, Mega Shock at a cost of 275 MP per cast. If Mages choose to buy the level 90 or 100 energy spells from the Galvawk series, Lightning Rod should not be active. I would just keep Lightning Rod over Galvawk spells because if you have Galvawk Geas active, you need to store another spell, and you cannot afford that if you want a spell for every element.


Light[UMG307]

*Note for Guardians* if you choose Staff of Awe to cover your Light element, you will not need the recommendations I offer.

Guardians: Hybee Spear (Level 15)-> Crystal Seed (Level 20)-> Star Wand(Level 30)-> Bright Beam Staff (Level 45)-> Raynar’s Superior Blade (Level 62)-> Raynar’s Ultimate Blade(Level 80)-> Zombie Bane Scepter(Level 92)-> Phrygian Ebil Scythe (level 90)-> Brilliant Beam Staff(Level 105)–> Enigmatic Doom Divisor (123)–> Guardian Lustrous Fairche Solais (128 G) -> Blazing Solaris Blade (130)

Adventurers: Hybee Spear (Level 15)-> Crystal Seed (Level 20)-> Star Wand(Level 30)-> Bright Beam Staff (Level 45)-> Raynar’s Superior Blade (Level 62)-> Raynar’s Ultimate Blade(Level 80)-> Zombie Bane Scepter(Level 92)-> Phrygian Ebil Scythe (level 90)-> Brilliant Beam Staff(Level 105)–> Enigmatic Doom Divisor (123)-> Blazing Solaris Blade (130)

Low Levels – Up to L50
At level 15, Hybee Spear is the top choice which will remain the top option for many levels, but at this level, the quest is hard to an extent and the chance to find it from a Hybee Scout in any random battle are slim. If the opportunity does present itself, do the quest. If at level 30 you still do not have the Hybee Spear, get Star Wand which comes very close to Hybee Spear and even beats it in a few armors. If you want a light weapon before level 30 and cannot get Hybee Spear, get Crystal Seed if you are using a 1-hit armor, or Sunslash Polearm if you are using armors with more than 1 attack on a regular basis. If you have kept up with your stats, your light weapon should be Crystal Seed at this point in time since it is magic, your higher INT gives it an advantage over the previous top light weapon, Hybee Spear which is ranged. Crystal Seed will last you until level 45, when you can purchase Bright Beam Staff. The special does 117% BR, it heals MP equal to x1.5 damage done, great for recovering MP after spell spamming.

Mid Levels – L50-80
At level 62 when you should get Raynar’s Superior Blade from Warlic’s Advanced Shop for only 8k. Its damage is at the top at these levels, but its draining special is what really makes this weapon worthwhile. Its ability to drain 10% of your opponents HP to heal your own HP is just too good to miss out on.

High Levels – L80-110
You may keep your Raynar’s Superior Blade until level 80 when you should upgrade it to Raynar’s Ultimate Blade for a price of 70k. It is not a bad price at this level, though, it is not very cheap either. It is also in Warlic’s Advanced Shop. Be warned, Raynar’s Ultimate Blade is projected to receive a nerf during the sweep, so when that time comes, upgrade to Zombie Bane Scepter at level 92 which is in the Golden Set shop and can be your final light weapon. Its damage is one of the highest of any magic light weapon, and it also has a good healing special that heals both HP and MP, but by fewer amounts than that of Raynar’s Ultimate Blade. The strongest light weapon for Mages would be Phrygian Ebil Scythe (90) which is much cheaper than that of Zombie Bane Scepter, but it drains 33 gold per hit of the special. Since the special has 3 hits, it will drain 99 gold each time the special occurs. For Adventurers only, a viable light weapon would be Razor’s Edge of Clarity from the Mark of Hope miscellaneous item. It will be mentioned further in the miscellaneous section. Adventurers may use this to get rid of their horrid default weapon, if they choose to do so. If you do not wish to purchase this weapon, any of the other mentioned light weapons will be sufficient. At Lv.105, the Brilliant Beam Staff is a good weapon to get, I’d keep the Phrygian Ebil Scythe though, since its special is way stronger than the Brilliant Beam Staff’s one, the Brilliant Beam Staff is mainly useful because of the regeneration its special gives.

Top Levels – L110+

Enigmatic Doom Divisor (123) offers more power, but the special does not always provide pure Light damage. I would recommend for all Guardian mages to purchase Guardian Lustrous Fairche Solais (128 G), this weapon I would still recommend even with 0 DEX, the Enigmatic Doom Divisor’s special can be too risky. At level 130, Blazing Solaris Blade (130) should replace either GLFS or EDD, it has a MC special that deals extra damage.

Token Options

None recommended.

Spell Casting
There is also the option of storing your offensive light weapon and having Sila’s Staff (90) active. Another one of the spell boosting weapons, it has a useful Draw Mana ability which restores 64-192 MP. I would say Sila’s Staff is more useful in long, drawn out battles as opposed to shorter battles because you will restore more MP.


Darkness[UMG308]

*Note for Guardians* if you choose Staff of Awe to cover your Darkness element, you will not need the recommendations I offer.

Guardians: Staff of Nihilus (Level 20)-> Bonethrill Staff (Level 41)-> Staff of Thorn(Level 50)-> Guardian Blackbones(Level 65)-> Big 100K(Level 70)-> Blackbones(Level 85)(Optional)-> Stygian Ebil Scythe(Level 90)-> Terror Sai(Level 98)-> Grim Eater(Level 102)-> Generating Reevolu(Level 108)-> Wrayth Blade (Level 123) OR Staff of Necromantic Domination(Level 128).

Adventurers: Basic VampSpear (Level 15)-> Bonethrill Staff (Level 41)-> Staff of Thorn(Level 50)-> Blackbones(Level 65)-> Big 100K(Level 70)-> Blackbones(Level 85)(Optional)-> Stygian Ebil Scythe(Level 90)-> Terror Sai(Level 98)-> Generating Reevolu(Level 108)-> Wrayth Blade (Level 123)->OR Staff of Necromantic Domination(Level 128).

Low Levels – Up to L50
The first good darkness weapon for Mages comes at level 20. It is Staff of Nihilus, which is guardian only. It has a pretty high special rate, which is strong at this level. It only costs 1k, so it is easy to get. Adventurers, however, will have to settle for the ranged weapon Basic VampSpear at level 15, which only costs 800 gold. You have to be a Vampire sub-race in order to buy it though. It’s a 100% special weapon, which is better in defensive armors and 1-hit armors. At lower mid-levels, I recommend Bonethrill Staff (41) for Guardians and Adventurers until Staff of Thorn at level 50.

Mid Levels – L50-80
Guardians should upgrade to Guardian Blackbones at level 65, and Adventurers can upgrade to the level 65 version of Blackbones.At high levels, you will have 3 weapons to choose from. At level 70, you can choose Big 100K if you have an offensive armor such as Drakel Disguise, or any offensive uber.

High Levels – L80-110
If you have a defensive armor such as Protector Plate or Golden Plate, a better choice which will be your final darkness weapon would be Blackbones at level 85. If you chose Big 100K, upgrade it at level 90 for Stygian Ebil Scythe. It has a very powerful special effect, Darkness Corruption, which nerfs your opponents darkness resistance making it go higher, which in turn, increases your overall darkness damage. If you are into the whole paralysis effect, you might enjoy Venerable Chrono Blade (85) since if all the hits of the special connect, it has a 90% chance to attempt to paralyze your foe. At level 98, Terror Sai comes into play. It is slightly weaker than the Stygian Ebil Scythe, and if both hits of the Special connect and the monster is not Darkness, then the monster can become Afraid (4 rounds, 25% chance of not acting). If you are a guardian, it would be good to pick-up the Grim Eater weapon, in the magic mode it does 7-31 damage, making it stronger than the Terror Sai weapon, this weapon is also stronger than the Stygian Ebil Scythe weapon both damage & special wise. If the second hit of the special connects, if you are eating fear (by clicking on the handle) & the monster is afraid, you will heal hp equal to the damage dealt on the second hit. If you prefer to not use the full set or any pieces of the Terror Set with Grim Eater the next alterative would be to purchase Generating Reevolu. This weapon does not require the character to be a Guardian, however it does require for there to be at least 1 Guardian character on the account. This weapon in magic mode does 8-30 damage. The special has a 11% chance to occur, however the damage from the special is far greater than that of Grim Eater.

Top Levels – L110+
For those not wanting to spend Z-tokens, Wrayth Blade (123) provides an excellent choice. The weapon is actually the most powerful magic weapon and has a unqiue special, if the monster is not afraid the weapon will first try to make the monster become Afraid, if that is successful the next time the special goes off it will deal 2 hits with overall more power. An interesting alternative to a more active weapon ability would belong to Staff of Necromantic Domination. Available at level 128, the weapon deals 8-33. The weapon takes a small penalty of 97.5% B/R/S because of a trigger. The weapon’s trigger automatically activates on “undead” monsters, if the succesful the monster becomes “Afraid” for 4 turns. The special is more powerful in terms of raw damage then Terror Eater.

Token Options
If you have the Z-tokens, the best option would be to purchase Terror Eater, the weapon in magic mode deals 9-33.3, along with the a more powerful special, as described in Grim Eater, makes it the top darkness weapon in the game.


Armors:
[UMG006]

 

 


Class Armors:
[UMG401]

Class Armors are very helpful and practical even when you pass the levels that they were meant to be useful for. Even at high levels, there are a few notable class abilities which prove very beneficial. Each class is unique and special in its own way. There are 3 tiers, the first which is designed for levels 0 to 40, Tier 2 which is designed for levels 40 to 70, and Tier 3 which is designed for levels 70 to 90. Even though there are “level ranges” for them, some will still have some utility well past those levels.

Fighter Class: Not a kind of armor Mages would want to carry around. Mostly used for Warriors at lower levels. This class has various damage boosting skills including the final skill which doubles the offensive power of an attack, but it is Guardian only. Do train it, however, since other classes require you to have a certain Fighter level.

Mage Class: Now here’s a class meant for Mages. One of the most versatile and useful skills that Mage Robes has is the Elemental Sphere ability which is great at lower levels. It’s quite a strong attack and doesn’t cost too much Mana. It lets you choose between 8 elemental spells to cast.

Rogue Class: There are a few skills that boost your attack and that’s nice early on. It is a useful ranged converter at low levels, but I doubt you will find a use for ranged conversion this early in the game. At higher levels, this armor is very useful for the Summon Partner ability to summon a Black Cat. This Black Cat has a unique ability: For each monster attack there is a chance of being jinxed for a penalty to the BtH equal to your rogue level, if you’re in Rogue/Ninja armors this penalty is increased by an additional half your rogue class level (“Strongly Jinxed!”). With your Rogue level maxed, monsters would have a BTH reduction of 10%, which is the equivalent of +10 blocking.

Scholar Class: This armor, if you choose to purchase it, will not last you very long. There is one ability that is useful: Zard Prism. In the very beginning of the Game, when you’re below Lv.30 or so, you won’t really need a strong attack, so Scholar’s attack is more than acceptable. You can just use Zard Prism to change your weapons element. Now, that means all you need is one good weapon and you’re good to go for quite some time. Once you have grown tired of this ability and notice it is not doing the job, sell it.

Tier 2 Class Armors:

Tier 2 contains the most number of classes. Each class has an assortment of interesting skills, but each class also has one or two of those unique abilities that will prove very useful even at higher levels. They are made to last until Lv.70, but several of them have uses up until and well past Lv.100.

Beastmaster Class: The main skill for this armor is the summoning of guests. They are incredibly strong and attack quite a lot independently of your Charisma, but are still more oriented for Beast-Warriors. For Mages, regardless of CHA, the Beast Mastery ability is key since the attack rate even at 0 CHA is 90% or so. It allows one to summon dual-guests. Guardians can unlock all 8 elements, while Adventurers are limited. It is an awesome offensive ability, and very versatile. For those with high CHA, the guest’s will be even stronger due to each guests dual-attack requiring high CHA to perform.

Berserker Class: In order to train as a Berserker, you will need at least 5 in Fighter. This class appeals more to Warriors than to Mages, much like Fighter. As your HP decreases, the offense of this armor increases. Some skills are a bit inaccurate, but the damage they do make up for it. Personally, I would skip this since I don’t like the prospect of being in a weak defensive armor with low HP, especially since you are a Mage.

Dracomancer Class: This is a mediocre armor, but its usefulness is appropriate for a Tier 2 armor. The Lv.4 Skill, Dragon Wings, provides really good wind damage. In fact, it is the best wind spell/ability you will see for a long time. The other skill is, unfortunately, Guardian only, which is the Lv.8 skill: Great Dragon. It costs a lot of MP and there’s a chance of not even working, but it’ll be your access to Element X which is really important when fighting those monsters that have all their resistances set really low. The Lv.10 ability, Half-Dragon Transformation, deals good damage, but costs too much MP for what it’s worth. I would keep this until you get a good wind spell at level 80.

Dragonslayer Class: This armor, along with Dragonslayer ( Elite/ Golden/ Golden Eclipse) is mainly used to combat dragons, as the name suggests. The regular Dragon Slayer and Elite Dragonslayer armors center around combating the traditional dragons of lore, while the Golden Dragonslayer and Golden Dragonslayer Eclipse are more defensive than the regular Dragon Slayer armors, and work better against the mutated dragons such as the Weredragon or the Dracolich. In all cases, if your current class title is that of a Dragon Slayer, you get the Resist Dragon Fear effect, which you gain +(2*C) when making a Save Roll to resist the fear effects of Dragons, where C is your current class level.

Knight Armor: This is basically a stronger version of Fighter Class. It’s a nice armor once you’ve entered the beginning level for it. Mace Stun can lower your enemies Blocking, making it easier for you to hit them. Cavalry Charge and Arrow Assault can also do some nice damage. Mages will look past this, however.

Martial Artist Class: For adventurers, the White Gi is a good armor, a good attack and decent defense, however, for its intended levels (30 to 70), the 6000 gold tag is a bit expensive seeing as it doesn’t appear to last long in terms of usefulness. Guardians have access to the more specialized choices, but Ancient Spirit Gi is the only Mages will want since it is the INT based version of the class. It is a good defensive armor, and has good abilities such as Chi Shockwave, Chi Torrent, and Chi Onslaught which are strong offensive attacks. There is also the defensive Chi Barrier which boosts your defense and resistance, but requires SP and MP each turn to maintain. Serpent Fang Gi is also a good defensive armor which is the DEX based armor. It has good defenses, and abilities which boost its defenses even further. It has a few poison and counterattack skills, which combined with the good defense, makes it great to tank in since you can heal up and still do some damage. The drawback on the Gi’s is its high use of SP, which may leave your SP pool drained.

Ninja Class: This revamped class offers several useful abilities which cost SP. Smoke Bomb decreases your foe’s BTH for 4 turns; Dragon Double can counter-attack your foe if he misses, this raises your defense modifiers by 5 each during that turn. This class also has the passive Merciless ability, which has a chance to strengthen some of your skills, which can be quite deadly if used correctly with some luck. Sacred Duality is an attack which allows you to attack with 2 of the 8 elements, which is very versatile. The Ninja Stars ability acts as a ranged converter, just in-case you are in need of one. The passive Ninja Evasion ability boosts your defensive modifier according to your foe’s attack, and caps at 3. The Viper’s Bite skill can paralyze your opponent for 1 turn, and finally, the Ninja death Strike ability is an interesting one indeed. Alone, it is rather weak, but combined with the passive Merciless ability, this attack creates great synergy. Overall, an excellent class for mid-levels.

Pirate Class: This class is not known for its defenses, but the Swash Defense ability can add a maximum of 5 melee defense, depending on your class level. The Jolly Rotten Roger ability is a three-hit attack, and if at least one hit connects, it can make your foe Afraid for 4 rounds (25% chance). The Cannon Fodder ability deals great fire ranged damage, and the SeaLeg Swagger toggle ability boosts your ranged defense by 6. The Grog ‘n Flog ability can Burn your foe, or leave him bleeding, via flogging. The level 9 Plunder can steal 1 HP and 1 MP potion from your enemy, and finally, the level 10 Davey Jones’ Locker can Entangle your foe. Overall, this class is designed to hurt your foe with status conditions.

Vampireslayer Class: This class is for fighting Vampires, Werewolves, and the Undead. It’s probably the least useful Class Armor as of now. Most skills do little more than a normal attack and you’re better off with some other class armor. There is also one skill that doesn’t even do anything.

Wizard Robe: There two main forms of the Wizard class armor: Generalist and Specialists. Both have nearly identical class skills; however the specialist armors provide a greater boost and efficiency, due to only being able to enhance one element at a time. Because there are several variants of the Wizard class, the armors skill will be generalized to simplify the descriptions.

If you have the title class of “Wizard” you automatically receive a reduction for magic spells cast in the armor. The first skill simply boosts spells damage, as your class skill rises it becomes more powerful! This is a passive skill. The second skill provides a powerful SP attack. The generalist will deal the elemental damage of the active weapon; the specialists deal only their respective elemental damage. The third skill provides a reduction in elemental defenses, again a passive skill. The fourth skill allows for the ability to summon guests to assist in battle. The generalist can summon any of the 8 guests, the specialists can summon their main element and two allied elements for a total of 3 possible guests to choose from. The fifth skill can be increased in damage, by activating “amplification”. The more charges you reserve the more powerful the spell becomes, this applies until a maximum of 10 charges. The sixth skill “Lore”, allows for spells to deal even greater damage, though the cost to cast spells will cost quite a bit more. In either armor variant, it is actually still efficient to use this ability, because your damage to MP cost ratio will still be greater then turning this ability off. The seventh skill is ideal for monsters whose level is far below your character and who have high HP. The eight skill provides a toggle reduction in elemental resistances. The ninth skill provides for the recovery of MP by using SP. The generalist has one advantage here; the SP cost is far less to cast this spell, then in specialist armor. The tenth skill again differs for which variant chosen. The generalist can cast a spell that is a multi-elemental spell covering again the main 8 elements. The specialists again deal their respective elemental damages. The last skill provides for specialists the ability to deal their own elemental damage and provides a nice status infliction. The generalist can choose from any of the final spells, however the status infliction is limited for specialists only.

Tier 3 Class Armors:

Tier 3 Armors are intended for players over Lv.70 and below Lv.90, although have uses far beyond that, and start way earlier. Currently there are 3 of them, Necromancer, Paladin, and Assassin.

Necromancer Class ( Necromancer Cloak/ Obsidian Cloak): This class is derived from training Mages classes, but is also useful for Warriors. The Lv.1 Undead Giant Skill does over 5 times your weapons damage for just 30 MP, incredibly good for Adventurers, and Guardians since you could basically Undead Giant your way through most monsters, if not all monsters until you start facing tougher monsters at higher levels. Guardians have another useful skill, Undead Mutant, which multiplies your weapons damage by 10. The only drawback that those 2 skills have is that they don’t take stat bonuses. This means that they will average the same damage with level 50 stats as they do with level 130 stats. Still, that’s a lot of damage going around.

Paladin Class ( Holy Armor/ Golden Holy Armor) : The Lv.1 Skill, Bless Weapon has very high BTH which is used to combat those hard to hit monsters which will be more apparent in the future. Daimyo is a nice little Paladin Doggy that deals high damage and heals you each turn. Lay on Hands and Resurrection can heal you and the Lv.7 and 9 Skills can do lots of damage.

Assassin Class ( Whispering Raiment) : This class has no skill which requires MP, everything either is free or costs SP. The first skill “Dual Wield” allows for the character to equip one of 8 weapons to be used simultaneously with your primary weapon. The difference between the 8 is only the element and appearance. The level 2 skill “Yajuu Dageki, has a 40% chance of success. If it succeeds it does a 2 powerful hits of Harm, if you have dual wielded the attack does 3 hits of Harm. The level 4 skill “Death From Above” allows for 4 different attack options. The primarly useful option is the last one – Rain of Disaster. Once the requirements for the skill have been met, the skill will display 8 hits of the main 8 elements. If all 8 arrows hit the monster there is a chance for Prismatic Burn. If successful the monster will take massive omni-elemental damage each round for 5 turns. The level 6 skill “Call Hitokiri” will summon a guest, this guest has a variety of attacks, each attack has different effect. Since the guest relies on CHA for a stat bonus, I would consider using the guest if you trained CHA. The 8th skill “ZetsuBou Dageki” when used will attack the foe and deal zero damage, if the attacks connects “Spiritual Resonance” is set up. After three rounds have passed the skill will deal 1 hit of Harm damage. Fortunately, this does not require the character to be wearing Whispering Raiment after Spiritual Resonance is established. The level 10 skill “Finishing Blow” provides 4 options. The first option is “Stalwart Solitude”, this boosts your combat defenses by 5 each and the character’s turn ends. The monster attacks the player and if the first hit of the attack misses, the monster takes a hit of enormous counter damage. The next skill “Blade Shot”, will summon Wallo to shoot his blade at the foe for 1 turn. I recommend only using this skill if you have trained CHA. The third skill “Kiss of Death”, is essentially the same as Blade Shot, however it is slightly weaker with the chance to paralyze the opponent. The final skill “Assassin’s Creed”, is not to be used on monsters higher than 99. The skill has two possible outcomes; the first option will insta-kill the monster, the second option occurs if option one failed. The second option deals 1 hit of Dark, Energy, “Weapon element”, and Fire. This skill is risky and should only be used as a last resort.


Armor Inventory:
[UMG402]

Aside from Class Armors, which mainly use up MP and SP, you will also need other armors. What happens when you are facing a monster which does not need abilities from Class Armors to beat? What happens when you are doing a long quest with no heals in between and using up all of your MP in the first few battles won’t cut it? Well, this is where General Armors come into play.

The armors will be broken into 4 divisions and can be expanded upon in the future, it includes a mixture between Class Armors and General Armors.

Low Levels: 0-50
Initially use Guardian or Steel Plate to rise up through the levels. At level 10, Aerodu Armor should be purchased, provides a greater offensive power and is more accurate. Werepyre Form at level 15 should replace the Aerodu Armor as your main offensive armor. Aside from its offensive potency, its blocking, earth and darkness resistances are also great. For Adventurers, Nightbane’s Form, also at leve 15, may replace the Aerodu Armor. Rogue provides a very useful quest that should come in handy as well.
Class armors are quite useful at lower levels, it would be advised to purchase Dragonslayer (30) and Shinbo Shozku (30), providing a cheap and powerful solution to defeating the foe.
At level 45, Noxious Chimeran Squire can be used to deter monsters away, providing an excellent offensive capabilities and SP attacks.
Max out Mage Robes as soon as possible, this armor will be in the inventory for the remainder of your character’s existence.

Armors (0-50):
• No Drop Armor
Rogue
Dragonslayer
Shinbo Shozku
Werepyre
Noxious Chimeran Squire
Mage Robes

Mid Levels: 50-80
It would be wise to max out Class abilities early on. At level 60, upgrade Noxious to Baneful, the power is noticeable. Another class armor tho purchase at level 75 is Whispering Raiment, it provides several useful skills to get out of those sticky situations. The Dracopyre subrace armors provide powerful skills and good defense. Boreal Bolt Plate (75) provides good elemental resistance and has decent power. At level 75, upgrade Baneful to Venomous.

Armors (50-80):
• No Drop Armor
Rogue
Mage Robes
Shinbo Shozku
Whispering Raiment
Dracopyre of Night or Graceful Dracopyre
Venomous Chimeran Knight
Boreal Bolt Plate

High Levels: 80-110
Now several Class armors will be replaced with new powerful armors! Nova Knight Light Plate will cover Fire resistance well, and provide good power. Undead Guardian Plate covers Darkness well, again quite powerful. The Dracopyre skills are still quite useful, keep this armor. Toxic Chimeran Cavalier can replace Venomous. Depending on preference, choose Boreal Bolt Plate or Fujin Plate, though Fujin’s Wind resistance is superior. All mages need the rather overpowered (defensively speaking) Golden Plate.

Armors (80-110):
• No Drop Armor
Nova Knight Light Plate
Scourge’s Tenet
Generalist’s Robe
Dracopyre of Night or Graceful Dracopyre
Toxic Chimeran Cavalier
Boreal Bolt Plate or Fujin Plate
Golden Plate

Top Levels: 110-136
Several armors just get upgraded to their highest variants. For Water resistance purchase Kindred’s Valiance. This set covers the elemental resistances well and provides for the highest offensive power capable.

Armors (110-136):
• No Drop Armor
Nova Knight Plate
Nemesis’ Testament or Castigator’s Doctrine (Adventurers)
Generalist’s Robe
Virulent Chimeran Champion
Guardian Stiltwalker or Fujin Plate (Adventurers)
Kindred’s Valiance
Golden Plate

Token Options:
Centaurion Form Primus has better Darkness resistance than UGP, though the offensive power is weaker.


Shields:
[UMG007]

 

 


Shields are imperative to game play as they can raise your defenses, your blocking and some even raise your damage, however at the first few levels, Shields aren’t essential, mostly because monsters just can’t do enough damage. More than 8 shields will be mentioned, so it is your job to decide which shields fit your needs.

  • Glave Shield (25) –> Gyrate Shield (65) –> Vayu Shield –> Fujin Shield
    • Glave Shield will be your Blocking shield for a good long while, as well as cover quite a few resistances: Earth, Water, Energy and Wind. At Lv.65, upgrade to Gyrate Shield which will also serve as your multi-purpose shield. Vayu will cover Wind resistance and several others quite adequately, then finally upgrade to Fujin for superb elemental resistances, specifically in wind.

     

  • Eye of Naab
    • At level 50, an essential shield that is available for purchase would be Eye of Naab which just happens to have a effect that will serve you until you are Lv.130. “You can click the Eye of Naab in order to heal yourself to your HP/MP values of the previous turn, except for MP spent casting spells the previous turn. MP used for class skills or lost due to MP draining monster attacks will be regained. There is also a 10% chance the shield will restore your HP/MP back to the point when you first equipped it or to the first turn of the battle (whichever occurred last) Once this is used the Father Time’s special cannot be activated (and vice versa). This can only be done once per battle.”

     

  • Undead Terror –> Paladin Seraph or Ultimus –> –> Golden Shield
    • Undead Terror adds extra damage to your Base and Random against Undead. This is only an option if you have nothing else since Mages do not really need offensive shields as much as Warriors do. For those Token Buyers out there, at Lv.30 you’ll definitely want Ultimus because it’s the best Trigger Shield for Undead, if you aren’t a token buyer, you’ll want the Paladin shield, it doesn’t trigger against the undead, but with -15% darkness & -10% light defense at a cheap cost of 3000 gold, it is worth getting. Undead Terror may be sold to purchase it. In case you don’t have Ultimus, then Seraph is a good buy too. Golden provides above average Magic Defense, as well as great Light and Darkness resistances.

     

  • Starblaze Shield –> Sackelberry Special
    • At Lv.45 you can pick up Starblaze Shield for the superb Light and Fire resistances. Your final shield here should be Sackelberry Special for its great Melee defense, also provides good Earth, Fire, Light and Energy resistances.

     

  • Dreamcatcher –> Invisible Shield –> Spell Blocker
    • You’ll want Dreamcatcher for the really good magic defense, as well as some really good resistances which compensates for Gyrate Shield’s weaknesses. Once you upgrade to Nemesis Shield, change Dreamcatcher for Invisible Shield for the insane magic blocking. Spell Blocker has incredible Magic defense as well as great Water and Ice resistances. Should be your last shield here.

     

  • Elven Barrier –> Siege Tower Shield
    • At Lv.60, you’ll definitely want Elven Barrier due to the great Earth resistance. Siege Tower is the best ranged defense and good Wind, Earth, Darkness and Fire resistances.

     

  • Warsmith Shield –> Reign Defender
    • Warsmith covers Fire and Earth resistances well, has decent Melee and Ranged blocking, and a little trigger on Metallic monsters. Reign is an above average ranged defense and really great Fire and Energy resistances.

     

  • IronThorn (75) –> Chieftain’s IronThorn (100)
    • IronThorn and Chieftain’s IronThorn are incredible Offensive shields in which “Normal Attacks and Specials deal 135%/150% Base, Random, and Stat damage, respectively, and take -10 BTH.” It will, however, come very late in the game because of its level requirement and cost. I would say this is still only optional since the IronThorn series will work better with melee and ranged weapons in the future after all weapons have been swept and magic weapons will be less powerful than their melee and ranged cousins.

     

Possible storage shields:

  • Asgardian Shield
    • It is a solid all-around shield, but if you are following my shield selection, Fujin Shield + Golden Shield renders this useless. Because you are a Mage and do not use ranged weapons, Fujin Shield is active in place of Asgardian Shield. If you had ranged weapons, Asgardan Shield would be more beneficial because it can boost the damage of ranged weapons.
  • Shadowbones –> Grim Totem
    • One of the best shields in darkness resistance, but since it’s only 3% more than Golden Shield, but loses in other categories, it’s only good when you go after specific darkness monsters. The Grim Totem shield is better than the Shadowbones shield, as you have a -23% to the darkness defense straight away & don’t have to wait, this shield also has -13% to wind & +13 magic defense, other than this, it isn’t very useful for anything else.
  • Kindred’s Devotion
    • Kindred’s Devotion has good water & wind resistance, the main thing that is good about this shield, is its effect, which heals a bit of your character’s hp & mp, this effect is good to use if you are low on hp/mp, don’t have any potions or want to save your potions, the only bad thing about this effect is that it costs 360 sp to use.
  • Nemesis’ Bastion
    • Nemesis’ Bastion provides the best Ice resistance currently attainable at -24%, and provides decent Darkness resistance as well. It has the ability to absorb 25% damage taken, though the rate of this happening is 20%.

Spells:
[UMG008]

 

 


Ah, spells. A Mages best friend! It’s obvious that Mages, with their high INT, will be using potent offensive spells to cripple opponents. Unfortunately at lower levels, the spells available will not be powerful enough to suffice. Towards the mid-levels, that is when the stronger spells appear in the shops, and that is when Mages will spend their hard earned money in pursue of unimaginable power. At high levels, all of the top spells are unlocked, and that is when Mages will get confused over which spells to buy, especially with the recent spell adjustment. Here is a list of spells that are worth buying:
Guardians:

  • Inferno (56) –> Fireball Z (65) –> Arrows of Virtue (80) or Limkragg’s Prana (90) (Beastmaster-Only option) or MegaInferno –> Frost Elf Assault (89) –> SRSBBQ (100) –> SPRSRSBBQ (115) –> Clone Shoes V (125) –> H4XBBQ (130)
    • At high levels, there is a major dispute concerning whether Arrows of Virtue, MegaInferno, or Meteors should be the ultimate fire spell. This decision is determined on the basis of player stats. If you followed my stat plan correctly, Arrows of Virtue should be the top fire spell gold wise for those whose alignment is not Evil. For those who chose the Beastmaster route, Limkragg’s Prana is the top fire spell choice as long as your CHA is higher than your INT and DEX. Under that condition, Limkragg’s Prana defeats Arrows of Virtue. Once your INT, DEX, and CHA is about even, Arrows of Virtue is better. Also, with 200 CHA, Limkragg’s Prana defeats 200 INT/DEX/LUK Arrows of Virtue, assuming no alignment is involved. MegaInferno at 50 MOB will be a better choice then Meteors, but once your stats max out with 200 INT/DEX/LUK, Arrows of Virtue is stronger. The ultimate option for fire (at this level) would be Frost Elf Assault, which costs 10,955 Z-Tokens. At level 105, upgrade to SRSBBQ, then at level 115 upgrade again to SPRSRSBBQ . At level 125, upgrade to Clone Shoes V, the spell loses 10 BTH but gains a sizable amount of power in return. At level 130, the top Fire spell at H4XBBQ.

     

  • Water Dragon Blast (40) –> Undertow (60) –> Aqua Purge (70) –> Riptide (80) or Goopy Gumn (81) –> Everlasting Guardian Gumn (105)
    • There is no dispute in this category. Riptide, formerly known as Riiiptide, was famous for its +50 BTH, which could take down 50 Magic MOB Defenses easily, which defeated the purpose of having high Magic MOB Defenses monsters in the first place. This was balanced, however, and now this spell is on par with the other uber spells with increases damage, MP cost, and lowered BTH to fit the standard. Another option which comes at level 81 is Goopy Gumn in place of Riptide. Riptide is more accurate, but Goopy Gumn can Entangle your monster, which reduces their DEX until they can STR roll their way out of it. At level 105, upgrade to Everlasting Guardian Gumn.

     

  • Invisible Blast (65) –> Brilhado Feather’s (80) –> Vortex (87) –> Deadly Dunce Dust (120)
    • Recently adjusted, Invisible Blast is now decent enough to be used, but only as a stepping-stone to Brilhado Feathers at level 80 and Vortex at level 87.

     

  • Cool ‘Cupuncture (40) –> Algorstorm (65) –> Malevolent Shadow (65) –> Ice Needles (70) –> Vile Shadow (80) –> Ice Nine (90) –> Ice Beast Attack (126)
    • Cool ‘Cupuncture is the first ice spell that can/should be purchases at level 40. Kind of expensive for level 40, so this is only optional. Another controversial topic presented itself in this category. Vile Shadow was the strongest ice spell, but Ice Nine was favored due to its high BTH, which made it more accurate and effective against high MOB Defenses. This, however, is the not case anymore, though, Ice Nine still has more BTH than Vile Shadow. Algorstorm and Malevolent Shadow are both level 65, with Algorstorm costing 2.8k and Malevolent Shadow costing about 50k or so. Algorstorm is there for spendthrift purposes until Malevolent Shadow or for those whose alignment is not Evil/Chaos. Another option instead of Malevolent Shadow would be Ice Needles, which is stronger than Algorstorm, but costs more. At level 126, upgrade to Ice Beast Attack.

     

  • Earth Spikes (56) –> Earth Fury (77) –> Dinozard NOMNOMNOM (95)–> Exploding Poison Arrow (120)
    • Basically Guardians get Earth Spikes and upgrade to Earth Fury at level 77. At level 95, make the another upgrade to Dinozard NOMNOMNOM. Final purchase should be Exploding Poison Arrow at level 120.

     

  • BigZapAttack (40) –> Shock (56) –> MegaShock (77) –> Galvawk’s Binding (90) –> Galvawk’s Geas (100) –> Dr. Voltabolt’s Lightning (103) Temp.–>
    Surprising Kite (114) –> Guardian Twig’s Ewectwic Boogawoo (128) or Guardian Shocking Kite (131)

    • For level 77-89 Mages, MegaShock is not necessary as a spell since Mages tend to, and are encouraged to, purchase the weapon Lightning Rod at level 85, which for Guardians casts MegaShock in the form of Chain Lightning, but uses 265 MP instead of 293 MP. At level 90 and 100, Mages have the option of buying the spells from the Galvawk series as their primary energy spell, though if you decide to purchase these spells, Lightning Rod should not be active. I would just keep Lightning Rod over the Galvawk series, though. I see no real purpose in complicating your weapon and spell set-up with Galvawk because you would need to store a spell for it, which hurts you if anything. At level 103, Dr. Voltabolt’s Lightning should be purchased, the spell has more raw damage then Galvawk’s Geas, however it is only temporary. If the misc. item is unequipped the spell will disappear as well. At level 114, Mages can buy Surprising Kite, it out damages the predecessors though its a 1 shot deal. At level 128, Guardians should purchase Guardian Twig’s Ewectwic Boogawoo, this spell is currently more powerful then Guardian Shocking Kite, and provides five hits. At level 131, Guardians can pick up Guardian Shocking Kite, it’s quite a random one hit spell, however the average damage of the spell still is great.

     

  • Light Blast (40) –> Illuminate (60) –> Astral Forge (65) –> Illuminate Ultra (80) –> Nightbane’s Apotheosis (85) –> Fwying Wonder (95) –> Supernova (89) –> Skyblade (105) –> Skyblade (120) –> Guardian Skyblade (135)
    • Again, not much to discuss, although in the past Nightbane’s Apotheosis, then known as Nightbane’s Redemption, was the most powerful light spell, though, Illuminate Ultra was more MP Efficient and in the long run, beat out Nightbane’s Apotheosis when all possible casts are used up. The ultimate gold-based light spell would be Fwying Wonder at level 95. The ultimate option up to this point would be Supernova which costs 10,955 Z-Tokens. At level 105, upgrade to Skyblade and again at level 120 to the higher variant. At level 135, Guardians should upgrade to the top Light spell Guardian Skyblade.

     

  • Guardian Mayhem Explosion (59) –> Ninjat Flip-Out! (70) –> Groglurk Rage (75) –> Mayhem Beam (85) –> Shadowbat Swarm (90)–> Mayhem Burst (96) OR DarkSplatter (89)–> Guardian Shadowbat Swarm (105) –> Ghost Blast (126)
    • Guardian Mayhem Explosion will suffice until level 70, when you should upgrade to Ninjat Flip-Out!, and at level 75, upgrade once more to Groglurk Rage. At level 85, go for Mayhem Beam. Upgrade to Shadowbat Swarm at 90, and from the numbers Mayhem Burst and DarkSplatter are similar in theoretical damage output, single-hit vs. multi-hit though DarkSplatter is still more powerful. At level 105 Guardians can pick up Guardian Shadowbat Swarm, and finally, the top gold-based darkness spell comes at level 126, Ghost Blast.

     

Adventurers:

  • Cosmic Blaze (50) –> Arrows of Virtue (80) or Limkragg’s Prana (90) (Beastmaster-Only option) or Meteors (78) (Only if your alignment is evil or you have 200 INT, 200 DEX, and moderate LUK) –> Frost Elf Assault (89) –> SRSBBQ (100) SPRSRSBBQ (115) –> Clone Shoes V (125) –> H4XBBQ (130)
    • Cosmic Blaze from Warlic’s Advanced Magic Shop should be your first spell at level 50, if you have the 183 MP to cast it several times. For those who chose the Beastmaster route, Limkragg’s Prana is the top fire spell choice as long as your CHA is higher than your INT and DEX. Under that condition, Limkragg’s Prana defeats Arrows of Virtue. Once your INT, DEX, and CHA is about even, Arrows of Virtue is better. This is assuming your alignment is not evil since Arrows of Virtue is stronger with good alignment, but weaker with evil alignment. If your alignment is evil or if you have 200 INT, 200 DEX, and a reasonable amount of LUK, choose Meteors instead. The ultimate option for fire (at this level) would be Frost Elf Assault, which costs 10,955 Z-Tokens. At level 105, upgrade to SRSBBQ, then at level 115 upgrade again to SPRSRSBBQ . At level 125, upgrade to Clone Shoes V, the spell loses 10 BTH but gains a sizable amount of power in return. At level 130, the top Fire spell at H4XBBQ.

     

  • Water Dragon Blast (40) –> Undertow (60) –> Aqua Purge (70) –> Riptide (80) or Goopy Gumn (81)
    • There is no dispute in this category. Riptide, formerly known as Riiiptide, was famous for its +50 BTH, which could take down 50 Magic MOB Defenses easily, which defeated the purpose of having high Magic MOB Defenses monsters in the first place. This was balanced, however, and now this spell is on par with the other uber spells with increased damage, MP cost, and lowered BTH to fit the standard. Another option which comes at level 81 is Goopy Gumn in place of Riptide. Riptide is more accurate, but Goopy Gumn can Entangle your monster, which reduces their DEX until they can STR roll their way out of it.

     

  • Invisible Blast (65) –> Brilhado Feather’s (80) –> Vortex (87) –> Deadly Dunce Dust (120)
    • Recently adjusted, Invisible Blast is now decent enough to be used, but only as a stepping-stone to Brilhado Feathers at level 80 and Vortex at level 87.

     

  • Cool ‘Cupuncture (40) –> Algorstorm (65) –> Malevolent Shadow (65) –> Ice Needles (70) –> Vile Shadow (80) –> Ice Nine (90) –> Ice Beast Attack (126)
    • Cool ‘Cupuncture is the first ice spell that can/should be purchases at level 40. Kind of expensive for level 40, so this is only optional. Another controversial topic presented itself in this category. Vile Shadow was the strongest ice spell, but Ice Nine was favored due to its high BTH, which made it more accurate and effective against high MOB Defenses. This, however, is the not case anymore, though, Ice Nine still has more BTH than Vile Shadow. Algorstorm and Malevolent Shadow are both level 65, with Algorstorm costing 2.8k and Malevolent Shadow costing about 50k or so. Algorstorm is there for spendthrift purposes until Malevolent Shadow or for those whose alignment is not Evil/Chaos. Another option instead of Malevolent Shadow would be Ice Needles, which is stronger than Algorstorm, but costs more. At level 126, upgrade to Ice Beast Attack.

     

  • Earth Rage (50) –> Dinozard Chomp –> Dinozard NOMNOMNOM (95)–> Exploding Poison Arrow (120)
    • Earth rage should come at level 50, upgraded to Dinozard Chomp at level 75, and upgraded a final time to the highest tier Dinozard NOMNOMNOM at level 95. Final purchase should be Exploding Poison Arrow at level 120.

     

  • BigZapAttack (40) –> Blue Lightning (60) –> Purity Portal (70) –> Galvawk’s Binding (90) –> Galvawk’s Geas (100) –> Dr. Voltabolt’s Lightning (103) Temp.–> Surprising Kite (114)
    • Blue Lightning will suffice from level 60-69 until Purity Portal at level 70. For mid levelled Mages, Purity Portal is not necessary as a spell since Mages are encouraged to purchase the weapon Lightning Rod at level 85, which for Adventurers cast the Guardian-Only spell MegaShock in the form of Chain Lightning, for a price of 275 MP instead of the original cost to cast MegaShock, 293 MP. At level 90 and 100, Mages have the option of buying the spells from the Galvawk series as their primary energy spell, though if you decide to purchase these spells, Lightning Rod should not be active. At level 103, Dr. Voltabolt’s Lightning should be purchased, the spell has more raw damage then Galvawk’s Geas, however it is only temporary. If the misc. item is unequipped the spell will disappear as well. At level 114, Mages can buy Surprising Kite, it out damages the predecessors though its a 1 shot deal.

     

  • Light Blast (40) –> Illuminate (60) –> Illuminate Ultra (80) –> Nightbane’s Apotheosis (85) –> Fwying Wonder (95) –> Supernova (89) –> Skyblade (105) –> Skyblade (120)
    • Again, not much to discuss, although in the past Nightbane’s Apotheosis, then known as Nightbane’s Redemption, was the most powerful light spell, though, Illuminate Ultra was more MP Efficient and in the long run, beat out Nightbane’s Apotheosis when all possible casts are used up. The ultimate gold-based light spell would be Fwying Wonder at level 95. The ultimate option up to this point would be Supernova which costs 10,955 Z-Tokens. At level 105, upgrade to Skyblade and again at level 120 to the higher variant.

     

  • Big Bag o’ Bones (50) –> Groglurk Rage (75) –> Mayhem Beam (85) –> Mayhem Burst (96) OR –> Darksplatter (89) –> Ghost Blast (126)
    • Big Bag o’ Bones, with the right combination, is the strongest at its level; it is a decent darkness spell until Groglurk Rage. Once you hit level 85, upgrade to Mayhem Beam, and at level 96, upgrade a final time, if you do not plan on spending Z-Tokens, to Mayhem Burst. Again, DarkSplatter is accessible at an earlier level and has slightly more power then Mayhem Burst. The final option at level 126 would be Ghost Blast, which is the most damaging and accurate Darkness spell.

     

Guardians and Adventurers:

  • Heal Deep Wounds (80) –> Heal Extreme Wounds (100) –> Heal Mortal Wounds (120)
    • This series of healing spells may prove very beneficial in the heat of battle. It is recommended that you have the proper standard deviation of this healing spell series in your active inventory at all times, as you never know when you need it. There are level 20, 40, and 60 versions, but those are useless in my estimate. At those levels, it is much more efficient to use Potions and Double Potions rather than healing spells. Until level 80, you need not carry around a healing spell.

     

  • Nightbane’s Harrowing Howl (70) –> Nightbane’s Soulchilling Howl (100)
    • This spell is a possible alternative to a darkness and wind spell. Darkness and wind don’t conflict, so this spell, despite being dual-elemental is okay. If all hits connect, you have a 10% chance to paralyze the opponent, which is not bad to say the least.

     

  • Spellcraft (60) –> Greater Spellcraft (80) –> True Spellcraft (100)
    • The Spellcraft series’s jurisdiction covers all 8 basic elements and the Void element. The owner can choose which element they want, which is handy. I would actually use this for Void since that would seem more practical overall. Each cast takes up one “charge” and once you use up your charges, you need to visit Warlic once more to refill your charges. If you are a Guardian and your Spellcraft spell is fully charged, there is a 50% chance you will not use up a charge. More information is in the encyclopedia entry.

     

  • ArchMage Research I (75) –> ArchMage Research II (87) –> ArchMage Research III (100)
    • The ArchMage Research series works pretty well and has three good abilities; Summon Mana Spirit restores some MP and summons Mana Spirit which deals random elemental damage to your foe. This might prove to be a liability at higher levels, so watch out. The Dissipate Mana ability damages your foe’s MP with 1 hit, which is useful against enemies who utilize mana to attack you such as Naga and Lightbringer. The Shape Mana ability deals 1 powerful hit of damage to your foe, with several factors that may damage you by 9.5% of the damage dealt; it’s sort of a double-edge attack.

     

  • Frost Elf Attack Classic (89) & Darksplatter Classic (89) & Supernova Classic (89)
    • This is the classic version of the above-mentioned Frost Elf Attack & Darksplatter & Supernova fire, darkness, and light spells, respectively. These spells are less damaging, but more MP efficient and costs less MP to cast.

     

  • Tentacular Tentacular (100) & Powerword Soupy Red Fog (95)
    • Tentacular Tentacular deals 8 hits – 3 Darkness and 5 Fire. Only 4 of the hits receive a stat bonus, however the stat bonus is much larger on each of those 4 hits. Powerword Soupy Red Fog deals 8 hits – 4 Fire and 4 Wind. The spell however does deal 11 HP to your character, per hit.

     


Pets:
[UMG009]

 

 


Non-Beastmaster Pets[UMG501]

If you are taking the 0 CHA route, here are my recommended pets:

Fire:

Scion Phoenix (30)–> Reign Phoenix (50)–> Ravenous Grabbi (115)(Optional)

Ice:

Nerfkitten (10)–> Ultra IceWere (50)–> Ice Rhino –> Nemesis’ Series

Water:

Dinozard Series–> Friendly Hummingpotamus (105)

Energy:

Energy Vampragon (30)(Guardians) or Yellow Muhrble (35)–> Yellow Muhrble (70)–> Dynamo

Earth:

Protector Pet (35)–> Protector Pet (70)–> Tofu Koofu (95)–> Tofu Koofu (115) or Virulent Baby Chimeran

Wind:

Gong of the Wind (30)–> Gong of the Wind!–> Friendly Hummingpotamus (105)

Light:

Dragonkitten Series or HanuBoy Series –> Spirited HanuBoy (84)

Darkness:

Umbral Bird (30)–> Shadow Bird–> Grim Arañacabra (102)(Guardian)–> Terror Arañacabra (113)

Guardians have the option of losing the water or ice pet, depending on which is weaker or simply less useful, and buying Fairy Godmother. She can heal either your HP or your MP and is probably the most useful pet for people without any Charisma. She is, however, Guardian-Only. She is especially useful in long quests when the healing may add up to hundreds of points of HP/MP over the course of the battle.


Beastmaster Pets[UMG502]

Fire:

Red Muhrble Series–> Lil’ Big Top (120) or Scropzard (120)–> Melting Guardian Afterburner (130)

Ice:

Nerfkitten Series–> Nemesis’ Series

Water:

Gweez Series–> Goldyfish (119)

Energy:

Yellow Muhrble Series–> or Asgardian Lion (90)–> Perfected Creptus (120)

Earth:

Protector Pet (35)–> Protector Pet (70)–> Rascorpion Iuroidea (93)–> Azamay Marble Golem(110) or Guardian Cheesezard (110)(Guardian)–> Teacher’s Snitch

Wind:

Blue Muhrble Series

Light:

Keeshish Kin Series or Ancient Mummydas (105)–> Antediluvian Guardian Mummydas (130)

Darkness:

Broadkil Carcassdroid (75)–> Broadkil Necrobot (95)–> Corrupted Moglin (110)–> Doom Sheep (120)–> Guardian Eclipsus Moglin(130)

Storage:

Another option would be Cor-Dem (65). If its attack connects, the monster loses 10 INT and 7 Magic Defense. This applies a maximum of 4 times. (“Nerfs” from other sources, including the Moglo-Habilis and Nerfkitten pets, do not count towards this limit.) Note that Cor-Dem is more of a Beastmaster pet as per it’s high training difficulty.


Misc Items:
[UMG010]

 

 


Miscellaneous Items can be, at times, the difference between a victory and loss, yet at others, it can simply be a waste of time. I’ll go through a little list that will contain all the ones I consider useful, as well as a final set-up for both Adventurers and Guardians.

  • Necronomoron –> Head of Raydius Dragon (Both are Guardian-Only)
    • Necronomoron provides a -10% Darkness resistance as well as a small trigger towards Undead. It is a viable option until Head of Raydius Dragon, which provides +10 Ranged defense as well as -10% to both Earth and Darkness. It also has a +15 Dexterity boost, which is essentially +1.5 Blocking. In order to start the quest, you have to pay a few tokens, and if you find the Raydius Dragon and defeat it, you gain access to a shop containing the Head of Raydius Dragon.

     

  • Helm of Drakonnan (Guardian-Only) or Epheel’s Gift (Adventurer-Only Recommended)
    • This provides +10 Magic Defense and gives -10% to Fire Resistance. The quest take a really long time to complete, so when you go for it, be sure to get both. That also means, only do the quest once you’re passed Lv.56. For Adventurers, however, Epheel’s Gift is decent for +8 Magic Defense, and +5 Dexterity.

     

  • Helm of Drakonnas (Guardian-Only)
    • Helm of Drakonnas provides +10 Magic Defense, like its counterpart, but instead of Fire resistance, this offers -10% Energy Resistance. The quest take a really long time to complete, so when you go for it, be sure to get both. That also means, only do the quest once you’re passed Lv.56.

     

  • Mark of Hope (Adventurer-Only Recommended)
    • This powerful miscellaneous item lets you choose between one of three light weapons. I recommend Razor’s Edge of Clarity since it is the magic version. Use it to replace your horrid default weapon.

     

  • Evil Eyeglasses
    • These Glasses give great light resistance, depending on which level variant you purchase, and has an amazing ‘Cold’ effect. By clicking on the glasses, you can infect your enemy with The Cold, based on your Character’s Good/Evil Alignment. This takes 1 turn and 70 SP. This effect is explained in detail in its ‘Pedia entry.

     

  • Pet Whistle
    • It doesn’t take a turn to active and it allows you to freely change your pets around. The only cost is SP, so you can’t use once you’ve just logged in, but you can easily regain it. A recent buff to Pet Whistle is the “Banishing Whistle” ability which dismiss your guest.

     

  • Beleqwaya’s Gift or Teacup of Life
    • Ring of Magic (Level 50 – Regenerates MP based on the damage you deal per hit according to the formula of: Damage/20. This excludes damage from spells. Level 75 – Damage * 7 /100) is the Magic version of Beleqwaya’s Gift. The recommended version would be Diamond of Body which offers some stats, resistance, and HP regain each turn. Your other choice would be Teacup of Life, which increases the amount of healing done by 10%. This Teacup has an innate 10 HP healing as well, which is also subject to this 10% healing. It takes up 37 SP at the end of your turn, though its major drawback is using up as turn.

     

  • Hero’s Charm –> Granemor Captain’s Helm (Guardian Only)
    • Hero’s Charm is a good option for Adventurers. It offers +10 LUK, +5 STR, +5 DEX, +5 Melee defense, +5 Magic defense, but uses a turn to activate. Be sure to not use this time when you do not need it, as it will waste a turn of precious damage. Guardians will want Granemor Captain’s Helm for the +10 Melee defense and -5% Darkness resistance.

     

  • Grim Visage (Guardian Only) –> Terror Visage
    • For 1 turn Grim Visage provides +45 INT/STR and +8 Melee defense for 17 SP per turn. If you have the Z-tokens the Terror Visage will provide you with +45 INT/STR and +9 Melee defense for 12 SP per turn. Both also provide Fear Potence which basically reduce the monster’s chance of stop the status Afraid.

     

  • Rashalia Sporophyte
    • This is a useful item for those who want a bit more HP. This adds 15 END and -5% Earth Resistance.

     

  • PowerShard: Hogg series
    • The highest version provides +40 END which can be used as a last resort if your character is low on HP. Do note however that the HP will disappear once the battle has ended.

     

  • PowerShard: Irony Man series
    • The highest version provides +7 Melee , +7 Ranged , +20 STR. Providing more defense and slight power for no turn cost! Only has a 25 SP upkeep cost.

     

  • Light Orb
    • It provides a 20% boost to base and random against all Darkness monsters and the best part is that it doesn’t take up a turn. It’s Lv.38 and rather cheap too, no reason not to get it!

     

  • PowerShard: Varnak series
    • It adds an effective +8.5 to all combat defences for the highest level version and provides a ranged wind 100% special weapon.

     

  • Scrumtious Bora’jee (95)
    • For those of you who have at least 1750 Z-tokens, I recommend buying a Portal to Trescol, which costs 1500 Z-Tokens, you will need a house to access the Portal to Trescol, so if you don’t want to spend to much on a house that you will bairly use, you can buy the Forest Tent, which only costs 250 Z-tokens & you can access a frame to view paintings with it (which is how you use the Portal to Trescol). Then make your way to one of the shops and purchase this nifty little healing item for some 90K+. If you are only interested in this item, sell the Portal after buying this item within 24 hours, and your net loss is only 150 Z-Tokens. It is well worth it because it uses SP to heal your HP.

     

  • Power Shard: Dr. Boom
    • For all characters level 25+, I recommend buying the Power Shard: Dr. Boom. It gives you a large boost of intellect and clicking on the shard will give you the Dr. Voltabolt’s Lightning spell, this spell is stronger than Galvawk Geas and can save you a spell slot.
  • Master Guardian Astramorph (Guardian Only) and Omega Astramorph
    • This misc. item should only be used once all the MP has been used up. The misc. will transfer your INT stat points during the battle to other stats, ideal for tanking the opponent, as one of the perks is gaining HP. Since the weapons you would be using are magic, the benefits from STR would apply, through the armor’s melee attack converter.
  • Cagliari’s Spectacles (130)
    • Provides an additional +10 BTH when against Darkness monsters. This can be particularly useful if you want to use CiT so the BTH can cancel each other out.

Beastmaster Items:

  • Koofu Kaller
    • Summons your Koofu as a guest by clicking on it! The Koofu is a decent guest for 0 CHA builds, but it really shines for those with high CHA. 50 CHA will suffice to give it a 100% attack rate overall. What you really want out of this is very high CHA to make its 7-hit attack more frequent, thus, dealing more damage.

Pearapplos Basket (75) or Leech Head
Pearapplos Basket offers +15 CHA, and +9 BTH to all pets without having to wait a turn to activate. Leech Head offers +15 CHA, +10 LUK, +5 INT, +5 Magic, and -5% Darkness/Earth Resistance. Both are liked for their +15 CHA. I prefer the former for the pet BTH, but some prefer the LUK, INT, and resistance from Leech Head.

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