MapleStory Archer Guide

MapleStory Archer Guide by WhiteAsIce
This is a guide for new archers who are not funded by a higher level character.
This guide assumes you know what Maple Story is, and the mechanics of the game.
Therefore I will not take too much time to explain things through and through,
but rather I will just get down to the bare bones of information.Table of Contents

1. Born as a Beginner (LVL 1-10)
-Creating the Ideal Archer
-Your Ability Points
-Archer Compared to Other Jobs
2. Living as an Archer (LVL 10-30)
-The Basics of a Bowman
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
-Other First Job Tips
3. The Road as a Hunter/Crossbower (LVL 30-70)
-Job Advancement Test
-Hunter or Crossbower?
-The Way of the Hunter/Everything On Crossbow
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
4. The Path of a Ranger/Sniper (LVL 70-120)
-Job Advancement Test
-Your Ability Points
-Path of the Ranger/Sniper’s Scope
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
5. The Masters of Range (LVL 120-?)
-Job Advancement Test
-Skillbooks
-Skill Tables
-Sample Skill Builds
6. The STR-less Archer
7. Tips
-General Tips
-Monster HP:EXP Ratio List
-Quest Help
-Ludibrium Party Quest
8. Quick Reference Lists *NEW*
-Skills List
-AP Totals
-Equipment End-Game List
-Training Flow Chart
-Areas by Level
9. Skill Damage Totals
10. Frequently Asked Questions
11. Credits
-Version History
12. Disclaimer
13. Conclusion

——————————–
Born as a Beginner
——————————–

CREATING THE IDEAL ARCHER
When you create a new character, you are presented with numerous options on your
character’s appearance. Really the only thing that makes any sort of difference
is your starting weapon, but even then if doesn’t make too much of a difference.
The sword has the most narrow range of damage, while the hand axe and wooden
has a higher maximum and lower minimum damage than the sword. I went with the
hand axe – DEX raises your minimum damage with a melee weapon, and as an archer,
you will naturally have high DEX, so you should have decent damage. In the end,
the starting weapon will not matter because you will only keep it for 8 levels
tops.

On the right side of the screen, you can name your character and generate stats.
The name is whatever you want that’s unique, and has to be 4-12 characters in
length, consisting of only letters and numbers – no spaces, underscores, or
symbols.

Now this is the most important part in making the ideal archer – generating
stats. You want to click on the dice to randomize stats over and over until the
INT and LUK are both 4. STR and DEX can be anything, but no matter what, INT and
LUK must be 4 each. This may take as little as one minute, or as long as an hour
or two. It may be tedious, but in the end, it is worth it.

Others will argue that getting a 4 and 5 will suffice. If you don’t want to
spend up to a few hours clicking the dice, then you may opt to settle for a 4
and 5. Being a perfectionist, I strongly advise you to keep rolling that dice
until two 4s show up for INT and LUK.

YOUR ABILITY POINTS (not to be confused with Skill Points)
Luckily, archers have the easiest time increasing damage at lower levels. Why?
For archers, the only equipment that require STR are:
-most bows
-most crossbows
-all hats from level 25-40
-all shoes from level 15-25
-all Bennis equipment
If you are lazy and don’t want to worry about exploiting damage increase at
lower levels, then the general rule of thumb is:

FOR HUNTERS: STR = LVL + 5
FOR CROSSBOWERS: STR = LVL

With this rule, you should only be putting AP into STR when you need it. For
example, for bow users, you need 25 STR when you are level 20. At level 25, you
need 30 STR. So leave STR at 25 from level 20-24, and when you hit level 25,
pump all 5 AP at level 25 into STR. This makes you have more damage earlier,
even though later on, the damage will be the same. Hey, anything to help you
level faster, ehh? Whenever you are not putting AP into STR, put it into DEX.
You always want to try to maximize DEX. You will also notice that you can add
AP to HP and MP. You should NEVER do this because you get a boost to HP and MP
with every level
.

This rule will hold for your entire career as an Archer. Never forget how to
raise your AP.

So when you start on Maple Island, go ahead and put all AP for the next few
levels into STR until STR 25*. After that, put all your AP into DEX. The reason
for this is so that your melee damage will be high, helping you train with ease
until level 18-20. At level 20, you can continue the normal AP distribution.

At level 10, your stats should look like this:
STR 25
DEX 37
INT 4
LUK 4
To become an archer, you must be level 10 and have at least 25 DEX. Shouldn’t
be a problem if you’ve been following my guide. Leave Maple Island, travel to
Henesys, and locate Athena Pierce. She is in the rightmost building in the
Mushroom Park, which is a portal in the middle of the city.

* = STR to 25 is just a recommendation. If you really wanted to, you don’t have
to have that much STR so early. However, it makes leveling to 10 easier since
you do more damage, and besides, you will need that STR in the future anyways.
Most unfunded Archers will be using a melee weapon until level 15-20, so it
wouldn’t hurt to have a bit of extra strength to assist.

Beginner skills: There are three total, two of which you can max. Those two
should be Nimble Feet and Recovery. Recovery helps since Archers naturally have
low HP. Nimble Feet helps when you need to get somewhere quick, like catching
last minute ship rides. Three Snails is useless since you’ll rarely ever use it
being an Archer.

THE UPS AND DOWNS OF AN ARCHER
So why choose to play as an Archer over the other three jobs. Archers have
distinct features that set them apart from the other three jobs. First I will
list the pros, then the cons will follow.

+ Masters of Range +
Archers have the most range, even more than Assassins. Archers cover all parts
of the field, from the longest forward range to surrounding areas to even behind
the Archer. Being ranged means you often can kill your target without getting
touched, saving you some HP potions. If you need ranged work done, look no
further than the Archer.

+ High Ranged Damage +
If you’re looking for high damage without being up close, Archers hit hard.
Crossbows are the strongest ranged weapons. High damage comes at a price, and
that is attack speed.

+ Accurate to a Fault +
Archers will always naturally have the most Accuracy, followed by Assassins in
second. This means that Archers can hit nearly anything, provided the monster
isn’t plenty times stronger. This also means that Archers can fight bosses
earlier than other jobs can.

+ Mob Tamer +
Handling multiple monsters at a time is natural to Archers. Archers gain some of
the best mob skills in the game, and this allows Archers to train faster by
hunting multiple monsters at a time.

+ Equipment Choice +
Archer armors do not require a secondary stat, meaning that Archers can wear any
color armor while still gaining the benefit of the primary stat by allocating AP
away from the secondary stat. For example, a Red-Lined Kismet adds 4 STR, but
Archers need DEX for damage. At level 50, a Hunter would need 55 STR total to
hold a level 50 weapon. All the Hunter has to do is have only 51 STR, and the
armor will add 4 to complete the requirement, and the other 4 AP can go into DEX.

– Poor Durability –
Sadly, Archers are the least likely to survive. Warriors have high HP and
defense, Magicians get Magic Guard, and Thieves have high avoidability and Dark
Sight. Archers have… nothing. Archers are plagued with the second lowest
defense of the three jobs, and no skills to help with survival.

– Limited Mobility –
Archers do not really have a skill to help with movement. Archers cannot attack
while airborne, so must rely on skillfully jumpshooting in order to cover ground
while training. Gaining mobility will come through the use of scrolled armors.

——————————–
Living as an Archer
——————————–

THE BASICS OF A BOWMAN
I will now cover the skills of an Archer, and add my comments.
ML = max/mastered level

The Blessing of Amazon (ML 16) – Increases accuracy

This is a passive skill that adds accuracy. This is quite useless to archers
because Archers naturally have high accuracy. This is something that warriors
would love to have, but unfortunately don’t. This skill should never exceed
level 3.

Critical Shot (ML 20) – Allows you to perform a critical attack with a certain
success rate

In other words, free extra damage. When maxed, normal shots do double damage.
Contrary to popular belief, Critical Shot only adds 100% damage to the current
attack multiplier; it does not double damage
. Because of this, Arrow Blow is
rather inferior to Double Shot. Also, Critical Shot also makes archers’ damage
really unstable, even with mastery in the second job. Regardless, all archers
should max this skill. Critical Shot effectively adds 40% to any damage
multiplier with the exceptions of Arrow Bomb and Iron Arrow.

The Eye of Amazon (ML 8) – Increases the range of attack for both bows and
crossbows
Pre-Requisite – Level 3 The Blessing of Amazon

Not a real necessity until you actually use a class-specific weapon around
level 18-20. But this is the skill that makes the archer the unique class that
it is. Even claw thieves can’t out-range you when you max this skill, as they
fall just a bit shy of your maximum range. You want to max this skill before
the second job starts.

Focus (ML 20) – Focussing to temporarily increase accuracy and avoidability
Pre-Requisite – Level 3 The Blessing of Amazon

The accuracy bonus is negligible (see comments under Blessing), but the bonus
avoidability can really come in handy. Archers who choose not to use Final
Attack in the second job would want to max this skill LATER. That is, don’t put
SP into Focus until the late 20’s. Note that 4 DEX = 1 EVA. That means that
maxed Focus is the same as gaining 80 DEX’s worth of EVA.

Arrow Blow (ML 20) – Fires an arrow with authority. Applies more damage than
usual

A nice skill that helps to make higher level monsters flinch. Yes, there are
monsters that do not flinch when attacked – the first monster you may encounter
that doesn’t flinch is a Bubbling. You won’t really see that high damage until
you have mastery in the second job (2.6 * 30 = low damage). This skill is
considered inferior to Double Shot because with Critical Shot, the multiplier
is 360%, while Double Shot will have 230% * 2. Crossbowers may find utility in
Arrow Blow because the crossbow’s higher damage makes for extremely high damage
output, which is generally used to show off those high numbers. In general,
Arrow Blow’s usefulness is only limited to flinching/knocking back monsters.
Just remember: killing faster is better than stalling one monster.

Double Shot (ML 20) – Fires two arrows at once to attack an enemy twice
Pre-Requisite – Level 1 Arrow Blow

Without Critical Shot, Double Shot has the same damage multiplier as Arrow Blow.
But when you get Critical Shots, you get two hits of 230%. Also, the lower
multiplier allows for consistent damage, while Arrow Blow’s damage is rather
unstable. The usefulness of Double Shot doesn’t really shine until you get
mastery in the second job – seeing two 1’s on a monster is very disappointing.
Also, don’t worry about Double Shot using up two arrows – this problem is solved
with Soul Arrow in the second job. Hunters love Double Shot, but that’s not to
say that Crossbowers don’t benefit from Double Shot. Every archer should max
this skill.
Double Shot used on a Coolie Zombie

SKILL TABLES
n = Skill level

The Blessing of Amazon
Additional ACC: +n

Level 1 – +1 ACC
Level 2 – +2 ACC
Level 3 – +3 ACC
Level 4 – +4 ACC
Level 5 – +5 ACC
Level 6 – +6 ACC
Level 7 – +7 ACC
Level 8 – +8 ACC
Level 9 – +9 ACC
Level 10 – +10 ACC
Level 11 – +11 ACC
Level 12 – +12 ACC
Level 13 – +13 ACC
Level 14 – +14 ACC
Level 15 – +15 ACC
Level 16 – +16 ACC

Critical Shot
Success rate %
If(n ≤ 10): 2 * n + 10
If(n > 10): n + 20
Additional damage %: 5 * n + 100

Level 1 – 12% success rate, critical damage 105%
Level 2 – 14% success rate, critical damage 110%
Level 3 – 16% success rate, critical damage 115%
Level 4 – 18% success rate, critical damage 120%
Level 5 – 20% success rate, critical damage 125%
Level 6 – 22% success rate, critical damage 130%
Level 7 – 24% success rate, critical damage 135%
Level 8 – 26% success rate, critical damage 140%
Level 9 – 28% success rate, critical damage 145%
Level 10 – 30% success rate, critical damage 150%
Level 11 – 31% success rate, critical damage 155%
Level 12 – 32% success rate, critical damage 160%
Level 13 – 33% success rate, critical damage 165%
Level 14 – 34% success rate, critical damage 170%
Level 15 – 35% success rate, critical damage 175%
Level 16 – 36% success rate, critical damage 180%
Level 17 – 37% success rate, critical damage 185%
Level 18 – 38% success rate, critical damage 190%
Level 19 – 39% success rate, critical damage 195%
Level 20 – 40% success rate, critical damage 200%

The Eye of Amazon
Additional attack range: 15 * n

Level 1 – Range of attack for bows and crossbows +15
Level 2 – Range of attack for bows and crossbows +30
Level 3 – Range of attack for bows and crossbows +45
Level 4 – Range of attack for bows and crossbows +60
Level 5 – Range of attack for bows and crossbows +75
Level 6 – Range of attack for bows and crossbows +90
Level 7 – Range of attack for bows and crossbows +105
Level 8 – Range of attack for bows and crossbows +120

Focus
MP usage
Level 1-5: 8
Level 6-10: 10
Level 11-15: 13
Level 16-20: 16
Additional ACC/EVA: +n
Duration: 10 * n + x
Level 1-5: x = 60
Level 6-10: x = 70
Level 11-15: x = 85
Level 16-20: x = 100

Level 1 – MP -8, ACC/EVA +1, lasts 70 seconds
Level 2 – MP -8, ACC/EVA +2, lasts 80 seconds
Level 3 – MP -8, ACC/EVA +3, lasts 90 seconds
Level 4 – MP -8, ACC/EVA +4, lasts 100 seconds
Level 5 – MP -8, ACC/EVA +5, lasts 110 seconds
Level 6 – MP -10, ACC/EVA +6, lasts 130 seconds
Level 7 – MP -10, ACC/EVA +7, lasts 140 seconds
Level 8 – MP -10, ACC/EVA +8, lasts 150 seconds
Level 9 – MP -10, ACC/EVA +9, lasts 160 seconds
Level 10 – MP -10, ACC/EVA +10, lasts 170 seconds
Level 11 – MP -13, ACC/EVA +11, lasts 195 seconds
Level 12 – MP -13, ACC/EVA +12, lasts 205 seconds
Level 13 – MP -13, ACC/EVA +13, lasts 215 seconds
Level 14 – MP -13, ACC/EVA +14, lasts 225 seconds
Level 15 – MP -13, ACC/EVA +15, lasts 235 seconds
Level 16 – MP -16, ACC/EVA +16, lasts 260 seconds
Level 17 – MP -16, ACC/EVA +17, lasts 270 seconds
Level 18 – MP -16, ACC/EVA +18, lasts 280 seconds
Level 19 – MP -16, ACC/EVA +19, lasts 290 seconds
Level 20 – MP -16, ACC/EVA +20, lasts 300 seconds

Arrow Blow
MP usage
Level 1-4: 6
Level 5-7: 7
Level 8-9: 8
Level 10-11: 9
Level 12-13: 10
Level 14-15: 11
Level 16-17: 12
Level 18-19: 13
Level 20: 14
Damage multiplier %: 5 * n + x
Level 1-4: x = 136
Level 5-7: x = 139
Level 8-9: x = 142
Level 10-11: x = 145
Level 12-13: x = 148
Level 14-15: x = 151
Level 16-17: x = 154
Level 18-19: x = 157
Level 20: x = 160

Level 1 – MP -6, damage 141%
Level 2 – MP -6, damage 146%
Level 3 – MP -6, damage 151%
Level 4 – MP -6, damage 156%
Level 5 – MP -7, damage 164%
Level 6 – MP -7, damage 169%
Level 7 – MP -7, damage 174%
Level 8 – MP -8, damage 182%
Level 9 – MP -8, damage 187%
Level 10 – MP -9, damage 195%
Level 11 – MP -9, damage 200%
Level 12 – MP -10, damage 208%
Level 13 – MP -10, damage 213%
Level 14 – MP -11, damage 221%
Level 15 – MP -11, damage 226%
Level 16 – MP -12, damage 234%
Level 17 – MP -12, damage 239%
Level 18 – MP -13, damage 247%
Level 19 – MP -13, damage 252%
Level 20 – MP -14, damage 260%

Double Shot
MP usage
Level 1-4: 8
Level 5-7: 9
Level 8-9: 10
Level 10-11: 11
Level 12-13: 12
Level 14-15: 13
Level 16-17: 14
Level 18-19: 15
Level 20: 16
Damage multiplier level %: 2 * n + x
Level 1-4: x = 74
Level 5-7: x = 76
Level 8-9: x = 78
Level 10-11: x = 80
Level 12-13: x = 82
Level 14-15: x = 84
Level 16-17: x = 86
Level 18-19: x = 88
Level 20: x = 90

Level 1 – MP -8, damage 76%
Level 2 – MP -8, damage 78%
Level 3 – MP -8, damage 80%
Level 4 – MP -8, damage 82%
Level 5 – MP -9, damage 86%
Level 6 – MP -9, damage 88%
Level 7 – MP -9, damage 90%
Level 8 – MP -10, damage 94%
Level 9 – MP -10, damage 96%
Level 10 – MP -11, damage 100%
Level 11 – MP -11, damage 102%
Level 12 – MP -12, damage 106%
Level 13 – MP -12, damage 108%
Level 14 – MP -13, damage 112%
Level 15 – MP -13, damage 114%
Level 16 – MP -14, damage 118%
Level 17 – MP -14, damage 120%
Level 18 – MP -15, damage 124%
Level 19 – MP -15, damage 126%
Level 20 – MP -16, damage 130%

SKILL ANALYSIS
Here I will analyze how efficient some skills are compared to each other.

*Double Shot* vs. *Arrow Blow*
Recall the main info for each skill:

Double Shot: 130% + 130%
Arrow Blow: 260%

Let’s look at these two skills without Critical Shot. Remember that skills with
a lower damage multiplier is usually more stable than a skill with a higher
damage multiplier. The latter usually does one hit, while the former does
multiple hits, like a Bandit’s Savage Blow. Test the skills, and you will see
that Double Shot does more consistent damage than Arrow Blow.

Alright, now let’s factor Critical Shot into the skills. Recall that Critical
Shot adds 100% to the damage multiplier, not double. Now look at the skills
with critical:

Double Shot: (130 + 100)% + (130 + 100)% = 230% + 230%
Arrow Blow: (260 + 100)% = 360%

Technically, Double Shot does 460%, which is 28% stronger than Arrow Blow. But
you don’t always get Critical Shots. Factor in the percents to get:

Double Shot, both shots added
For # criticals, % chance
0 – 36%
1 – 48%
2 – 16%
Double Shot average damage per single hit with critical
130*0.6+230*0.4 = 170%
Double Shot average damage of both hits to 1 monster with maxed critical
260*0.36+360*0.48+460*0.16 = 340%
Arrow Blow average damage per single hit with critical
260*0.6+360*0.4 = 300%

In the end, Double Shot will outdamage Arrow Blow and be more consistent. But
what about MP usage? At a ratio of 14:16, it’s clear to see that Arrow Blow is
more MP efficient than Double Shot. The ratio of 300:340 is higher, meaning that
Arrow Blow gives you more for your MP’s worth. However, the inconsistency of
Arrow Blow and low average damage make it an inferior skill compared to Double
Shot, which allows you to train faster.

*Blessing of the Amazon* vs. *Focus* vs. *Arrow Blow*
Patch 0.35 has solved the MISS glitch. Now the corrent text displays when you
take damage. There should be nothing discouraging you from choosing Focus with
the last 9 SP of the first job.

SAMPLE SKILL BUILDS
These are tables of how archers may want to spend their SP. However, do not feel
you have to follow these charts – you are totally free to spend your SP however
you’d like.

These are the overviews of the first job. Use the build number to match with a
build’s detail below as noted by the parentheses following the build’s name.
Build 1
3 Blessing
8 Eye
20 Critical
9 Focus
1 Arrow Blow
20 Double Shot

Build 2
3 Blessing
8 Eye
20 Critical
0 Focus
10 Arrow Blow
20 Double Shot

Build 3
12 Blessing
8 Eye
20 Critical
0 Focus
1 Arrow Blow
20 Double Shot

The Standard “Cookie cutter” Build (1)
This is the build that most new archers will take.

Code:
Level SP

10    +1 Blessing

11    +2 Blessing, +1 Eye

12    +3 Eye

13    +3 Eye

14    +1 Eye, +2 Critical

15    +3 Critical

16    +3 Critical

17    +3 Critical

18    +3 Critical

19    +3 Critical

20    +3 Critical

21    +1 Arrow Blow, +2 Double Shot

22    +3 Double Shot

23    +3 Double Shot

24    +3 Double Shot

25    +3 Double Shot

26    +3 Double Shot

27    +3 Double Shot

28    +3 Focus

29    +3 Focus

30    +3 Focus

More range earlier saves you money on HP potions because you will be farther
from monsters when attacking. However, you will probably be fighting with a
melee weapon, so it’s not a huge deal. And of course, Critical Shot is maxed at
level 20, which is when you will probably start to use a bow unless you started
to use a crossbow at level 18. Last 9 SP goes into Focus so that maxing it in
the second job will be easier on the SP.

Dual Attack Build (2)
Not used by many archers anymore, but it’s put here for reference.

Code:
Level SP

10    +1 Blessing

11    +2 Blessing, +1 Eye

12    +3 Eye

13    +3 Eye

14    +1 Eye, +2 Critical

15    +3 Critical

16    +3 Critical

17    +3 Critical

18    +3 Critical

19    +3 Critical

20    +3 Critical

21    +1 Arrow Blow, +2 Double Shot

22    +3 Double Shot

23    +3 Double Shot

24    +3 Double Shot

25    +3 Double Shot

26    +3 Double Shot

27    +3 Double Shot

28    +3 Arrow Blow

29    +3 Arrow Blow

30    +3 Arrow Blow

The only difference is that you get Arrow Blow instead of Focus. Some may argue
that at really high levels (like 100+) 20 EVA won’t make much difference because
really high level archers have so much DEX to negate the 20 EVA bonus. With this
build, Arrow Blow may be maxed later during the second job.

Non-Focus Build (3)
For those against casting Focus for extra EVA.

Code:
Level SP

10    +1 Blessing

11    +2 Blessing, +1 Eye

12    +3 Eye

13    +3 Eye

14    +1 Eye, +2 Critical

15    +3 Critical

16    +3 Critical

17    +3 Critical

18    +3 Critical

19    +3 Critical

20    +3 Critical

21    +1 Arrow Blow, +2 Double Shot

22    +3 Double Shot

23    +3 Double Shot

24    +3 Double Shot

25    +3 Double Shot

26    +3 Double Shot

27    +3 Double Shot

28    +3 Blessing

29    +3 Blessing

30    +3 Blessing

This build is introduced for those who believe in the Focus glitch. This build
works out best for FA Archers because non-FA Archers will have to dump remaining
SP on either Blessing or Arrow Blow.

No-PQ/Really Unfunded Build (1)
This build is for archers not wanting to PQ until the late 20’s, or not at all.

Code:
Level SP

10    +1 Blessing

11    +2 Blessing, +1 Eye

12    +3 Eye

13    +3 Eye

14    +1 Eye, +2 Critical

15    +3 Critical

16    +3 Critical

17    +3 Critical

18    +3 Critical

19    +3 Critical

20    +3 Critical

21    +3 Focus

22    +3 Focus

23    +3 Focus

24    +1 Arrow Blow, +2 Double Shot

25    +3 Double Shot

26    +3 Double Shot

27    +3 Double Shot

28    +3 Double Shot

29    +3 Double Shot

30    +3 Double Shot

You get a defensive skill earlier because you won’t be using Double Shot to
train until the second job. You may also choose to put SP into Focus at level 24
through 27 and Double Shot at level 21 if want an attack skill first. Archers
wanting to PQ need to max Double Shot ASAP, which is why this is a no-PQ build.

Funded Archers Build (1)
This build doesn’t tie in with the theme of this guide (for new archers), but
it’s here anyways.

Code:
Level SP

10    +1 Critical

11    +3 Critical

12    +3 Critical

13    +3 Critical

14    +3 Critical

15    +3 Critical

16    +3 Critical

17    +1 Critical, +1 Arrow Blow, +1 Double Shot

18    +3 Double Shot

19    +3 Double Shot

20    +3 Double Shot

21    +3 Double Shot

22    +3 Double Shot

23    +3 Double Shot

24    +1 Double Shot, +2 Blessing

25    +1 Blessing, +2 Eye

26    +3 Eye

27    +3 Eye

28    +3 Focus/Arrow Blow

29    +3 Focus/Arrow Blow

30    +3 Focus/Arrow Blow

You get critical first to give you more damage, then Double Shot for even more.
You get eye later, then you choose between Focus or Arrow Blow (see above
builds). With this build, you will be consuming many potions: HP potions because
you have low range, MP potions because you’ll be using Double Shot to train.

My Personal Build (1)
This is just to show that you are free to add your SP any way you’d like.

Code:
Level SP

10    +1 Blessing

11    +2 Blessing, +1 Eye

12    +3 Critical

13    +3 Critical

14    +3 Critical

15    +3 Critical

16    +3 Critical

17    +3 Critical

18    +2 Critical, +1 Arrow Blow

19    +3 Eye

20    +3 Eye

21    +1 Eye, +2 Double Shot

22    +2 Double Shot

23    +3 Double Shot

24    +4 Double Shot

25    +2 Double Shot

26    +4 Double Shot

27    +3 Double Shot

28    +3 Focus

29    +2 Focus

30    +4 Focus

I got the Battle Crossbow at level 18, so I wanted Critical to be maxed. Level
1 Arrow Blow is pretty good in the first job without mastery. All those strange
numbers around Double Shot is because of the way MP usage changes at level up.
If MP usage isn’t a big deal to you, then just add the 3 SP per level.

TRAINING SPOTS
Whenever applicable, I’ll add in a SNIPING SPOT. This is a training spot where
you can attack monsters with your class-specific weapon without fear of being
hit. Also, because you are safely attacking, you may conserve MP and just attack
normally. Using attack skills from Sniper Spaces is optional.
In the summary of each section, the starred ( * ) monster is the recommended one
to train on.

Level 1-5
Most likely you will get to level 5 as you travel from Mushroom Town to Amherst.
Don’t forget to speak with Maria and do her favor for a free headpiece.

Level 5-9
Your STR should be 24/25 by now, and all other AP should go into DEX. Start
taking on Orange Mushrooms around Amherst. You need the caps for Bigg, who will
give you a new weapon. Save 10 Spores and 40 Caps for a quest later. Do the rest
of the quests available on Maple Island to get to level 8 really quickly.

Level 8-10
Stay on the screen with Maria and fight the snails and shrooms. There are many
safe spots to idle-heal, and you should take down monsters with ease.

Level 10-15
Snails
Stay on the first floor of the Henesys Hunting Ground. You may get into
conflicts with other players training, but do your best.
Or try A Hill East of Henesys, a map one screen east of Henesys. The map is more
spread out than the hunting grounds. The structure is the same: Snails and other
weak monsters on the bottom, stronger monsters up above. Remember, you are using
a melee weapon to conserve arrows, which is probably the weapon Bigg gave you.

Slime
On the second floor of Henesys Hunting Grounds are Slimes. A tad bit tougher
than Red Snails, these are good if you found a two-handed weapon. Better than
Snails altogether because they pay out more EXP and Mesos than Red Snails and
are just as tough to defeat.

Stump
Try the Field Up North of Ellinia if the hunting grounds above are crowded.
There are Slimes and Stumps here, both of which drop items for quests. These do
quite a bit of damage without decent armor, so do try to avoid attacking
multiple monsters at once. Save 120 Squishy Liquids, 100 Tree Branches, and 30
Slime Bubbles for quests. Sell the rest, or keep some branches for Processed
Wood.

SUMMARY: Snail, Blue Snail, Red Snail, Shroom, Slime*, Stump

Level 15-18/20
By this point, you should have a decent melee weapon. I recommend a Metal Axe or
Leather Purse.

Slime
Slimes are the best monsters to train on right now. The EXP and Meso drop rate
is great, and they don’t do much damage especially if you have new armor.

Travel to The Tree That Grew, which is a map two screens north of Ellinia. There
should be many Slimes there, with some Snails. The map is designed for three
players to take each level of the tree. The spawn rate is not fast here, so it’s
a safer place to train on Slimes.

Southern Forest I is a map full of Slimes, more than the previous. From Ellinia,
go south 3 screens, and enter the leftmost tree.
Entrance to Southern Forest I
There should be A LOT of Slimes here. There is only one safe spot to idle-heal.
Stay here to go AFK and heal
It’s harder to split the map up between other players. The EXP rate is the best
here. You definitely want to spend some time in this tree, especially if you’re
still carrying a melee weapon.

Orange Mushroom
Mushroom Garden holds Orange Mushrooms, as well as Red Snails and Shrooms. Two
screens west of Henesys is a large map with pigs in it. Climb up to the top
floor, and on the right platform are three little mushroom huts. Enter the
middle hut to find yourself in the garden.
Entrance to Mushroom Garden
Because this is a large map with multiple types of monsters here, I chose to not
train here. This map is very nice to those who already have a ranged weapon
because the terrain is flat. Melee players should stick to Slimes.

I stayed at the Field Up North of Ellinia because I still needed branches for
Processed Wood.

SNIPING SPOT: In Henesys Hunting Ground I, on the left side of the map are some
platforms to the side. You can stand on those and attack Mushrooms to the right.
Beware, some Slimes from below can jump up to your position, so pay attention to
those.

SUMMARY: Shroom, Red Snail, Stump, Slime*, Orange Mushroom

Level 18/20-25
By now you should have a class-specific weapon, so you can attack from afar.

Pig & Ribbon Pig
There are two places that hold both types of Pigs: Pig Beach and The Rain-Forest
East of Henesys
.

To get to Pig Beach, head to the 3-Way Road-Split. Use the image below to help
locate the entrance:
Entrance to Pig Beach
Ribbon Pigs drop Stiff Feathers which you need to make arrows with. The way Pigs
move makes this a difficult map to train in, despite being mostly flat. This is
no place for a melee weapon, so make sure you have a ranged weapon here.

If Pig Beach doesn’t suit you, go to The Rain-Forest East of Henesys, two maps
east from Henesys. Because it’s small, it may be difficult to train here because
of others around you. But since it’s flat, using a class-specific weapon to hunt
here is rather efficient. It would behoove you to spend some time collecting
Stiff Feathers from Ribbon Pigs.

Dark Stump & Axe Stump
At Perion Street Corner, you can circle the map killing the monsters here. Every
monster drops an item you need, whether it’s for quests or Processed Wood. This
map is the east exit from Perion. I highly suggest activating Winston’s quest so
you can start to collect fossils. Winston is at East Rocky Mountain II, which is
two maps east then one map north from Perion.

Green Mushroom & Horned Mushroom
The better monsters to be training on with ranged weapons are these Mushrooms.
Unlike the other mushrooms you’ve seen, these do not jump and do not move as
quickly. There are various trees around Ellinia where you will find these.
SNIPING SPOT: A good monster to attack would be Green Mushrooms. Around Ellinia,
you will find trees you can enter. Some of these trees contain Green and Horned
Mushrooms. These trees have platforms where you can safely attack mushrooms
without fear of getting hit by one. I trained here for 4 levels.

This is Southern Forest IV, probably the most popular Mushroom Tree.

One of my favorite trees is Forest Up North II. Go three maps north from Ellinia
to the leftmost tree on the bottom. The entrance:
Entrance to Forest Up North II
Lots of little platforms inside mean that you can attack without getting hit.

Blue Mushroom
Blue Mushroom Forest is a very archer-friendly place. In The Forest East of
Henesys
, go to the top platform and look for a woodpost on the left side. Hit up
there to enter Blue Mushroom Forest.
Entrance to Blue Mushroom Forest
The Blue Mushrooms here are great training. Unfortunately there are many other
weaker monsters around to block shots. You can use them to your advantage if you
are getting mobbed by many Blue Mushrooms: take a hit from a weak monster for
two seconds of invulnerability to escape.

Jr. Cactus
If you want to give Ariant a shot, a good monster to hunt at a low level is the
Jr. Cactus. There is a map that contains only these monsters that is small,
flat, and only contains five spawns at a time. They move slow, do not jump, and
is weaker than Zombie Mushrooms. Although no sniping spots are present, all the
facts presented mean this is a viable training spot.
Entrance to Young Catthus Desert

At level 22-24, you might want to start hunting monsters that correspond to any
quests you may have activated. It takes a while to find everything to complete
every quest available, but you get good money and EXP for it. At level 24, I
even went to Deep Ant Tunnel II to get Evil Eye Tails.

SUMMARY: Pig, Ribbon Pig, Dark Stump, Axe Stump, Green Mushroom*, Horned
Mushroom*, Blue Mushroom, Jr. Catus

Level 25-30
Your damage output should be high with all new equipment. There aren’t many new
places to train; I myself stayed at the mushroom trees until level 30.

Kerning City Party Quest
At this point, most players will begin accepting you into their parties for the
PQ. Make sure you have the best equipment available, otherwise you will have a
harder time getting into a party.
BOSS PROFILE: King Slime
The boss of this party quest, it isn’t that threatening. It requires 300 damage
to flinch, which won’t be attained until level 28 with a Mountain Crossbow. Its
jump attack does up to 200 damage, so you should always be able to survive the
attack as long as you keep your HP above 200. An easy fight as long as you keep
your distance and don’t get cornered.

Green Mushroom & Horned Mushroom
These monsters are still good training. It might slow down a bit, but it will
always be an available option.

Bubbling
While hanging around Kerning City, head into the Kerning City Subway. At Line 1

 

are Bubblings. They are just as tough as Green Mushrooms, but faster
and deadlier. Not a good recommendation, but some people need the drops here.

Stirge
Further into the Subway at the Transfer Area are Stirges. This will be the first
flying monster you see. They move fast and do good damage, but other than that,
that’s all. Low HP and low defense makes them easy to kill, not to mention high
EXP and Meso payout. Will require the use of attack skills, meaning MP potions
will be used.

Horned Mushroom & Zombie Mushroom
You can now train at Ant Tunnel without fear of dying. However, mages love this
place, and they will probably steal your kills here. It may be too early to
train here at this point, but some are brave enough to try. I never did though.
SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small
platforms. Stand on the right platform, face left, and start attacking. You can
hit most monsters from here, and you’re relatively safe from Zombie Mushrooms.

Dark Axe Stump
The top floor of Burnt Land I holds many Dark Axe Stumps, which drop the level
35 armors, among other good items. Once in a while, a Fire Boar may spawn up
there, and it’s rather powerful for your level, so be careful. To get here, go
2 maps south of Perion, then look for a cave with a sign reading “Burning Zone”
on top. The Burning Zone consists of five maps; however, only the first two are
alright for training. Don’t go to the second map until level 35.

All Stumps
Try a map called Over The Wall, which has many stump-type monsters. They are
slow, there are platforms for you to attack from, and they drop all you need for
Processed Woods. To get there, go east once from Perion, then drop to the
bottom. Locate a wooden door and enter it.
Entrance to Wild Boar Land
Walk right and you will see three more wooden doors. The middle door brings you
to Over The Wall.
Entrance to Over The Wall

Wooden Masks & Rocky Masks
Take a detour from Perion into the Excavation Site, where you’ll find some
tribal-like monsters. Wooden Masks & Rocky Masks bear similar stats to Wild
Boars, but move slower and do not jump. There is not much sniping potential, so
if you do train here, be cautious.

Street Slime & Urban Fungus
Exclusive to GMS, these two appear and act like their cousins on Victoria, but
share similar stats to Horned Mushrooms. You can find these in Jungle Clearing,
just outside New Leaf City. Try to avoid Boomers, which are most likely too much
for you to handle at this point.

Crow
Sadly, Crows no longer have one of the lowest HP:EXP ratios of all monsters, but
now is a flying Wild Boar. Still, ranged players have an advantage in hunting
flying monsters over melee players, and the maps are large. These should take 2
hits to kill. Either Crow Forest map will work.

Desert Rabbits
Although the HP:EXP ratio isn’t as good as Horned Mushrooms, these move very
slow and tend to bunch up nicely. Good to know that just two maps east of Ariant
is Tent of the Entertainers, a map full of Desert Rabbits that is completely
flat. Because it is flat, nothing will obscure your shots, but there are no
sniping spots. Fortunately, there are many platforms above where nothing spawns,
so you will have many chances to escape and heal if you are close to death.

Jr. Cactus
Using the same map presented in the previous listing, training here may be
slower than other places like Ant Tunnel or Desert Rabbits. However, this place
is still relatively safe and requires less potion usage.

Jr. Sentinel
If you have spare money to burn, load up on arrows and travel to Ossyria. Right
inside Orbis Tower are Jr. Sentinels. These last a long time before dying, but
do very little damage for their level. Keep in mind that you cannot make arrows
in Orbis.

Aqua Road contains some training areas, but getting there at this point would be
too tough because of the monsters on the way there. I suggest not going to Aqua
Road for a few more levels.

Trixter & Green Trixter
There is one place in Ludibrium that can possibly work for training. In EOS
Tower
, there is a great sniping spot on the 71st floor. Right by the bottom door
are three Trixters. Stand by the door and fire away. They will keep respawning,
so be careful when collecting your loot. The biggest problem is not only getting
here alive, but getting back alive.

SUMMARY: Kerning City PQ*, Green Mushroom, Horned Mushroom, Bubbling, Stirge,
Zombie Mushroom, Axe Stump, Ghost Stump, Dark Axe Stump, Wooden Mask, Rocky Mask,
Jr. Sentinel, Trixter, Crow, Street Slime, Urban Fungus, Desert Rabbits

EQUIPMENT
Probably the main reason why I made this guide, this is the section on how to be
efficient with spending while still having good equipment. If you are funded,
skip this section.

Level 1-10

Be sure to do Maria’s quest to snag a free hat. Do not buy anything from the
shops on this island. Potions are NOT necessary – if your HP is below 40 and you
need health, just die and revive back with 50 HP since you don’t lose EXP.
For Bigg’s quest, don’t hunt Orange Mushrooms until STR is 24/25. Once you
complete Bigg’s quest, you can open up shop… literally. Start fighting Orange
Mushrooms for their caps, and you could sell the caps to other beginners
(especially mages and thieves; I sell caps at 20 mesos each). If you got a Fruit
Knife, then congrats; if you got a Razor… well continue on – it’s still better
than your first weapon.

Once you hit level 10, shank your way to Victoria (no pun intended?). You are
going to walk to Henesys to advance as an archer. Why pay for transportation
when Henesys is the easiest town to reach from Lith Harbor of the other 4 towns?

When you reach “A Hill West of Henesys,” don’t be afraid to die to Pigs. Not
only do you not suffer EXP loss, but you will respawn in Henesys. If, however,
you don’t die, then props to you.

So you’ve met Athena, and she jazzed you up as an archer. I’ll bet you’re
itching to start shooting your bow off at the snails that have been haunting you
for the past 10 levels. But judging from your resources, you probably can’t even
afford a weapon, much less armor. However, armor is your best bet, since you
just got a good weapon from Bigg. The armors at level 15 are much better. If you
must buy one thing, purchase a Winter Hat. It’s cheap and adds +1 EVA. I don’t
suggest buying a top or bottom yet because all it does is add little defense
.

As for your weapon, continue to use the weapon Bigg gave you. As you train, you
may get lucky with drops. Most notably, hunt Red Snails and Slimes, which drop
Wooden Swords and Metal Axes, respectively. If you have sufficient funds, buy a
Metal Axe or Wooden Mallet
, and use that until you find a better one from a
Slime. You can buy one from the Kerning or Perion Weapon stores.

Level 11-16

At level 11, travel to Kerning City and purchase a Gomushin, color doesn’t
matter. The +2 SPD is more handy than you think.

If defense is important and you can afford it, buy a level 11 shirt from Lith
Harbor.

Do not make the Basic Archer Gloves because Nella will give you a Blue Diros for
her quest. At level 15, do not buy a new hat yet.

MALE: Buy the Leather Hoodwear at level 15. The color doesn’t matter because
that one point of STR or DEX added makes a very little difference at such a low
level.
For pants, buy something from Lith Harbor. Grey Thick Sweat Pants, Sand-Blasted
Jeans, Ice Jeans, it doesn’t really matter what you get. I bought the Sand-
Blasted Jeans for my archer.
FEMALE: Buy a top and a bottom from Henesys at level 15. The top provides DEX,
the bottom provides MP.

As for weapon, stick with whatever you can get. Hopefully, a Red Snail or Slime
dropped something you can use by now.

Level 18-22

At level 20, there’s not much else to buy. Buy a Robin Hat. Keep in mind which
color adds HP or MP. The level 20 armors for males and females provide the same
stat bonuses that the level 15/16 armors did. Spending a lot more for just a few
extra WDEF is not very efficient. That and the level 20 armor for males is butt-
ugly. So don’t buy a top or bottom at level 20.

If you did Nella’s quest, then congrats on a free Blue Diros. Try upgrading it
to Green Diros for a sexy +2 DEX bonus. This should last until the Gold Scalers
that John gives to you at level 30. This requires 2 Emeralds, which is 20 ores.
If you can’t afford the ores, then just keep it unupgraded. 2 DEX makes little
difference at this level anyways.

For Crossbowers, buy the Battle Crossbow at level 18, then the Balanche at level
22. For bowers, try making the Hunter’s Bow, which requires 50 Red Snail Shells
and 30 Processed Woods (300 branches or 150 firewood). If you’re too lazy to get
the materials, just buy it. I went ahead and just bought it because I needed the
Processed Woods for making arrows.

Money challenge: Try to buy ten 100% Overall DEX scrolls from Tulcas in the
Swamp of Despair II and add it a Bathrobe from Showa. This will last up to 30
levels.

Level 25-26

The one thing every level 25 archer must have is a Green Bamboo Hat. Try earning
one through a PQ, or buy one from another player, but do not pay more than 15k
for one. This hat will last for a very long time.

Buy the complete Bennis Chainmail set now, the pants and the top. These provide
the same DEX boost as the level 30 armor, but cost way less.

Buy a pair of Whitebottom Shoes from Henesys for more speed.

Keep the Diros from before (if you got it).

Complete Winston’s and Dr. Betty’s quests to receive a Leaf Earring. This
earring is awesome sauce. Getting the Weighted Earrings required for the quest
will either cost time at Wild Boars or money for buying it. Don’t pay more than
15k for a Weighted Earrings.

Complete the Niora Hospital quest for an Old Raggedy Cape that adds 10 EVA. The
quest is easy and good training.

Level 28-30

By this point, you should be buying your weapons, either a Battle Bow or a
Mountain Crossbow. Hunting for your next weapon may not be practical as monsters
that drop them are tough so that you have to be above the level of the weapon
you are trying to hunt.

Do your best to try to get a Ryden. Ryden prices are significantly greater than
Battle Bow prices. If you are unable to obtain a Ryden, stick with the Battle
Bow. It gives you more speed over some power.

At level 30, the armors are way too expensive and they provide the same DEX
bonuses as the Bennis set. The Green Bamboo Hat is still better than a Hawkeye.
The Green Diros still rocks. Are you buying anything at level 30? No. Doing
Nella’s quest should give you a Green Hunter’s Boots though, but the
Whitebottoms are still just so much better than 1 DEX. Don’t make gloves because
you get free Gold Scalers from John.

Other First Job Tips
-It does not matter whether you use a Bow or Crossbow. The point of the first
job is to introduce you to the available weapons of the second job so that first
job players who haven’t decided what to advance as can experience what life may
be like in the second job. You can mix up weapons to use if you want to use all
arrows you may have picked up. For example, it’s not a bad idea to keep both a
Battle Crossbow and Hunter’s Bow on you for a while. At least you can use every
arrow you find.

-Attack skills generally aren’t worth using all the time due to unstable damage.
A Double Shot may result in two 1s, which is rather disappointing.

Using skills occasionally is fine, but if you are trying to conserve potions,
avoid using too many skills. Skills are best used after getting some Mastery.

-If you don’t have enough money to buy all the equipment, prioritize. Remember
that your weapon is more important than your armor.

For more tips, see the General Tips section at the bottom of the guide.

!!MIDWAY BIT!!
This guide may only be seen on sleepywood.net!
!!END MIDWAY!!

——————————–
The Road as a Hunter/Crossbower
——————————–

JOB ADVANCEMENT TEST
Once you are level 30, you will be able to take Athena Pierce’s test to advance
to the second job. Bring a handful of White/Orange and Blue Potions. I say bring
at least 25 of each. Also, your equipment should be up-to-date. Nothing should
be below level 20. In terms of stats, your STR/DEX distribution should be like
so: Hunters should have 35/127, Crossbowers should have 30/132.

Once you have gathered your supplies, go speak with Athena in Henesys. She will
give you a letter and instruct you to see her correspondant nearby Henesys. Take
this to Road to the Dungeon, which is the top right exit of Henesys. At the top
right of the map, above a pit of Blue Mushrooms, is the Bowman Job Instructor,
decked out in a Blue Feather Hat and Blue Able Skirt. Talk to her, and you will
be transported to Ant Tunnel For Bowman.

Your objective: Kill monsters and collect 30 Dark Marbles.

You will spot two monsters in here: Zombie Mushrooms and Evil Eyes. Don’t worry,
these are not the same ones you find inside the real Ant Tunnel. They have been
adjusted to not award EXP nor drop anything except for Dark Marbles. Both being
level 35, their stats are as follows (as taken from the Sauna):

Zombie Mushroom
HP: 600
Accuracy: 50
Avoidability: 15
Weapon attack: 110
Weapon defense: 30

Evil Eye
HP: 800
Accuracy: 50
Avoidability: 18
Weapon attack: 110
Weapon defense: 50

From my experience, Zombie Mushrooms take 2 DS to kill, while Evil Eyes take 2-3
DS to kill. That is, only if you get upper tier damage. The drop rate is roughly
1 drop out of 2 kills. Once you have your 30 Dark Marbles, speak with the job
instructor to exit, then report back to Athena. Before you talk with her, stand
on the side of the screen so you can see the cool animation you get for job
advancing. Congratulations!

HUNTER OR CROSSBOWER?
This question is asked many times over. Remember the key difference is speed vs.
power
. Hunters attack faster than Crossbowers, while Crossbowers do more damage.
Many prefer speed over power (that is why there are so many Assassins), so most
choose the Hunter. There is no worse class, it just depends on how others
perceive the class. I enjoy using both classes because gameplay is so much
different. You wouldn’t believe how different playing both classes are.

As a reference, here is how damage is calculated for bows and crossbows:
Bow:
WATK * (DEX * X * 3.4 * M + STR) / 100
Crossbow:
WATK * (DEX * X * 3.6 * M + STR) / 100
X = 1 for maximum damage, 0.9 for minimum damage
M = 1 for maximum damage, current mastery for minimum damage
*Mastery is converted to a decimal
So as you can see, Crossbows will do more damage per hit no matter what. Also
note that Crossbows require less STR than bows, so Crossbowers will almost
always have more DEX than Hunters.

Another key difference is the skills. In the second job, only Arrow Bomb and
Iron Arrow separate the classes. The third job skill that separates the classes
are Inferno and Blizzard. Blizzard alone makes Crossbows look very appealing.
However, the release of third jobs has also pushed up the Spearmen population,
so Crossbow items are still cheap as ever.

THE WAY OF THE HUNTER/EVERYTHING ON CROSSBOW
I will now cover the skills of a second job archer, and add my comments.
ML = max/mastered level

Bow/Crossbow Mastery (ML 20) – Increases the bow/crossbow mastery and accuracy.
It only applies when a bow/crossbow is in hand.

Every class has some sort of mastery. What is Mastery? Mastery is a skill that
increases your minimum damage. Notice how sometimes you do hundreds of damage
with one shot, while other times you hit 1? Your mastery of your class-specific
weapon prevents you from hitting very low damage on monsters. Getting a Critical
Shot with a base 30 damage isn’t very exciting, but when mastery is high,
getting a Critical Shot with a base 150 damage is noticable. Also note that
using Arrow Blow without mastery may result in 260% of 10 damage… pitiful.
Mastery is another reason why Double Shot is preferred over Arrow Blow –
consistent damage. Mastery should go to level 19 soon so you get your full
mastery of 60% there. Level 20 only adds 1 point of accuracy, so that last SP is
better spent elsewhere until the end of the second job. Also, the accuracy given
by increasing Mastery only affects the weapon that Mastery gives
. You will want
to max Mastery by level 70 because a fourth job skill requires maxed Mastery.

Final Attack: Bow/Crossbow (ML 30) – With a certain success rate, another attack
follows after performing an attacking skill. Only works with a bow/crossbow in
hand.
Pre-Requisite – Level 3 Mastery

This skill is difficult to explain. After you use an attack skill (AB/DS/Bomb/
IA), there is a chance that a second, more powerful arrow will come out at no
expense other than one arrow. It comes out at random, but it costs no MP. Like
Critical Shot, it’s basically free extra damage. On the plus side, Final Attack
allows all Archers to flinch higher level monsters when Double Shot won’t quite
reach the minimum damage needed to flinch. This also speeds up training
drastically. The biggest downside is that it takes time to fire, about a half
second more. This could mean life or death when fighting high level monsters,
especially bosses. Many Archers today agree that the 30 SP needed to max Final
Attack is better spent elsewhere because Final Attack does NOT work with third
job skills
. However, there are still some Archers today who choose to max Final
Attack. Maxing it or not is all a matter of preference. More on Final Attack
below in the Skill Analysis section.

Bow/Crossbow Booster (ML 20) – Uses HP and MP to temporarily boost up the
attacking speed of the bow/crossbow. It only works with a bow/crossbow in hand.
Pre-Requisite – Level 5 Mastery

You attack faster. Do I need to argue more? Booster is generally not maxed until
higher levels because there are other second job skills that are more important
than Booster. As important as Booster is, it’s good to get some SP into Booster
early on, along with Soul Arrow. After maxing the other important skills, turn
back to maxing this and Soul Arrow. Remember that all levels of Booster adds the
same amount of speed, so you don’t need to put too much SP into Booster early on.

Power Knock-Back (ML 20) – Improves the success rate of knocking back the
enemies far when swinging the bow/crossbow. The higher the level, the higher the
number of enemies the character can knock down.

This is a fun attack. It’s more of a support skill than attack. Power Knock-Back
(PKB) increases your chance to push monsters back when swinging your weapon at
some MP cost. Also, PKB is multi-targetting. Maxed PKB is similar to a Warrior’s
Slash Blast. PKB is an essential skill that all Archers should max because you
will eventually need to push monsters away to gain room to attack. PKB only adds
to the current weapon’s rate of pushback; if PKB fails to push monsters back,
then the same rate is used in making the monsters flinch. The only real downside
is that PKB is NOT passive. You have to set it to a button to activate it. You
might accidentally do a second PKB after pushing the monsters back and end up
hitting air. Even so, you will notice that PKB even at level 1 will push back
monsters more often than a normal swing.
Power Knock-Back used on Coolie Zombies

Soul Arrow: Bow/Crossbow (ML 20) – Temporarily allows the character to fire
bow/crossbow arrows without using up the arrows. Only works with a bow/crossbow
in hand.
Pre-Requisite – Level 5 Booster

When you use Soul Arrow, your bolts are replaced by a large golden lance. You
can’t see this when using other skills except for Double Shot, where you get two
large golden lances. This is cool in itself. Soul Arrow free up inventory space,
allowing you to carry more potions and scrolls, allowing for longer training
sessions. The only problem with Soul Arrow is that it does not take the attack
bonus of stronger arrows, like Bronze and Steel
. If it did, Archers would be too
imbalanced. Get a decent level Soul Arrow that lasts a while. Level 10 is fine,
but nothing is stopping you from maxing it. I strongly encourage you to get at
least level 1 early on, since it does help with saving arrows.

Arrow Bomb: Bow (ML 30) – Fires arrows with bombs attached to it. If struck
cleanly, the bomb explodes on the enemy, knocking out some of the enemies around
with a certain success rate. Can’t attack more than 6 at once, and it only works
with a bow in hand.

This is the Hunter’s main multi-hit attack. It’s a ranged area-of-effect attack.
If you see a group of monsters near each other, shoot some bombs at them. In
addition to damage, Arrow Bomb can stun monsters. This stun is overrated yet
underestimated. There are times when you don’t want to stun monsters, like when
you are trying to herd them together.
Also, it is worth mentioning that the damage for Arrow Bomb is completely unique
in terms of damage and how it is applied. This will be covered fully below. This
should be the skill you want to spend your first SP on because it gives you your
first mob attack.
Arrow Bomb used on Coolie Zombies

Iron Arrow: Crossbow (ML 30) – The arrow that’s fired will go through a monster
and attack another one behind it. The damage decreases for every monster the
arrow goes through. Can damage up to 6 monsters at once.

This is the Crossbower’s main multi-hit attack. You fire an arrow in a straight
line, piercing all monsters. Because it goes in a straight line, you can’t hit
monsters above or below your Y-axis. On the plus side, Iron Arrow flies through
walls. This is beneficial in maps with monsters behind walls. Though the damage
decreases with each monster hit, the decrease is barely noticable, not to
mention that you may get a critical hit. Tests show that Iron Arrow’s damage
decreases by a factor of 0.82, and that criticals are also subject to this
decreasing factor.
Iron Arrow used on Sakura Cellions

SKILL TABLES
Unlike the first job, the second job skills are much more simple to understand.
n = skill level
trun() = drop the decimal of what the formula produces

Bow/Crossbow Mastery
Mastery %: trun((n + 1) / 2) * 5 + 10
Additional accuracy: +n

Level 1 – mastery 15%, ACC +1
Level 2 – mastery 15%, ACC +2
Level 3 – mastery 20%, ACC +3
Level 4 – mastery 20%, ACC +4
Level 5 – mastery 25%, ACC +5
Level 6 – mastery 25%, ACC +6
Level 7 – mastery 30%, ACC +7
Level 8 – mastery 30%, ACC +8
Level 9 – mastery 35%, ACC +9
Level 10 – mastery 35%, ACC +10
Level 11 – mastery 40%, ACC +11
Level 12 – mastery 40%, ACC +12
Level 13 – mastery 45%, ACC +13
Level 14 – mastery 45%, ACC +14
Level 15 – mastery 50%, ACC +15
Level 16 – mastery 50%, ACC +16
Level 17 – mastery 55%, ACC +17
Level 18 – mastery 55%, ACC +18
Level 19 – mastery 60%, ACC +19
Level 20 – mastery 60%, ACC +20

Final Attack: Bow/Crossbow
Activation rate %: n * 2
Final Attack damage %: 100 + n * 5

Level 1 – success rate 2%, damage 105%
Level 2 – success rate 4%, damage 110%
Level 3 – success rate 6%, damage 115%
Level 4 – success rate 8%, damage 120%
Level 5 – success rate 10%, damage 125%
Level 6 – success rate 12%, damage 130%
Level 7 – success rate 14%, damage 135%
Level 8 – success rate 16%, damage 140%
Level 9 – success rate 18%, damage 145%
Level 10 – success rate 20%, damage 150%
Level 11 – success rate 22%, damage 155%
Level 12 – success rate 24%, damage 160%
Level 13 – success rate 26%, damage 165%
Level 14 – success rate 28%, damage 170%
Level 15 – success rate 30%, damage 175%
Level 16 – success rate 32%, damage 180%
Level 17 – success rate 34%, damage 185%
Level 18 – success rate 36%, damage 190%
Level 19 – success rate 38%, damage 195%
Level 20 – success rate 40%, damage 200%
Level 21 – success rate 42%, damage 205%
Level 22 – success rate 44%, damage 210%
Level 23 – success rate 46%, damage 215%
Level 24 – success rate 48%, damage 220%
Level 25 – success rate 50%, damage 225%
Level 26 – success rate 52%, damage 230%
Level 27 – success rate 54%, damage 235%
Level 28 – success rate 56%, damage 240%
Level 29 – success rate 58%, damage 245%
Level 30 – success rate 60%, damage 250%

Bow/Crossbow Booster
HP/MP usage: 30 – n
Duration: 10 * n

Level 1 – HP/MP -29, lasts 10 seconds
Level 2 – HP/MP -28, lasts 20 seconds
Level 3 – HP/MP -27, lasts 30 seconds
Level 4 – HP/MP -26, lasts 40 seconds
Level 5 – HP/MP -25, lasts 50 seconds
Level 6 – HP/MP -24, lasts 60 seconds
Level 7 – HP/MP -23, lasts 70 seconds
Level 8 – HP/MP -22, lasts 80 seconds
Level 9 – HP/MP -21, lasts 90 seconds
Level 10 – HP/MP -20, lasts 100 seconds
Level 11 – HP/MP -19, lasts 110 seconds
Level 12 – HP/MP -18, lasts 120 seconds
Level 13 – HP/MP -17, lasts 130 seconds
Level 14 – HP/MP -16, lasts 140 seconds
Level 15 – HP/MP -15, lasts 150 seconds
Level 16 – HP/MP -14, lasts 160 seconds
Level 17 – HP/MP -13, lasts 170 seconds
Level 18 – HP/MP -12, lasts 180 seconds
Level 19 – HP/MP -11, lasts 190 seconds
Level 20 – HP/MP -10, lasts 200 seconds

Power Knock-Back
MP usage: trun((n – 1) / 10) * 7 + 8
Knock-back rate %: 2 * n
Damage %: 100 + n * 5
# of monsters hit: trun((n – 1) / 5)* + 2
* = round UP for level 20

Level 1 – MP -8, knock-back +2%, damage 105%, push 2 monsters back
Level 2 – MP -8, knock-back +4%, damage 110%, push 2 monsters back
Level 3 – MP -8, knock-back +6%, damage 115%, push 2 monsters back
Level 4 – MP -8, knock-back +8%, damage 120%, push 2 monsters back
Level 5 – MP -8, knock-back +10%, damage 125%, push 2 monsters back
Level 6 – MP -8, knock-back +12%, damage 130%, push 3 monsters back
Level 7 – MP -8, knock-back +14%, damage 135%, push 3 monsters back
Level 8 – MP -8, knock-back +16%, damage 140%, push 3 monsters back
Level 9 – MP -8, knock-back +18%, damage 145%, push 3 monsters back
Level 10 – MP -8, knock-back +20%, damage 150%, push 3 monsters back
Level 11 – MP -15, knock-back +22%, damage 155%, push 4 monsters back
Level 12 – MP -15, knock-back +24%, damage 160%, push 4 monsters back
Level 13 – MP -15, knock-back +26%, damage 165%, push 4 monsters back
Level 14 – MP -15, knock-back +28%, damage 170%, push 4 monsters back
Level 15 – MP -15, knock-back +30%, damage 175%, push 4 monsters back
Level 16 – MP -15, knock-back +32%, damage 180%, push 5 monsters back
Level 17 – MP -15, knock-back +34%, damage 185%, push 5 monsters back
Level 18 – MP -15, knock-back +36%, damage 190%, push 5 monsters back
Level 19 – MP -15, knock-back +38%, damage 195%, push 5 monsters back
Level 20 – MP -15, knock-back +40%, damage 200%, push 6 monsters back

Soul Arrow: Bow/Crossbow
MP usage: trun((n – 1) / 10) * 5 + 15
Duration: n * 30

Level 1 – MP -15, lasts 30 seconds
Level 2 – MP -15, lasts 60 seconds
Level 3 – MP -15, lasts 90 seconds
Level 4 – MP -15, lasts 120 seconds
Level 5 – MP -15, lasts 150 seconds
Level 6 – MP -15, lasts 180 seconds
Level 7 – MP -15, lasts 210 seconds
Level 8 – MP -15, lasts 240 seconds
Level 9 – MP -15, lasts 270 seconds
Level 10 – MP -15, lasts 300 seconds
Level 11 – MP -20, lasts 330 seconds
Level 12 – MP -20, lasts 360 seconds
Level 13 – MP -20, lasts 390 seconds
Level 14 – MP -20, lasts 420 seconds
Level 15 – MP -20, lasts 450 seconds
Level 16 – MP -20, lasts 480 seconds
Level 17 – MP -20, lasts 510 seconds
Level 18 – MP -20, lasts 540 seconds
Level 19 – MP -20, lasts 570 seconds
Level 20 – MP -20, lasts 600 seconds

Arrow Bomb: Bow
MP usage: trun((n – 1) / 10) * 14 + 14
Stun duration: trun((n – 1) / 10) * 2 + 2 seconds
Success rate %: 30 + n
Damage %: 70 + 2 * n

Level 1 – MP -14, stun for 2 seconds at 31% success rate, damage 72%
Level 2 – MP -14, stun for 2 seconds at 32% success rate, damage 74%
Level 3 – MP -14, stun for 2 seconds at 33% success rate, damage 76%
Level 4 – MP -14, stun for 2 seconds at 34% success rate, damage 78%
Level 5 – MP -14, stun for 2 seconds at 35% success rate, damage 80%
Level 6 – MP -14, stun for 2 seconds at 36% success rate, damage 82%
Level 7 – MP -14, stun for 2 seconds at 37% success rate, damage 84%
Level 8 – MP -14, stun for 2 seconds at 38% success rate, damage 86%
Level 9 – MP -14, stun for 2 seconds at 39% success rate, damage 88%
Level 10 – MP -14, stun for 2 seconds at 40% success rate, damage 90%
Level 11 – MP -14, stun for 4 seconds at 41% success rate, damage 92%
Level 12 – MP -14, stun for 4 seconds at 42% success rate, damage 94%
Level 13 – MP -14, stun for 4 seconds at 43% success rate, damage 96%
Level 14 – MP -14, stun for 4 seconds at 44% success rate, damage 98%
Level 15 – MP -14, stun for 4 seconds at 45% success rate, damage 100%
Level 16 – MP -28, stun for 4 seconds at 46% success rate, damage 102%
Level 17 – MP -28, stun for 4 seconds at 47% success rate, damage 104%
Level 18 – MP -28, stun for 4 seconds at 48% success rate, damage 106%
Level 19 – MP -28, stun for 4 seconds at 49% success rate, damage 108%
Level 20 – MP -28, stun for 4 seconds at 50% success rate, damage 110%
Level 21 – MP -28, stun for 6 seconds at 51% success rate, damage 112%
Level 22 – MP -28, stun for 6 seconds at 52% success rate, damage 114%
Level 23 – MP -28, stun for 6 seconds at 53% success rate, damage 116%
Level 24 – MP -28, stun for 6 seconds at 54% success rate, damage 118%
Level 25 – MP -28, stun for 6 seconds at 55% success rate, damage 120%
Level 26 – MP -28, stun for 6 seconds at 56% success rate, damage 122%
Level 27 – MP -28, stun for 6 seconds at 57% success rate, damage 124%
Level 28 – MP -28, stun for 6 seconds at 58% success rate, damage 126%
Level 29 – MP -28, stun for 6 seconds at 59% success rate, damage 128%
Level 30 – MP -28, stun for 6 seconds at 60% success rate, damage 130%

Iron Arrow: Crossbow
MP usage: trun((n – 1) / 10) * 14 + 14
Damage %: 60 + 4 * n

Level 1 – MP -14, damage 64%
Level 2 – MP -14, damage 68%
Level 3 – MP -14, damage 72%
Level 4 – MP -14, damage 76%
Level 5 – MP -14, damage 80%
Level 6 – MP -14, damage 84%
Level 7 – MP -14, damage 88%
Level 8 – MP -14, damage 92%
Level 9 – MP -14, damage 96%
Level 10 – MP -14, damage 100%
Level 11 – MP -14, damage 104%
Level 12 – MP -14, damage 108%
Level 13 – MP -14, damage 112%
Level 14 – MP -14, damage 116%
Level 15 – MP -14, damage 120%
Level 16 – MP -28, damage 124%
Level 17 – MP -28, damage 128%
Level 18 – MP -28, damage 132%
Level 19 – MP -28, damage 136%
Level 20 – MP -28, damage 140%
Level 21 – MP -28, damage 144%
Level 22 – MP -28, damage 148%
Level 23 – MP -28, damage 152%
Level 24 – MP -28, damage 156%
Level 25 – MP -28, damage 160%
Level 26 – MP -28, damage 164%
Level 27 – MP -28, damage 168%
Level 28 – MP -28, damage 172%
Level 29 – MP -28, damage 176%
Level 30 – MP -28, damage 180%

SKILL ANALYSIS

*Double Shot* vs. *Arrow Bomb*
Recall the main info for each skill:

Double Shot
16 MP
130% + 130%, 1 target

Arrow Bomb
28 MP
130%, up to 6 targets

For now, let’s ignore Critical Shot.
You want to aim to attain 260% per 16 MP. Arrow Bomb costs 75% more MP than
Double Shot. 260% * 1.75 = 455% per 28 MP. If Arrow Bomb can deal at least 455%
per usage, it is more effective than Double Shot. How do you obtain 455%?

455% ÷ 130% = 3.5

Basically, if you can hit at least 4 monsters with Arrow Bomb, you’re getting
more for your MP than by using Double Shot to take them out individually. Using
Arrow Bomb on 3 monsters or less will result in lost MP.

But this is without critical shot. Now let’s factor critical shot in.

Recall the percent chance to get a critcal hit with Double Shot.
For # criticals, % chance
0 – 36%
1 – 48%
2 – 16%

Now what are the chances of getting criticals with Arrow Bomb? Assuming you hit
6 monsters
For # criticals, % chance
0 – 4.67%
1 – 18.66%
2 – 31.10%
3 – 27.65%
4 – 13.82%
5 – 3.69%
6 – 0.41%

For the sake of simplicity (and because I’m lazy), we will average the chance to
score a critical hit among all outcomes possible.

Double Shot average damage per single hit with critical = 170%
Arrow Bomb average damage per single hit with critical = 182%

Now a new variable has to be factored in, number of hits.

Double Shot average damage of both hits to 1 monster with maxed critical
260*0.36+360*0.48+460*0.16 = 340%

Since there are two separate damages to Arrow Bomb, actual proof of calculations
would take about a full page to write out. For the actual average damage of
Arrow Bomb, see the section below.

Six hits with Arrow Bomb is almost three Double Shots. When you factor
critical shot in, you must hit at least 3 monsters with Arrow Bomb to get your
MP’s worth.

*Arrow Bomb*
There is one more unsolved issue that needs to be addressed: impact damage.
Recall that Arrow Bomb is split into two damage calculations: impact and bomb.
When you fire a Bomb, the first monster that gets hit takes impact damage. Any
nearby monster will take damage from the explosion, the bomb damage. The problem
is that the impact damage is significantly lower than bomb damage. The actual
damage caused by the impact damage is unknown at the time, but is estimated to
be about 40%. The above calculations assume that impact damage is the same as
bomb damage. Calculating the damage with the impact damage factored in leads to
many times more calculations because each hit has to calculated individually.
Also, this reduced impact damage multiplier is applied AFTER defense is
calculated. This is apparent at lower levels because a hit that would’ve done 1
damage will appear as a MISS. In fact, all hits of Arrow Bomb are multiplied
after defense is applied.

Also, there is one more thing that makes Arrow Bomb so unique. It appears that
Arrow Bomb is the only skill that factors Critical Shots as double damage, not
+100%. Critical Shots for Arrow Bomb are *2, not +100%. This means that impact
damage on critical will do 80%, while the bomb damage does 260%.

Average damage of Arrow Bomb with Critical Shot for # monsters hit:
1 – 0.56
2 – 2.38
3 – 4.2
4 – 6.02
5 – 7.84
6 – 9.66
In other words, the average damage for hitting 6 monsters is 966%.
If Arrow Bomb wasn’t completely different like so, Arrow Bomb would have a much
higher average damage. But weak impact damage paired with unique critical
damage makes Arrow Bomb weaker than other multi-hit skills, like Arrow Rain.

*Iron Arrow*
The amount of damage that Iron Arrow reduces by is 0.82 of the previous damage
modifier. So if you arrange six monsters in a row, this is what the damage will
look like across the six monsters:
Monster # – damage
1 – 1.800
2 – 1.476
3 – 1.210
4 – 0.992
5 – 0.814
6 – 0.667
Now these numbers are without Critical Shot. Like Arrow Bomb, Critical Shot
works differently with Iron Arrow than the rest of a Bowman’s skills. It still
gives the standard +100% damage to the multiplier, but all critical hits are
subject to the damage reduction caused by Iron Arrow, so Critical Shots will go
down by a factor of 0.82 per hit. As a result, you get new damages:

Average damage of Iron Arrow with Critical Shot to # monster in a line of six:
Y=1.8*0.82^(X-1)+0.4*0.82^(X-1)
1 – 2.200
2 – 1.804
3 – 1.479
4 – 1.213
5 – 0.995
6 – 0.816
So in actuality, The last hit of Iron Arrow will still be light-hitting, despite
Critical Shot kicking in.

Total average damage of Iron Arrow with Critical Shot for # monsters hit:
1 – 2.200
2 – 4.004
3 – 5.483
4 – 6.696
5 – 7.691
6 – 8.507

If you compare Iron Arrow to Arrow Bomb, you’ll notice some trends, especially
if you graph the damage in the same grid. With Arrow Bomb, damage starts low but
gradually gets higher. With Iron Arrow, damage starts high but increases slower.

*Final Attack*

OGM Spoiler!
So what is Final Attack (FA) really? Explaining what FA really is requires deep
understanding. In a nutshell, FA gives you a chance to release another arrow
immediately following a skill with a certain rate and fixed damage that can take
a critical hit. This arrow costs no MP, but requires a split second extra to
fire. In terms of efficiency, FA is the best in the entire game. FA itself does
not consume MP, but you have to use an MP-consuming skill to trigger it.

For example, let’s take level 30 Final Attack. There is a 60% chance that after
a skill is used, another arrow will fire sequentially with a 250% damage
modifier. This arrow costs nothing and can also strike critical, resulting in a
whopping 350% arrow.

An Archer with Final Attack is powerful early on. With Double Shot, you’re
dealing at least 510% damage (130% + 130% + 250%), and that turns to 810% if
Critical Shot kicks in three times. FA allows Archers to train on bigger tougher
monsters earlier than most other players can.

It’s also worth mentioning that Final Attack ignores minimum range. If you
attack a monster that gets within your minimum range after your shot, the Final
Attack arrow will come out, no matter how close the monster is to you. Also, FA
will not trigger if the Archer is not grounded. If you jumpshoot or fall off a
ledge while attacking, FA won’t come out.

Keep in mind that this final arrow can come out randomly and out of any of the
four attacking skills: Arrow Blow, Double Shot, Arrow Bomb, Iron Arrow. The use
of Final Attack when used with each skill differs. When used with the solo-
targetting skills (AB/DS), FA is wonderful because it’s pure power against the
monster being attacked. However, introduce FA to the multi-targetting skills and
you create some problems.

An Archer’s FA is not the same as a Warrior’s. When a Warrior uses Slash Blast
with Final Attack, the damage from Final Attack is spread among all the monsters
hit. Archers don’t have an attack like Slash Blast that hits multiple monster.
Archers’ multi-target skills are unique. When an Archer uses a multi-target
skill, FA comes out as one arrow. That arrow will strike the monster closest to
the Archer. If an Archer is using a multi-target skill to tame a mob of
monsters, if FA comes out, the extra time that FA needs to fire will allow all
the other monsters that didn’t get the final arrow to keep running toward the
Archer. FA is a burden to multi-target skills because it does not spread the
damage evenly among all the monsters like Warriors can.

The main argument against Final Attack is that extra split second required to
fire the arrow. That extra time hurts when using multi-target skills. It’s even
worse when taking on bosses, because Archers use hit-and-run tactics against
most bosses. If FA triggers, it makes running after attacking more difficult.

Final Attack is based on the player’s style of training. Mobbers will want to
stay away from Final Attack. Archers who use Double Shot to train might want to
max Final Attack to have something to knock back with. Final Attack is an
all-or-nothing skill: either you max it or don’t touch it. Final Attack requires
30 SP to master, and that’s 30 SP well spent elsewhere, especially the buffs
(Soul Arrow, Booster, Focus).

Still unsure about getting Final Attack or not? If you choose to go with a
typical FA build, there are some pros and cons:
PROS:
-Free hard-hitting arrow, can flinch big monsters if the first two hits didn’t
-Greatly speeds up training from around level 45 to about 75
-DS+FA is very MP-efficient and is better than level 10- Strafe
-No minimum range issues
CONS:
-You’ll have to shorten buff lengths from the second job (30 SP is A LOT)
-Takes a split second extra to fire; if the monster died from the first shot,
the next shot hits nothing unless there is another monster behind it
-Interferes with mobbing
-Doesn’t work with third job skills
With that last point, a good summary would be that if you don’t ever plan on
getting to the third job, then maxing Final Attack would be worthwhile. Those
intent on making the third job should skip it.

Speaking in terms of damage per second (DPS), FA slightly increases the DPS of
Double Shot (Arrow Blow). However, FA significantly reduces the DPS of Bomb/IA.
More info on that can be found here. In general, just forget about FA. It’s not
worth it at all really.

SAMPLE SKILL BUILDS
The notation of “Bomb/IA” will be used for the class-specific skill.

Build 1
11 Focus
20 Mastery
0 Final Attack
20 Booster
20 Power Knock-Back
20 Soul Arrow
30 Bomb/IA

Build 2
1 Focus
20 Mastery
30 Final Attack
15 Booster
20 Power Knock-Back
5 Soul Arrow
30 Bomb/IA

Build 3
8 Focus
19 Arrow Blow
20 Mastery
0 Final Attack
18 Booster
20 Power Knock-Back
6 Soul Arrow
30 Bomb/IA

Standard No-FA build 1 (1)

Code:
Level SP

30    +1 Bomb/IA

31    +3 Mastery

32    +3 Mastery

33    +3 Mastery

34    +3 Mastery

35    +3 Mastery

36    +3 Mastery

37    +1 Mastery, +2 Booster

38    +3 Booster

39    +1 Booster, +2 Soul Arrow

40    +1 Power Knock-Back, +2 Bomb/IA

41    +3 Bomb/IA

42    +3 Bomb/IA

43    +3 Bomb/IA

44    +3 Bomb/IA

45    

46    

47    

48    

49    +15 Bomb/IA

50    +3 Power Knock-Back

51    +3 Power Knock-Back

52    +3 Power Knock-Back

53    

54    

55    +9 Power Knock-Back

56    +1 Power Knock-Back, +2 Booster

57    +1 Soul Arrow, +2 Booster

58    +1 Soul Arrow, +2 Booster

59    +1 Soul Arrow, +2 Booster

60    +1 Booster, +2 Focus

61    +3 Focus

62    +3 Focus

63    +3 Focus

64    +2 Soul Arrow, +1 Booster

65    +2 Soul Arrow, +1 Booster

66    +2 Soul Arrow, +1 Booster

67    +2 Soul Arrow, +1 Booster

68    +2 Soul Arrow, +1 Booster

69    +3 Soul Arrow

70    +2 Soul Arrow, +1 Mastery

The typical build for Archers choosing not to touch Final Attack. After mastery,
Bomb/IA is obtained to have a new skill to use in training. You can save your SP
points and dump them whenever you choose if you don’t want to deal with the
increase in MP usage. PKB is not as essential as it used to be, so you can
choose to delay it for the buffs. After that, Booster, Soul Arrow, and Focus can
be maxed in any order. I simply chose to mix it all up. This is assuming you got
9 Focus in the first job. The next build is the same as this one, but in a
different order.

Standard No-FA build 2 (1)

Code:
Level SP

30    +1 Bomb/IA

31    +3 Mastery

32    +3 Mastery

33    +3 Mastery

34    +3 Mastery

35    +3 Mastery

36    +3 Mastery

37    +1 Mastery, +2 Booster

38    +3 Booster

39    +1 Booster, +2 Soul Arrow

40    +3 Power Knock-Back

41    +3 Power Knock-Back

42    +3 Power Knock-Back

43    +1 Power Knock-Back, +1 Bomb/IA

44    

45    

46    +10 Power Knock-Back

47    +3 Bomb/IA

48    +3 Bomb/IA

49    +3 Bomb/IA

50    +3 Bomb/IA

51    +1 Bomb/IA

52    

53    

54    

55    +14 Bomb/IA

56    +1 Bomb/IA, +2 Soul Arrow

57    +1 Soul Arrow, +2 Booster

58    +3 Booster

59    +3 Booster

60    +3 Booster

61    +3 Booster

62    +3 Soul Arrow

63    +3 Soul Arrow

64    +3 Soul Arrow

65    +3 Soul Arrow

66    +3 Soul Arrow

67    +3 Focus

68    +3 Focus

69    +3 Focus

70    +2 Focus, +1 Mastery

You get PKB first this time. I don’t recommend this because you will be lacking
a good attacking skill for some time. However, this build is perfect for those
who will be PQing in Ludibrium during the level 40-50 stage because you will
have maxed PKB to assist in the boss stages. Lack of a mob skill may hurt, but
Bomb/IA is really only needed in two stages. Again, the buffs can be maxed in
any order you want.

Standard FA build (2)

Code:
Level SP

30    +1 Bomb/IA

31    +3 Mastery

32    +3 Mastery

33    +3 Mastery

34    +3 Mastery

35    +3 Mastery

36    +3 Mastery

37    +1 Mastery, +2 Booster

38    +3 Booster

39    +1 Booster, +2 Soul Arrow

40    +3 Final Attack

41    +3 Final Attack

42    +3 Final Attack

43    +3 Final Attack

44    +3 Final Attack

45    +3 Final Attack

46    +3 Final Attack

47    +3 Final Attack

48    +3 Final Attack

49    +3 Final Attack

50    +3 Power Knock-Back

51    +3 Power Knock-Back

52    +3 Power Knock-Back

53    +1 Power Knock-Back

54    

55    +8 Power Knock-Back

56    +2 Power Knock-Back, +1 Bomb/IA

57    +3 Bomb/IA

58    +3 Bomb/IA

59    +3 Bomb/IA

60    +3 Bomb/IA

61    +1 Bomb/IA

62    

63    

64    

65    +14 Bomb/IA

66    +1 Bomb/IA, +2 Booster

67    +3 Soul Arrow

68    +3 Booster

69    +3 Booster

70    +1 Booster, +1 Mastery, +1 Focus

It’s safe to say that the first ten levels will remain the same. PKB is like a
compliment to Final Attack, so it should be maxed right after. Again with the
buffs, they can be built in any order.

Skill Hybrid build (3)

Code:
Level SP

30    +1 Bomb/IA

31    +3 Mastery

32    +3 Mastery

33    +3 Mastery

34    +3 Mastery

35    +3 Mastery

36    +3 Mastery

37    +1 Mastery, +2 Booster

38    +3 Booster

39    +1 Booster, +2 Soul Arrow

40    +1 Power Knock-Back, +2 Bomb/IA

41    +3 Bomb/IA

42    +3 Bomb/IA

43    +3 Bomb/IA

44    +3 Bomb/IA

45    

46    

47    

48    

49    +15 Bomb/IA

50    +3 Power Knock-Back

51    +3 Power Knock-Back

52    +3 Power Knock-Back

53    

54    

55    +9 Power Knock-Back

56    +1 Power Knock-Back, +2 Booster

57    +1 Soul Arrow, +1 Booster, +1 Arrow Blow

58    +3 Arrow Blow

59    +3 Arrow Blow

60    +3 Arrow Blow

61    +3 Arrow Blow

62    +3 Arrow Blow

63    +3 Arrow Blow

64    +3 Booster

65    +3 Booster

66    +2 Soul Arrow, +1 Focus

67    +3 Focus

68    +3 Focus

69    +1 Focus, +1 Mastery, +1 Soul Arrow

70    +3 Booster

Instead of maxing your buffs, you now max a first job skill. This is so you get
the ability to flinch monsters with that high damage multiplier. The problem is
that you get is late, so you solve this by using the Non-Focus build presented
in the first job section.

My personal build (1)

Code:
Level SP

30    +1 Bomb/IA

31    +3 Mastery

32    +2 Mastery, +1 Booster

33    +3 Booster

34    +1 Booster, +2 Soul Arrow

35    +1 Soul Arrow, +2 Mastery

36    +3 Mastery

37    +3 Mastery

38    +3 Mastery

39    +3 Mastery

40    +2 Bomb/IA, +1 Booster

41    +3 Bomb/IA

42    +3 Bomb/IA

43    +3 Bomb/IA

44    +3 Bomb/IA

45    

46    

47    

48    

49    +15 Bomb/IA

50    +3 Booster

51    +3 Booster

52    +3 Booster

53    +2 Soul Arrow, +1 Power Knock-Back

54    +3 Power Knock-Back

55    +3 Power Knock-Back

56    +3 Power Knock-Back

57    +2 Booster

58    

59    

60    +10 Power Knock-Back

61    +3 Booster

62    +3 Soul Arrow

63    +3 Soul Arrow

64    +3 Soul Arrow

65    +3 Soul Arrow

66    +3 Soul Arrow

67    +3 Focus

68    +3 Focus

69    +3 Focus

70    +2 Focus, +1 Mastery

I love Soul Arrow so much that I get it ASAP. I personally don’t mind a few
extra levels with bad damage. After that, I follow a build similar to the
Standard No-FA build 1. I like buffs better than PKB, so I got more buffs
before maxing PKB.

TRAINING SPOTS
This time, the summary at the end of each level section will be extended.
There will be more information to help you find a training spot.

Level 31-35
A number of areas have opened up to you now that you are in the second job.

Victoria

Horned Mushroom & Zombie Mushroom
You might still be training in Ant Tunnel for a while longer. This is the
preferred training grounds for all jobs at this level range, so expect to share
maps with other players. Works out easily, Horned Mushrooms take a DS, while
Zombie Mushrooms will take a DS or two.
SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small
platforms. Stand on the right platform, face left, and start attacking. You can
hit most monsters from here, and you’re relatively safe from Zombie Mushrooms.

Wild Boar
Wild Boars are tough, but possible. If you can, wait until level 35 for these.
Most likely you won’t be able to do enough damage quickly enough to keep up with
the spawn.

Ghost Stump & Wooden Mask
Near Perion, you can head to Excavation Site I to find these two monsters. Ghost
Stumps resemble Blue Mushrooms, but move slow like Stumps. Wooden Masks are like
Cicles in Aqua Road. This map is large, so you should try to split it up with
someone. If you want, you can move ahead to take on Rocky Masks.

Crow
Crows are stronger than Wild Boars, and they fly. Crows are a sad alternative to
Boars, really.

Street Slime & Urban Fungus
They bear similar stats to Horned Mushrooms, so they might be worth a try. You
can circle the map like a Magician does, just walking around and killing things:

Other Victoria mentions: Over the Wall, Rocky Mask, Stirge, Psycho Jack

Ossyria

Jr. Sentinel
In Orbis, you can definitely do Jr. Sentinels now. The advantage of these is
that they do as much damage as Ribbon Pigs, which at this level is not much. Jr.
Sentinels have more HP and defense than Wild Boars, but drops much more Mesos
than other monsters of similar levels. With a layout similar to Ellinia’s trees,
sniping is easy in the Orbis Tower. The 20th Floor is the easiest map to train
in, though the 19th or 18th Floors will work too. As this
monster is severely outdated, do not stay here too long.

Now is a good time to explore Aqua Road. Right when you enter though, the
monsters might be tough. Try not to attack these monsters as you make your way
to the Aquarium. Go east from the Aquarium until you reach warm water (the water
will be green, not blue), a map called Blue Seaweed Road. All monsters from this
point are what you are looking for to train on. Keep in mind that your HP will
decrease steadily while underwater without Air Bubbles, which is an extra fund.
If you are low on money, you should not train here because of having to deal
with the HP loss. It also costs a fair bit to get down to Aqua Road, either down
the tower or through Mu Lung.

Krappi, Cicle, Cico, Pinboom
The first three monsters don’t fight back when attacked, but Pinbooms attack
when approached. Shouldn’t be a problem since you have range, so just attack
from a good distance away. Any map from Blue Seaweed Road on will do. Use this
opportunity to get used to the physics of being underwater and training. Being
underwater hurts your potion funds though.

Bellamoa
Not really recommended. Has the same HP & EXP as Zombie Mushrooms, but does not
jump. However, you must deal at least half of its HP in one hit in order to
flinch it. By that fact, there are other places in Ariant that are worth it.
Entrance to Bellamoa’s Cave

Ear Plug Pleads
Has the same HP & EXP as Krappi. Noticably easier to deal with than Bellamoas,
but the map requires constant climbing. You can try fighting these at The
Scorching Desert
, but if you’re fighting these, you’re better off fighting
Cactus.

Cactus
One of the better Ariant monsters to train on during these levels, the Cactus
map is small and designed to be dealt with one person at a time. You can go
around Cactus Desert 1 in a counter clockwise motion, climbing up the rope at
the right and falling off the left while you attack whatever gets in your way.

Other Ossyria mentions: Leatty, Dark Leatty

Ludibrium

Trixter & Green Trixter
In Ludibrium, Trixters are nice and snipable. I was at Trixters for this period.
Trixters are a no-brainer monster to train on because they have no horizontal
movement, meaning you can just stand away and shoot normal shots. Training here
requires almost no potions thanks to the nature of the map and monsters in it.
The only problem is that the drops are worth the NPC value. The money you make
here is the same as elsewhere because more Mesos can be made, but potion costs
offset that.
SNIPING SPOT: In EOS Tower Floor 71, drop down to the bottom, right next to the
portal. There are two Trixters and a Green Trixter on the other side from the
portal. Stand on the screw closest to the portal, face right, and attack.

Other Ludibrium mentions: Ratz, Brown Teddy, Chirppy

SUMMARY:
VICTORIA: Horned Mushroom*, Zombie Mushroom*, Wild Boar, Dark Axe Stump, Ghost
Stump, Wooden Mask, Rocky Mask, Stirge, Crow, Street Slime, Urban Fungus*,
Boomer, Psycho Jack
OSSYRIA: Jr. Sentinel, Cicle, Cico, Krappi, Pinboom, Ear Plug Plead, Cactus
LUDIBRIUM: Ratz, Trixter, Green Trixter
Do NOT train on: Evil Eye, Sentinel, Fire Sentinel, Ice Sentinel
Do the Kerning City Party Quest until level 31. Afterwards, go to New Leaf City
and Jungle Clearing. Stay there until level 35, or move to Cactus at level 33.

Level 35-40
You gain a Fast weapon during this level period, so even more areas to train in
open up.

Victoria

Wild Boar
Most Archers will go to Wild Boars now. It takes just one Double Shot or Arrow
Blow to kill one. Either Wild Boar Land will do.
Entrance to Wild Boar Land II

Wooden Mask & Rocky Mask
These monsters bear similar stats to Wild Boars, except they don’t jump and are
not as fast. This map is small, but has 3 platforms like Wild Boars, so you
could split the map up. Both of these are in Excavation Site III.

Crow
On the bright side, you should be able to kill these in one hit now. On the down
side, Wild Boars are better in most aspects.

Cloud Fox & Flaming Raccoon
A Fire Wizard’s dream, The Mountain of Cloud Fox is a large map with nothing but
Cloud Foxes. They are slightly stronger than Brown Teddies, but give the same
EXP. With a good weapon, you could kill one with one DS. Nonetheless, even if
you cannot kill these in one hit, this is a good training area, especially if
you split the map with other players. Hoard the tails they drop for a quest.
Flaming Raccoons are slightly weaker than Cloud Foxes and give the same EXP, so
consider training in the map with both these monsters. Flaming Raccoons are only
found in Forest of Animals.

Killa Bee
The Soul Corridor is a large map that contains only Killa Bees. Has HP like a
Bubble Fish, but gives EXP like a Fire Boar. They fly and move quick, and has
relatively high defense, so bee careful here.

Fire Boar
If Wild Boars are too weak, head over to Fire Boars. Watch out here because you
may get mobbed, so prepare your multi-hit skill. Burnt Land I or II is good.

Sakura Cellion
These darker kittens are flawed. They carry the same stats as their cousins, but
drop similar items to their auntie, Cellions. Sakura Cellions drop Cellion Tails
as well as huge amounts of Mesos. The spawn is low but in a compact flat area,
so you should have an easy time training there. If you need money, train here.

Psycho Jack
Getting here is slightly dangerous, but this untapped training spot is highly
underrated. Psycho Jacks are big and fast, but the EXP is insanely high for its
HP. Note that it can still damage you when it’s in its box, which breaks open
rather easily with one attack. These will probably be 2-hit kills for good EXP.
To get here, go to the Prendergast Mansion Foyer, enter the right door on the
third tier, then enter the bottom right door to find the Toy Room.

Other Victoria mentions: Horned Mushroom, Zombie Mushroom

Ossyria

Jr. Cellion, Jr. Lioner, Jr. Grupin A.K.A. the Kittens
If you don’t like getting no drops from Leatties, try your luck at kittens. They
are closer to Orbis than El Nath, but they move fast and tend to travel in mobs.
They don’t do much damage, compared to Leatties. However, they move fast and
travel in packs, so most likely you won’t be able to kill them as fast. Best to
come back after level 40.

Krappi, Cicle, Cico
In Aqua Road, the same monsters are still good training from the previous level
range. Blue Seaweed Road and beyond works great, and now should go down to one DS.
This area might be slowing down soon, so move on when you think this place is too
slow.

Flowerfish & Bubblefish
Slightly stronger than Evil Eyes, these monsters come right before the previous
three as you walk from town. They are much easier to kill because they don’t mob
up like Evil Eyes do and you have a lot of space to attack from. Sand Castle
Playground
or Big Fish Playground are both nice maps. I personally prefer the prior.

Scarf Plead
Similar stats to Evil Eyes, only these do not jump. There is only one map with
these monsters, which is triple leveled. Constantly having to climb can turn
into a hassle, and the safe spots do not allow for sniping. If you’re
considering training here, you’re better off at Royal Cactus.
Entrance to Frilled Field

Royal Cactus
Its stats are between Flowerfish and Bubblefish, so if you enjoy the good HP:EXP
ratios of those, you will appreciate Royal Cactus more. This map, like the Jr.
Cactus map, is flat and small, so you can get lots of quick kills here. The
downside is that only seven spawn at a time, so if you kill faster than they can
spawn, this map may not be for you.
Entrance to Royal Catthus Desert

Meerkat
Similar stats as a Flowerfish. If you find the Royal Cactus map too slow, then
Meerkats may be for you. Expect that you will get many 2-hit kills with these.
Fortunately, like most monsters of this region, they aren’t fast, but they mob
nicely. Wherever you find Meerkat, you do not see other monsters, so Meerkat
maps will hold only Meerkats. Either map where they are found will do, since
both maps have an upper platform that contain Meerkats.

Kiyo
Arguably better than Brown Teddies, Kiyos give the same EXP with less HP. Like
most other Ariant monsters, they move slow and mob nicely. North Desert Road 2
is completely flat, allowing for great usage of Iron Arrow. Sand Dwarves spawn
in the map too, but at a lower frequency. The dwarves are even slower, do not
attack back despite looking like it can use magic, and it has the same HP & EXP
as Fire Boars, so you shouldn’t be avoiding them if they spawn.

Other Ossyria mentions: Scuba Pepe

Ludibrium

Trixter & Green Trixter
Still works by saving potion money, but the EXP will be extremely slow.

Brown Teddy, Pink Teddy, Roloduck
The Toy Factory presents more monsters to train on. Brown Teddies and Pink
Teddies are easy training. Roloducks are a little harder, but easily snipable.
The drops aren’t good, but the Meso drop is decent. The maps are right next to
town, which is a small plus. The maps are horizontal by design, so training is
simple here.

Ludibrium Party Quest: you can do this as soon as level 35. However, you will
most likely be too weak to be of real use to stronger parties. You can try to
find others below level 40 and form a farming party. This is a party that goes
through the quest until the boss, because the boss is too strong. The party will
leave at the final stage, then attempt to get back in. This is the fastest EXP
for this level period, but results in absolutely NO money made.

BOSS PROFILE: Rombot
Found near the bottom of EOS Tower, the map containing Rombots is bad for
Archers because it’s a vertical map. You can take it on as early as level 35,
though I advise waiting until level 40. Its quake punch does up to 500 damage.
Rombots usually spawn with other Block Golems, so be careful when fighting here.

BOSS PROFILE: Chief Gray
There are two places in Omega Sector to find these. In both maps, they spawn in
multiple locations. Still, the platform is wide enough and Chief Grays are weak
enough so that these can be taken out with relative ease. Its starfield attack
does up to 300 damage, and it might summon a Barnard Gray after it loses half of
its HP. All in all, this is an easier boss than Rombot.

Other Ludibrium mentions: Ratz, Black Ratz, Chirppy, Helly, Drum Bunny, Toy
Trojan

SUMMARY:
VICTORIA: Horned Mushroom, Zombie Mushroom, Wild Boar*, Fire Boar, Sakura
Cellion, Crow, Cloud Fox, Flaming Raccoon, Wooden Mask, Rocky Mask, Killa Bee,
Psycho Jack*
OSSYRIA: Scuba Pepe, Cico, Cicle, Krappi*, Flowerfish, Bubblefish, Scarf Plead,
Royal Cactus, Meerkat, Kiyo*
LUDIBRIUM: Ratz, Black Ratz, Trixter, Green Trixter, Chirppy, Helly, Drum Bunny,
Brown Teddy, Pink Teddy, Roloduck
Do NOT train on: Tick, Curse Eye
Stay with Cactus, Meerkats, or Kiyos. Crossbowers can move to Sakura Cellions at
level 38. Hunters should go at level 39.

Level 40-45
Welcome to the beginning of a difficult training period. It only gets harder
from here on out.

Victoria

Fire Boar
Fire Boars are definitely the way to go… if you’re in Victoria. Good drops,
fast spawn, but too many people here. Burnt Land II is the best map for Fire
Boars. Simple map design: two levels of flat terrain, so circle the map
clockwise to train efficiently. One Double Shot should take one out. Map is
outdated, sadly.
Entrance to Burnt Land I

Jr. Wraith
While still near Kerning, you can train on Jr. Wraiths in the Subway. They are
a little powerful at first, so you might need to get stronger before coming here
to steal the monsters from Clerics and Fizards. I recommend waiting a few levels
to tackle Jr. Wraiths.
For a better, flatter, more packed map, head to the Phantom Forest. This is a
hidden street outside the Prendergast Mansion. The map is completely flat and
packed with Jr. Wraiths everywhere, so Crossbowers will have a field party here.
The only main concern is the Headless Horseman – if one spawns, log out right
away and pick a different channel.

BOSS PROFILE: Mushmom
You have enough ACC to hit Mushmom as level 35, but soloing it won’t be easy
until about level 45. The ground where Mushmom spawns is long enough to give you
ample room to outrange its attack. Speaking of which, Mushmom’s quake attack
does up to 700 damage, 800 if your armors provide little DEF. Archers definitely
have an easier time killing Mushmom. Always start on its left side, so that if
Mushmom attempts to corner you, you can climb the rope and switch sides.

Sakura Cellion
The new alternative kitten, Sakura Cellions is a great moneymaker. They drop as
much Mesos as Zombies, and the terrain is small and flat, perfect for Archers.
You can find these in Amoria at Purple Plains 1.

SNIPING SPOT: In The Tunnel That Lost Light II, head to the highest ledge on the
left wall. From the edge, face right to find Drakes and Cold Eyes. You can snipe
monsters from this perch without fear of getting hit.

Psycho Jack
These boast a nice HP:EXP ratio. The main concern is that you have to break open
the box before you can kill it. The room you want to go to is the Toy Room. From
the Foyer, enter the top right door, then the bottom right door. I will be
referring to this door often, so make sure you know where it is.

Nightmare
In the room diagonally across from the Psycho Jack room is the Nightmare room.
For the amount of HP they have, they give a large amount of EXP. The downside is
the difficulty of fighting them. They are large, move fast, and have a fast
ranged attack. If you can down them in 2 shots, train here; otherwise, stay away
for now. The advantage is in the flat room, so Iron Arrow works well here.

Cloud Fox (Flaming Raccoon)
Cloud Foxes are slightly weaker than Brown Teddies. If you can’t consistently
kill Brown Teddies in one hit, consider Cloud Foxes and Flaming Raccoons.

Other Victoria mentions: Lupin, Zombie Lupin

Ossyria

The Kittens
The best place to train is at kittens. With a new weapon, it takes one Double
Shot plus a normal shot to kill a kitten. The drops are okay, the EXP is awesome
here. Be prepared to share maps though. I was at kittens for 4 levels.
Entrance to The Road to Garden of 3 Colors
In this map, climb to the top to find three colored crystals which lead to maps
containing the kittens of the respective color.
From left to right: Cellion, Lioner, Grupin

Star Pixie
If you have a high attack weapon and an attack glove, give Star Pixies a chance.
Watch out for their magic attack though. A Blue Moon from an Orbis quest will
help with the added MDEF. They are tougher than Jr. Wraiths, so you may want to
wait to train on these.

Nependeath
Like Trixters, Nependeaths do not move horizontally. In fact, they do not move
at all. However, they can attack you if you get within range. Fortunately, you
should always be able to outrange it. At Strolling Path, you can get into a
rhythm of killing Nependeaths going counter-clockwise around the map. As long as
you don’t bother the Star Pixies above, the spawn should be consistent until a
Fierry spawns.

Krip & Mask Fish
Fortunately, you can find both of these monsters at the Seaweed Tower. Both should
be near one-hit kills. If you can consistently one-hit kill Mask Fishes, go to
Forked Road: West Sea, where only Mask Fish spawn. Both
monsters move slow and are similar to many other monsters around this level.

Elsewhere in Aqua Road
Closer to Orbis Tower, you will find such monsters as Scuba Pepes, Jr. Seals,
Poopas, and Poison Poopas. The former are two-hit kills, while the Poopas may
require more than two hits. My recommendation is Ocean I.C., since this map has
three of the previously mentioned monsters (no Poison Poopas). Know that Poopas
will attack back once aggravated, but their range is short, so it shouldn’t get
close to you unless you attack more than one.

Kiyo
This is the last stop for Ariant. To make the most out of this map, you need to
constantly be mobbing. The EXP will get slow, especially by level 44.

Other Ossyria mentions: Jr. Pepe, Freezer, Sparker, Chipmunk, Red Porky

Ludibrium

Toy Factory: Pink Teddy, Roloduck, Panda Teddy, Tick
Ludibrium is brimming with monsters for the 4X period. You can train on any of
the monsters in the Terrace maps. I recommend Pink Teddies and Roloducks. If you
fight Ticks, you’ll have to share the map with Tick-Tocks, which are annoying
because of high defense. Almost any monster in the Toy Factory vicinity is good
training now.

Ludibrium Party Quest: With decent equipment, you might make it into boss
parties. Try to find boss parties, as this is where you make your money. If you
aren’t strong, then you’ll have to stick to farming parties. I recommend being
at least level 42 to be in boss parties.

Monster Carnival Party Quest: An alternative to the previous, the carnival
party quest is the closest thing GMS has to PvP. Decently equipped and packing
the right skills, this will be easy for you. As a ranged player, you’ll be doing
the most killing, but least likely to loot Maple Coins that drop from monsters
that you can use to redeem for a Spiegalmann Necklace. Still it is good EXP, so
do try to do this as often as possible.

Mateon
Level 40 is the minimum level I recommend before you head down to Omega Sector.
The weakest monster here is equivalent to a Nependeath. Mateons in the first
map outside of Omega Sector are 2-hit kills. The map is very nice because it is
long and flat. You’ll want to consider training here because you’ll need many
Mateon Tentacles. The map is called Off Limits, and it’s right outside the town.

Barnard Gray
There is another map in Omega Sector with weaker monsters. The problem is that
you might die getting there. In a hidden street further from Omega Sector, there
are many Barnard Grays with the occasional Chief Gray. Barnard Grays are just a
little weaker than Mateons, but their special attack is harder to evade. To get
to the hidden street, follow the bottom path from Off Limits, and at the third
map, enter the rock at the bottom middle of the map.

BOSS PROFILE: MT-09
There are two spawns on MT-09s in its map, and both are on platforms. As long as
you have the higher ground on the platform, you have the advantage in fighting.
A step up from Rombots, MT-09 is still easier than Mushmom. Its missile attack
can do up to 600 damage, but usually does no more than 500 with MDF earrings. If
you are on higher ground, it won’t fire until it gets closer. Another easy boss
fight which can be fought as low as level 35.

Retz
Geared mostly for Hunters with Arrow Bomb, this is great EXP because of the
platforms being close enough to get hit with Arrow Bomb. The map is small enough
so that Retz will constantly spawn on the platform you’re bombing. This is a
popular map for Lightning Wizards, so do avoid any unnecessary confrontations.
Find these Retz at Helios Tower .

Other Ludibrium mentions: Brown Teddy, Toy Trojan, Ratz, Black Ratz, Chirppy,
Helly, Propelly

SUMMARY:
VICTORIA: Fire Boar, Jr. Wraith, Sakura Cellion, Cloud Fox, Flaming Raccoon,
Psycho Jack, Nightmare, Lupin, Zombie Lupin
OSSYRIA: Kittens*, Star Pixie, Krip, Mask Fish*, Scuba Pepe, Jr. Seal, Chipmunk,
Red Porky, Kiyo
LUDIBRIUM: Pink Teddy, Roloduck, Toy Trojan, Tick, Tick-Tock, Ratz, Black Ratz,
Chirppy, Helly, Propelly, Mateon, Barnard Gray, Retz*
Do NOT train on: Bloctopus, King Bloctopus, Jr. Seal, Cold Eye
Invest some time into the Monster Carnival Party Quest. Otherwise, stay with
Sakura Cellions. Crossbowers can move to Nightmares at level 42. Hunters can go
at level 44. At level 44, Crossbowers can go to Paper Lantern Ghosts in A Night
in the Forest. At level 44, Hunters can go to Lupins in Monkey Forest II.

Level 45-50

Victoria

Stone Gollem
FA Archers will want to head to Stone Gollems now. The extra pow from Final
Attack will allow you to flinch them. Gollem’s Temple II is a low-spawn map. If
you want a higher spawning map, stay in The Entrance of Gollem’s Temple.
Entrance to Gollem’s Temple II

Jr. Wraith
In Victoria, Jr. Wraiths are now 1-hit kills. The Subway maps to find these are
Line 1 Area 2, and Line 2 Area 1. The latter contains Jr. Neckis as well, so you
might want to spend time there. Easy one-hit kills, both Jr. Wraiths and Jr.
Neckis. The map design is nice too, but since it’s so big, you should party with
someone here, preferably a Cleric.

Skeledog & Mummydog
With stats similar to Wraiths and Torties, these undead dogs will take 2 DS to
kill. They don’t lend themselves to mobbing, don’t expect to mob. Study the
terrain well, because it is difficult to attack on the ledges above. These
monsters are in Remains I & II.

Lupin & Zombie Lupin
Nearby Ellinia, Monkey Forest II houses Lupins and Zombie Lupins. This map is
built for mobbing, but it does a number on your HP potions. A costly map to
train in, recommend having maxed out your mobbing skill for best effect. A
Hunter with level 15 Arrow Bomb can really rack up some damage due to the map
design. Crossbowers should stay away, since it is not Iron Arrow-friendly.

SNIPING SPOT: In The Tunnel That Lost Light II, drop all the way to the bottom
left corner. There is a small rock you can stand on that’s just left of the
leftmost geyser. Clear out the monsters nearby, then face right and shoot. You
can hit Wild Cargos from this spot.

Paper Lantern Ghost & Dark Cloud Fox
Both of these monsters should be 2-DS kills. The map is completely flat and
crowded, so you’ll be burning HP potions here fast. These are found in A Night
in the Forest
. Crossbowers with Iron Arrow should definitely spend some
time training here.

Nightmare
They have the same HP as Barnard Grays, but give more EXP. These are big and
they hurt hard, so kill them fast. These are in the Study, which is in the
opposite corner from where the Psycho Jacks are (see above) in the same Hallway.

Other Victoria mentions: Copper Drake, Fire Boar, Lorang, Cold Eye, Drake,
Sophilia Doll

Ossyria

Nependeath
Stick to Strolling Path I for Nependeaths. The EXP may start to slow down, but
since you are sniping, you shouldn’t really be losing too much money on potions.
If you want a challenge, head to the Disposed Flower Garden to find Nependeaths,
Star Pixies, and Lunar Pixies.

Star Pixie & Lunar Pixie
Lunar Pixies are tough, but drop great stuff. Cloud Park IV is the best map. You
will find mostly Lunar Pixies with some Star Pixies and the occasional Fierry.
Lunars take 2 DS to kill, while Stars and Fierries should take one. If you attack
from two platforms up at the upper section, the pixie cannot attack back. On the
ground floor, you can have a lot of fun mobbing, but watch your HP.

Jr. Pepe
Jr. Pepes are annoying, but people need fish. Have some fun with the Fizards
here. Be careful around Jr. Pepe because they do over 100 damage, move fast, and
do not flinch without Arrow Blow or Final Attack (by the time you can flinch
them, you’ll kill them). You should snipe them from mini platforms in the 1st
floor of Orbis Tower
. Don’t fight them head-on – always make sure you’re sniping
them because they don’t flinch easily.

Scuba Pepe
Same deal as above, except you can swim now and they don’t move as fast. Overall,
these monsters are safer to train on than its land counterpart.

SNIPING SPOT: By some Red Bean Porridges and potions, because you’ll need them.
Travel east from El Nath until you reach Ice Valley I. From the entrance, climb
to the first ledge on the left wall. If there are too many monsters on that
level, change channels. Try to clear out the left ledge first, then focus on the
right side. You can shoot facing right from the left ledge through that platform
in the middle, attacking White Pangs and Yetis with ease. Just watch out for any
that spawn on your ledge.

Higher up in Ice Valley I is another sniper spot. From the previous spot, look
at the mini-map to see a tiny platform without a tree at the top middle. Get
there, clear out the ledge above you so that they don’t jump on you, then attack
to the left. Don’t stand too close to the left because a Yeti can still hurt you
from there.

Freezer & Sparker
At this point, you will be training mostly west of the Aquarium in Aqua Road. My
map of choice is Forked Road: West Sea. Here you will find Freezers and
Sparkers
. Both are nearly identical in stats, taking two Double Shots to kill.
Be sure to complete Nanuke’s quest while training here.

Flyeye
If you’re feeling adventurous, delve down to the bottom of the sea to where the
Wrecked Ship is. Locate a small cave that takes you to The Dangerous Cave, where
Flyeyes swarm. At this level range, these should be 2-hit kills.
Entrance to The Dangerous Cave

Mu Lung: Sky Forest
In various Sky Forest maps, many monsters are 2-hit kills that walk on platforms
within sniping distance. These maps are made for sniping. The only time you might
get hurt here is when collecting your loot.
Sky Forest: The Train
Deep in the Sky Forest
Porkies are nice to snipe. Flower Serpent maps are all platforms, so that’s more
of a challenge. Don’t touch the Reindeer, who are more than a handful for this
level.

Ginseng Jar & Bellflower Root
There is a quest that requires 100 Bellflower Roots killed. There is a map that
houses those with Ginseng Jars: the 80-Year-Old Herb Garden. There is no safe
place to rest in this map, just four platforms. The spawn is light, so don’t
expect to mob here. Gingseng Jars are 2-DS kills while Bellflower Roots are
3-DS kills.
Entrance to 80-Year-Old Herb Garden
To get to 60-Year-Old Herb Garden, walk due right in the screenshot to the
other rock. There are more platforms, but there are safe spots to stand in.

Other Ossyria mentions: Jr. Seal, Poppa, Poison Poopa, Straw Target
Dummy

Ludibrium

Panda Teddy
In the Toy Factory, Panda Teddies are now good training. These are like kitten
replacements. If you do good damage, they are one DS kills. You might find some
decent drops here too.

Robo
Robos are slow tanks – high HP, attack, and defense, but low speed and accuracy.
Focus users might notice a difference against Robos. They will take 2 DS to kill
unless you decide to mob them, which is easy and fun to do. For best results,
party with an Assassin for Haste at the Aparatus Room.

Platoon Chronos
The new popular place to train is at Platoon Chronos. They are slow and easy to
fight, and they drop expensive items. However, they come with a nasty magic
attack, so pick them off one at a time. 2 DS will take one out. The Path of Time
is the prefered map because it is smaller than the other.

Chronos
The lesser version, Chronos, are just as good, but don’t drop expensive stuff.
Fortunately, they do not have a special attack. 2 DS is a guaranteed kill, but
it might actually be overkill, so you may want to train on stronger monsters.

Ludibrium Party Quest: it gets better as you get stronger. Parties will easily
add you for the stages that require ranged characters. In fact, I recommend that
you join parties for this until level 51.
BOSS PROFILE: Alishar
This big lug is the boss of the Ludibrium party quest. Don’t take it lightly
just because King Slime was a joke – this will require the work of the entire
party to take out. For Archers, get on the top platform where the Balloon is,
then use that as a sniping platform against Alishar. When Alishar summons the
Chronos, you can continue to attack directly at Alishar since the height allows
your attacks to aim for Alishar, or you can assist with the summons. Hunters can
aim Bombs at Alishar to hit the summons, but Crossbowers will have to drop down
to attack with IA. At this level, Alishar should be a fun fight for you.

Monster Carnival Party Quest: Now is a good time to start doing this party
quest. While you still can, rack up some Maple Coins for a Spiegalman Necklace.
Try to upgrade it too with the coins you earn.

Retz
Bored of the PQ? Head to the other side of Ludibrium to find the Helios Tower.
There is only one monster here right now, which are Lupin-clones without the
annoying special attack. Retz are very similar to Lupins in stats. The climbing
around is annoying, but it’s a bit safer than Lupins. One DS will take one out.

Other Ludibrium mentions: Toy Trojan, Tweeter, Planey, Mateon, Barnard Gray

SUMMARY:
VICTORIA: Stone Gollem, Fire Boar, Copper Drake, Jr. Wraith, Curse Eye, Lupin,
Zombie Lupin, Lorang, Skeledog, Mummydog, Paper Lantern Ghost*, Dark Cloud
Fox, Extra A/B/C, Nightmare*, Sophilia Doll
OSSYRIA: Kittens, Nependeath, Star Pixie, Lunar Pixie*, Jr. Pepe, Scuba Pepe*,
Jr. Seal, Poopa, Poison Poopa, Freezer, Sparker, Flyeye, Straw Target Dummy,
Red Porky, Black Porky, Red Flower Serpent, Blue Flower Serpent, Ginseng Jar,
Bellflower Root
LUDIBRIUM: Ludibrium PQ*, Toy Trojan, Panda Teddy, Robo, Chronos, Platoon
Chronos, Tweeter, Planey, Mateon, Barnard Gray, Retz
Do NOT train on: Tick, Tick-Tock, Plateon, Zeta Gray, Block Gollem, Master
Robo, King Block Gollem, I.AM.ROBOT
The Monster Carnival Quest is still good EXP and money. If not, Hunters can stay
at Monkey Forest II, and Crossbowers can stay at A Night in the Forest. Either
can move to Cloud Park IV at any time.

Level 50-55
Level 50 marks a huge landmark. A number of training spots have now opened up.

Victoria

Dark Stone Gollem
FA Archers will now want to move on to Dark Stone Gollems. By this point, FA
should be maxed, and PKB should be able to push Gollems back. You should find a
decent spawn of these at Gollem’s Temple III.

Drake
Deeper into Ant Tunnel are Drakes. The first Drake map, Drake Hunting Ground,
has many Drakes and the occasional Jr. Boogie. Here, Jr. Boogies are your
friends! These should now be one-DS kills, resulting in an easy 150 EXP! The
Drakes themselves should take 2-3 Double Shots to kill.

Croco
A monster that is rarely hunted is Crocos. Dangerous Croco II has the best spawn
for Crocos, so you can give that a try. Crocos take 2-3 Double Shots to kill.
Since the maps have been improved, Crossbowers can now utilize Iron Arrow here.
In fact, the new terrain is perfect because arrows will no longer get eaten by
the old terrain. A definite alternative to Luster Pixies.

Wraith
If you are still near Kerning, head deep into the Subway to find Wraiths. You
will find them at the end of the lines. Subway Line 2 Area 3 is the map that
contains only Wraiths. These should take two Double Shots to kill. The EXP rate
will be low though.

Lupin & Zombie Lupin
Monkey Forest I is looking even better now with a new weapon. Still is made for
the mobber though. This is like a weaker map compared to Jr. Yetis. Best for
those who have maxed Bomb/IA.

BOSS PROFILE: Zombie Mushmom
This is the same boss as Mushmom, just stronger, or consider it a Mushmom that
leveled up a bit. The ground is uneven, but that should matter little unless you
are jumpshooting the entire time. Its quake attack does up to 800 damage, 900 if
your armors have little defense. It requires 1500 damage to flinch, so if you
can constantly deal that much damage per DS, you can keep it at bay, but you
cannot corner it because of the map design.

SNIPING SPOT: Delve down to Sanctuary Entrance III. To the left of the edge of
the cliff is a stone pillar that you can stand on. Face right, and you can snipe
Taurospears. Stand directly in the middle of the pillar because they have a
ranged attack that can hit you if you stray too far right. Also, Cold Eyes spawn
on the arch to your left, and when they jump down, they will tackle you if you
stand too far left.

Gryphon
Very dangerous for this level, but gives amazing EXP for its HP. Gryphon maps
are large, which gives reason to why there are so many of them in one place.
These are 2-hit kills, but they move fast and mob up easily. Hunters have the
mobbing advantage here, but Crossbowers can still use DS to kill quickly too.

Other Victoria mentions: Clang, Tortie, Stone Gollem, Malady, Hoodoo, Voodoo

Ossyria

Luster Pixie & Lunar Pixie
If you don’t have snowshoes, you should avoid El Nath. A great place to train is
the end of Cloud Park. The last two maps of Cloud Park house Luster Pixies.
Luster Pixies are a favorite among Bowmen and Assassins because they can be
sniped easily, especially at Cloud Park VI. The bottom floors of both maps allow
for easy mobbing. Luster Pixies drop lots of mesos, good items, and their own
leftover, a Piece of Sun. What’s best is that Magicians can’t effectively hurt
Luster Pixies, and the leftovers can be exchanged for an item they need. Cloud
Park VI is highly recommended for this level period and beyond. Luster Pixies
take usually three Double Shots to kill, while Lunar Pixies take two.
For more tips & strategies on Pixies, please refer to my Pixie guide.

Orbis Party Quest: The earliest you can attempt this is level 51. At this
point, the EXP is great, but most parties will not accept such low a level.
Fighting will also be difficult for you.

Jr. Yeti
If you have maxed Bomb/IA and you have snowshoes, head for El Nath. The east
exit out of town leads to Jr. Yetis. This is a popular training area for all
classes, so finding an empty map is difficult. The method here is to herd a
group together using Bomb/IA, then kill them all once the mob is made. It is
recommended to have a solid PKB to use here for curbing the mob.

SNIPING SPOT: Climb to the top of Sharp Cliff II. Directly below the portal to
Wolf Territory I is a bridge where half of it is built with a fallen tree. Here
the monsters can walk left over the bridge, but not right. Stand right of the
bridge and attack the Dark Yetis and Dark Pepes to the left. Beware, Dark Jr.
Yetis can jump over that gap, so lure them to the left before attacking; that
way, if it transforms, it can’t reach you.

Freezer & Sparker
This may be the last time you train in Aqua Road until the sunken ship is
possible. The strongest monsters are Freezers and Sparkers. They are definite
two-hit kills, with an occasional one-hit. The EXP may be slow, so don’t spend
too much time here.

Flyeye
A better Aqua Road place is The Dangerous Cave at the bottom of the sea. Here
there are many Flyeyes, all of which should be 1-hit kills with Double Shot.
It’s the most efficient training you can get until you can 2-hit Zombies. I
definitely recommend this as the best place to train at this level if you can
consistently kill them in one hit. See the picture above to see how to get here.

Straw Target Dummy
Considered the new Jr. Yeti replacement by many, this monster has less HP than
Jr. Yetis yet still give the same EXP. They move slow, don’t do much damage, and
mob easily. The map is flat, and you don’t have to deal with sliding or cold
damage. Target Dummies are a godsend. The first map outside Mu Lung is flat and
has only Straw Target Dummies. Maps after that point have the stronger Wooden
Target Dummies, and more platforms. Stick with the first map for best results.

SNIPING SPOT: Head over to Red-Nose Pirate Den 2 to find these scurvy pirates
roaming around. You are safe at the sniping spot, but get too close and they
will swing their swords at you. This is the furthest back you can stand while
still being able to hit them.

Other Ossyria mentions: Wooden Target Dummy, Bellflower Root

Ludibrium

Toy Trojan
There is a hidden street that contains many Toy Trojans. The main problem is
lack of sniping spots, so you’ll be taking damage. The advantage of this map is
the great mobbing potential. To find this map, go to the toy factory and locate
Rocky the Repairman. Head east one map, climb up the first platform, then the
next. There should be a box on this platform. Break it to be warped to Secret
Factory
. There are no monsters in this map until you break one of the many toy
boxes scattered in the room. Each box releases many Toy Trojans, so once you
break a box, escape then start using Bomb/IA!

Omega Sector
In Omega Sector, every monster is training material now. Everything except the
bosses should be 2-hit kills. The training now includes Mecateons and Ultra
Grays
. Feel free to take on MT-09 or Chief Gray if you see one.

BOSS PROFILE: King Goblin
These have nothing on Zombie Mushmom. They need 1000 damage to flinch, which is
easy to reach at this level. Their attacks aren’t threatening – I don’t know how
much damage they do because I killed them so fast. They are easy to keep
cornered, and considering you have the advantage of higher ground, this boss is
easier than Chief Gray.

Other Ludibrium mentions: Chronos, Platoon Chronos, Master Chronos, Retz,
Mateon, Plateon, Mecateon, Barnard Gray, Zeta Gray, Ultra Gray

SUMMARY:
VICTORIA: Stone Gollem, Dark Stone Gollem, Mix Gollem, Drake, Croco, Clang,
Tortie, Wraith, Lupin, Zombie Lupin, Malady, Gryphon
OSSYRIA: Lunar Pixie, Luster Pixie*, Jr. Yeti, Freezer, Sparker, Flyeye, Straw
Target Dummy*, Wooden Target Dummy, Bellflower Root
LUDIBRIUM: Chronos, Platoon Chronos, Toy Trojan, Mateon, Plateon, Mecateon,
Barnard Gray, Zeta Gray, Ultra Gray, Retz
Do NOT train on: Jr. Cerebes, Jr. Effy, Dark Nependeath, Master Robo, Cellion,
Lioner, Grupin
Go to Practice Field: Beginner for Straw Target Dummies, and stay there for a
while. Around level 55 is a good time to go to Cloud Park VI for Luster Pixies.

Level 55-60
No big changes. There are a few more monsters to train on, but many more have
been cut from the list. Refer to the previous section above for more areas.

Victoria

Malady
The map Maladies are in are horrible. However, since you are ranged, fighting
them shouldn’t be too difficult. They will take 2-3 DS to kill. The only real
reason to fight these is for drops, because the EXP is really bad. The frogs can
get you some good money, but the real moneymaker is the Asianic Bow or 60% Staff
Scroll that may drop.

Ossyria

Orbis Party Quest: Now people will start to accept you into parties more
by more. The EXP is still good, so try to PQ when you can.

Flyeye
Flyeyes at the bottom of the sea are still the best EXP you can get for now. You
should be killing them with one DS, which is highly efficient, more than any
monster you will encounter during this leveling period.

Hector
Ossyria adds one place to train to this period. Hectors are 3-DS kills at this
point. You’ll want to head to Cold Field I to find a lot of Hectors.
Hectors are more friendly to melee, meaning you should expect to mob a lot.

SNIPING SPOT: Go to Wolf Territory I from Sharp Cliff II. On the level right
above the portal is the Small Tomb with a Werewolf looming over it. That
Werewolf cannot pass the tree bridge. Clear out the Hectors and White Pangs,
then you have a clear shot at the Werewolf.

Ludibrium

SNIPING SPOT: Drop down to Forgotten Path of Time 3 to find Death Teddies.
You may be training here in about 20-25 levels, but you can snipe them now. There
are few sniping spots throughout the map. Their special attack is direct, so jump
or run to avoid it. Use the various platforms around to find good spots, and keep
your distance.


By the way, standing on the red blocks no longer saves you.

Hodori
These can be 2-DS killed. Find them in the Tiger Forest maps. The bigger Hoguls
give little EXP for its HP, so try not to aim for them.

SUMMARY:
VICTORIA: Dark Stone Gollem, Mix Gollem, Drake, Croco, Lupin, Zombie Lupin,
Malady, Gryphon*
OSSYRIA: Luster Pixie*, Flyeye, Jr. Yeti, Hector, Coolie Zombie, Straw Target
Dummy*, Wooden Target Dummy
LUDIBRIUM: Chronos, Platoon Chronos, Master Chronos, Plateon, Mecateon, Zeta
Gray, Ultra Gray, Hodori
Do NOT train on: Jr. Effy, Cellion, Lioner, Grupin, Dark Jr. Yeti, White Pang,
Red Drake, Pepe
Pick between either Straw Target Dummies or Luster Pixies at their respective
maps.

Level 60-70
This is it! Ten more levels until the third job! Some new training areas have
opened up to you.

Victoria

Dark Stone Gollem & Mix Gollem
I am referring to only one map for these two monsters: The Forest Of Gollem. The
spawn in this map is PHENOMENAL. The amount of Gollems all over the map combined
with the large size of the map ensures that you will most likely have to party
in order to get the most EXP training here. You will need PKB to survive here;
otherwise, train somewhere else.

Red Drake
With good magic defense, you can try Red Drakes. You can only find these in
Dangerous Valley II. These should be 3 DS kills. Watch out for Ice Wizards and
Assassins here, as they are searching for Steelies.

Skeleton Soldier & Skeleton Officer
These skeletons are Zombie alternatives. Your main target are the soldiers,
because the officers have a high HP:EXP ratio. It will be difficult to train on
these because soldiers do not spawn alone, and officers are more trouble than
they are worth. There are three hidden maps with these two monsters.

BOSS PROFILE: Jr. Balrog
Its attacks will kill you in one hit at this point. You can hit and run, but I
advise waiting until third job to take it on. To hit and run, start on its left
side, and keep attacking while running back to the ladder. When it gets close,
climb up the ladder, and make your way across the platforms going right. Keep an
eye out on the bottom of the screen for when Jr. Balrog follows right, then fall
down and repeat. This might take a while, but it’s the only way to avoid instant
death.

Gryphon
By now, you can 2-DS kill these guaranteed. Gives great EXP for its low HP.

Hoodoo & Voodoo
These have a lot of HP, so if you can’t kill it fast, being here will waste your
time. By the time you can 2-DS kill Zombies, you can 3-DS kill these, and the
EXP is better with these guys. Although the room is small, only four spawn at a
time, giving you ample space to kill. Hoodoo are in the room directly above the
Psycho Jack room (see above), while Voodoo are to the left of the Jack room.

Other Victoria mentions: Croco, Malady, Stone Gollem, Red Slime, Water Goblin

Ossyria

Orbis Party Quest: The EXP will start to get slower now. By level 65,
training elsewhere is faster than the party quest.
BOSS PROFILE: Papa Pixie
I have no experience fighting this, but I’ve heard that it is significantly
tougher than Alishar was for players at that level range. Like Alishar, it can
inflict Darkness and Seal, as well as summon Pixies. When these Pixies are
killed, they turn into ghosts that not only roam the map freely, but are harder
to kill than Papa Pixie. Papa Pixie can also Dispel, which is disastrous to any
Magicians in the party. The best bet is to lure Papa Pixie to one of the
platforms near the bottom so that it gets stalled there for a bit so you can
unleash attacks on it while you can.

Flyeye
Once again, Flyeyes in The Dangerous Cave are very good in terms of easy EXP.
It will be very boring to train here, but if you are pressed for money, stay
here.

Jr. Yeti & Yeti
For a map of all Yetis, head to Icy Cold Field. Yetis are slow and tough. They
don’t flinch easily, and if they get too close, they’ll pound the ground,
causing a quake attack. You can outrange the quakes, so sniping is great here.
Get used to jumping around though.

SNIPING SPOT: Go to the top of Ice Valley II, where Glibber is. Climb down the
rope, and there might be a Yeti & Pepe there. Run to the right side, then jump
up to the rock ledge, then snipe away.

BOSS PROFILE: Snowman
This boss is no more threatening than a Dark Yeti & Pepe, and can be soloed at
the same level you can solo a Jr. Balrog. It can spit out a small ice glob that
does up to 1700 damage, which is the same as its touch damage. It will sometimes
create a cloud of cold air, and standing in it will cause 500 damage every 0.66
seconds or so. Once in a while it will stun you too, so be careful of that, and
keep your HP high. Lastly, it can summon two Jr. Yetis at a time, and depending
on the spawn above, those might transform. Use the ropes to get around it, since
walking through it is highly advised against. Do note that this boss has 120,000
HP, the same amount as the boss you will face during your third job test.

Coolie Zombies
This place is not for the weak. Coolies were the most populated training area.
Coolie Zombies should be 2-DS kills for a good amount of EXP. After the maps got
butchered, most people migrated to Golems or Voodoo. Still, Zombies are still
good for training, and the teeth is easy money, so do not totally neglect them.

SNIPING SPOT: Jump down to The Cave of Trial III, where Bains live. Make your
way to the small platforms over the third lava pit. Be careful because Bains can
kill you in one hit. Once over the third lava pit, get on the center platform,
which should be lower than the other two. Face left, and you can attack Bains
without getting hit. You can get hit if you attack right though.

Herb Town Party Quest
This should be decent EXP for you. However, you would not be prepared to fight
Lord Pirate. You’re better off with rush PQs. Good EXP if you can actually find
parties that will accept you at this level.

Other Ossyria mentions: Luster Pixie, Hector, Dark Jr. Yeti, Dark Yeti, White Pang,
Straw Target Dummy, Wooden Target Dummy

Ludibrium

SNIPING SPOT: Well there are various places to snipe vikings from in Warped
Path of Time 4
. You don’t really need a guide to show you how to snipe these.
Here are some examples of places to snipe from:
Wait until it goes down the slope to attack
Wait on the rope until they reach the left end
Easy
Jump from above

Samiho
These act like replacements for Zombies. Have the same HP and a little less EXP,
and the map is large. The main problem is that if you do not kill these within
two hits, they will Curse you, meaning less EXP for an entire minute. I highly
suggest that you do not mob here – just stick to using DS. Samihos spawn alone
at Fox Ridge.

Other Ludibrium mentions: Platoon Chronos, Master Chronos, Plateon, Mecateon,
Zeta Gray, Ultra Gray

SUMMARY:
VICTORIA: Dark Stone Gollem, Mix Gollem, Red Drake, Skeleton Soldier, Skeleton
Officer, Red Slime, Gryphon*, Hoodoo*, Voodoo*
OSSYRIA: Luster Pixie*, Jr. Yeti, Hector, Yeti, Coolie Zombie*, Straw Target
Dummy*, Wooden Target Dummy
LUDIBRIUM: Samiho
Do NOT train on: Wild Cargo, Tauromacis, Taurospear, Skeleton Commander, Pepe,
Dark Pepe, Dark Yeti & Pepe, Cerebes, Werewolf, Lycanthrope, Bellflower Roots,
Book Ghosts, Grizzly, Reindeer, Ghost, Panda
Forest of Golem is now an option. Train there until about level 65. Then move to
Masteria for Hoodoo/Voodoo.

EQUIPMENT
Now that you are in your second job, things are becoming different now. I’ll
show you what you need, and how to save money while doing it. Instead of going
level-by-level as in the first job, I’m breaking it up into equipment type.

HAT
When you reach level 30, you should be wearing a Green Bamboo Hat. It gives 3
DEX, which is something you won’t be getting until level 50, or level 40 if you
find an above average Distinction. The defense lost to a Hawkeye or Pole-Feather
Hat is negligible, only resulting in about 4~5 damage taken more.

At level 40, you have the option of changing to a Distinction. You lose 1 DEX,
but gain 12 defense, which is 6 damage reduced. From level 40-50, 1 DEX is about
3-5 damage added, depending on your weapon attack. So this is your choice:
5 more damage applied, or 5 less damage taken? Note that Distinctions cost more.

Beginning at level 50, you should be wearing your specific hat: Maro,
Polyfeather Hat, then Patriot. Any one with an above average stat can be used to
skip the next hat if desired. For example, a 4 DEX Black Maro can skip the
Polyfeather Hat.

Also, you never need to scroll your hats. There aren’t any good helmet scrolls
anyway. Save your Helm HP scrolls for much later.

EARRING
Earrings are irrelevant. You can either wear a Leaf Earring for 50 MP, or just
wear an earring that you think looks good. It might be too early to be able to
afford earrings scrolled for DEX, so hold off on that for now.

OVERALL/TOP/BOTTOM
If you get lucky in the Kerning City PQ and make lots of money, try to complete
Mr. Wetbottom’s quest to obtain a Sauna Robe. Once you have this, use
combinations of 100% and 10% Overall DEX scrolls on it. Aim for a robe with at
least 10 DEX on it. To be safe (and save money), use ten 100% scrolls. If you
got 10% scrolls from the PQ, then you are free to try your luck.

If you can’t afford a DEX Sauna Robe, then you’ll have to stick with normal
armors. Do NOT buy level 30 armors. It’s a waste of money for just 7 defense
more. Read the FAQ for an explanation.

You’ll want to buy a Legolier/Legolia set. Green, Red, and Dark all add DEX.
Blue and Brown add STR, so you’ll have to not add STR at that level to
compensate for the extra STR. If you don’t want to go through that trouble, then
just get a DEX set. The total green set adds all DEX, while the red set matches
best with a Red Viper. The choice is yours.

At level 40, get the Piette/Piettra set. Females get a White set that adds DEX,
while males get a Brown set that adds DEX. Both get a Dark set that adds DEX.
If you want to stay low-STR, get the STR armor now and start scrolling the top
for STR. The scrolls are expensive, so don’t wear out your funds on this. See
below for why you should go low-STR

Beginning at level 50, start buying overalls and scrolling them with Overall DEX
scrolls. The safest route is to use 100% scrolls, but you are free to use 10% if
you’d like. Males go Kismet > Tai > Linnex, females go Lumati > Choro > Lineros.
At level 70, you may consider using 10% Overall DEX scrolls as well. The color
of the overall does not matter, since if the overall is STR-based, you could
simply go low-STR.

SHOES
You’ll be happy to know that you don’t ever need to synthesize shoes. Stick with
the Whitebottom shoe from Henesys until you can afford Green Snowshoes from El
Nath. What you want to do is scroll these for Shoe Jump. These scrolls add DEX
to shoes. Ironically, Shoe DEX scrolls don’t add DEX. Use 10% and 60% Shoe Jump
scrolls on snowshoes for a shoe that adds DEX for your damage. Aim to get at
least 5 DEX on it. The reason why to scroll snowshoes is explained in the FAQ.
Level 50 is the perfect time to begin this project.

GLOVE
Stick with your Diros until level 35, then switch to a Gold Scaler from John’s
level 35 quest. After this, you will want to invest in glove scrolls. If you
aren’t that rich, buy Glove DEX scrolls. For the rich, go with glove attack.
Once you have your scrolls, start collecting lots of Leather. These are for
making Work Gloves from JM in Kerning. The plan is to scroll Work Gloves with
whatever you have. An explanation on why is in the FAQ. For a DEX glove, aim for
at least 4 DEX. For glove attack, try to get at least 5 ATK. A perfect time to
start this project is level 50.

CAPE
The Old Raggedy Cape is your only option until level 42. At level 42, wrap up
the last of Icarus’ quest, and he’ll give you an Icarus Cape that adds either
EVA, Speed, or Jump. The Speed cape is worth the most, while the EVA and Jump
capes are worth very little. Hope that you get EVA or speed, because I think
that jump is useless.

At level 50, Napoleons are available. Wear one only if you didn’t do Icarus’
quests. Since Napoleons are so cheap now, you want to try to scroll these with
Cape DEX scrolls. Use 10% and 60% Cape DEX scrolls for a decent DEX cape. Aim
for a cape with at least 7 DEX. Remember that Black Napoleons match with any
outfit. A high-DEX cape is better than the speed cape. If you want, you can go
low-STR by getting a STR cape. Though these are cheaper to buy, they also don’t
sell for much.

WEAPON
This goes without saying that you should be getting every weapon available to
your specific class. With the addition of the Ludibrium PQ, things are a little
different now. You no longer have to scroll level 40/42 weapons to train. In
fact, you can get by with the respective Fast weapon, Red Viper or Heckler,
unscrolled. This means that you will be doing no training, just PQs until level
50 when you can get your next weapon.

Beginning at level 50, you should be getting every weapon available to you and
scrolling them with 60% scrolls. Keep in mind the rarity of weapons so that you
can get an above average weapon from the previous level tier. For example,
Asianic Bows are rarer than Hinkels, so try to get a great Olympus and scroll it
well. In case you reach level 60 and can’t find or afford an Asianic Bow, at
least you will have a decent Olympus.

IMPORTANT NOTE ABOUT EQUIPMENT (LOW-STR)
With the advent of Zakum Helms, it has become imperative that Archers should try
to stay low on base STR to maximize the potential of the Helm. A Zakum Helm adds
15 STR on average. To compensate, one could get a 10 STR cape and a STR-based
helm. The highest STR that any current STR-based helm can add is 4, so simply
obtain a Goblin Cape and land 6 STR or more, and there’s 15 STR. Upon obtaining
a Zakum Helm, evaluate your STR if the Helm does not have 15 STR, then adjust
your base STR accordingly. You can then finally change your STR cape into a DEX
cape.

The basic premise is to keep base STR as low as possible, so that once you get a
Zakum Helm (if you ever plan to get one), you won’t be stuck with 15 deadweight
STR, since by the time you get the Helm, you’ll already have your final weapon.
If you plan to get a Helm, do whatever it takes to keep base STR as low as
possible, preferably about 15-17 below what it should be, then add the slack STR
via equipment.

The best equipment to add slack STR are helms and capes. You want a STR helm
because the Zakum Helm will replace it anyways. Capes are the next best items to
scroll for STR because it still can sell to Warriors and STR Bandits. Also, the
Goblin Cape comes with 5 STR on it, providing you with a good opportunity to
gain a nice boost of slack STR. Avoid STR overalls because overalls come and go
every 10 levels, and a nicely scrolled overall is a huge boost of damage that
you wouldn’t want to lose once you obtain a Zakum Helm; that and it’s rare to
find nicely scrolled Archer overalls.

——————————–
The Path of a Ranger/Sniper
——————————–

JOB ADVANCEMENT TEST
At level 70, you will be able to take the third job advancement test, as long as
you have used all your SP gained up to this point. Before you proceed to take
the test, you will need to prepare yourself, as there will be fighting involved.
Aside from the usual Barbarian and Sorceror Elixirs, bring some Warrior Elixirs,
Speed Pills, Bronze/Steel/Diamond Arrows, and Tonics. All your necessary
equipment should be scrolled too; specifically, your weapon, overall, glove,
shoe, and cape should all be scrolled to your benefit.

**For every time you take this test, you will need a refined Dark Crystal**

To begin, head to the Chief’s Residence in El Nath, which is the house on the
hill above Jade. Speak with Rene and ask to take the third job advancement test.
Next, travel back to Henesys and speak with Athena Pierce. Now head to Sleepy
Dungeon V and locate the Door of Dimension, which will transport you to the Dark
Realm. Since you are in this realm, you will have 30 minutes until you will be
sent back outside. Continue through the hall to arrive at the Other Dimension.
At the bottom, you will encounter a familiar person.

Athena Pierce’s Clone
Experience: 2,400
HP: 120,000
MP: 510
Accuracy: 210
Avoidability: 25
Weapon attack: 260
Weapon defense: 260
Knockback: 1,500

With that knockback, don’t expect to make her flinch unless you’ve got Final
Attack or Arrow Blow. You will need to utilize all your items and skills to
defeat her. The terrain is generally flat, with just a small hill in the middle.

Athena has six skills. Her main attack is just to fire an arrow at you, a la
Arrow Blow. This arrow is very slow, but over twice as powerful as bumping into
her, doing up to 1100 damage. She also has a stronger attack that looks like
Final Attack. When she steps back to fire an arrow, a blue circular flash will
shine around her bow. This arrow can do up to 1800 damage. Like monsters with
projectile skills (like Pixies), she will keep running for you, stopping to
shoot when you get in front of her. Her support skills are Attack-UP and
Defense-UP, both level 1. She can inflict Weaken on you, so make good use of
the Tonics I mentioned to bring. Lastly, when she gets to below half health, she may
summon Tauromacis
. It is suggested that you ignore these when they are
summoned because after you defeat Athena, they will still attack you
.

After you defeat Athena, pick up the Black Charm, then exit via the Sparkling
Crystal. Return to Athena, then head to El Nath and speak with Rene. Next, go to
Sharp Cliff II, climb to the top, then spot the wooden door across from the
portal leading to Wolf Territory I. Drop to the bottom to find the Holy Stone.

When you click on the Holy Stone, it will consume your Dark Crystal. The Holy
Stone will ask you questions in a quiz, just like some of the Beginner’s quests.
They are questions based on the game, so it shouldn’t be hard. Should you
struggle to answer, make sure you have a Red Bean Porridge on so you can ask for
help somehow (you can’t talk while taking the quiz). You cannot answer any
questions incorrectly
.

**If you get one question wrong, you will need another Dark Crystal**

When you complete the quiz, return to Rene, and she will advance you to the next
job! Congratulations!

YOUR ABILITY POINTS
As your level grows, you will have limited equipment. You will also notice that
most equipment now add DEX and STR. You may need to accomodate for the extra STR
by adding less AP. Your STR and DEX bases will differ depending on what you wear
for your overall and hat, and sometimes shoes and gloves.

For example, at level 70, if you wear a Green Linnex and Green Patriot, the
combined STR bonus is 3. You can keep STR at 72 if you’re a Ranger, then you
will have 75 STR total for a Hinkel.
Another example, at level 70, you have a Beige Lineros and a Beige Patriot. The
total STR bonus is 7. Keeping your STR at 63 is enough STR needed for a Gross
Jaeger.

With the release of AP Reset Scrolls, you are free to build your SP however you
would like. Just remember that level 80 weapons are the highest to obtain, so
you should adjust your AP according to the weapon you wield and your armors.
Though level 90 weapons have been released, these are extremely rare, so you may
not need to add more STR after level 80.

Of course, since Zakum Helms add 15 STR, most Archers who continue typical STR-
adds will end up with deadweight STR. Most Archers tend to cap their base STR
around their level 80 weapon. Do keep in mind how much STR comes from end-game
equipment. Typically, Archers will end up with 18-22 bonus STR from equipment:
15 – Z.Helm
3/6 – Ades/Anes
0-2 – Wing Boots
On average, Archers will cap their base STR by 20 below the level 80 weapon’s
STR requirement.
RANGERS: Cap base STR at 65
SNIPERS: Cap base STR at 60
Feel free to add more STR if you choose to use level 90 weapons or above.

OBTAINING YOUR FIRST MOUNT
The only thing you need before beginning this quest is 20 million Mesos. To
begin, head to the Aquarium and speak with Kenta for a quest. Upon activating
the quest, talk to Kenta again to enter a special map. A hog will roam freely
along the bottom, while Zeta Grays will spawn indefinitely to attack the hog.
Your task is to kill all Grays to prevent the hog from dying, while picking up 5
Pheremones dropped by the hog occasionally. You also must break 5 boxes and grab
5 books from those boxes. If you got 5 of each item within 5 minutes and the hog
is still alive, talk to Kenta to end this first part.

With this first part out of the way, talk to Kenta until she asks you to go to
Leafre to buy a special bottle from Chief Tatamo. So go to Leafre and talk to
Chief Tatamo, who will sell you the item for 20 million Mesos. Bring this item
back to Kenta, and she will fill the bottle with a potion to use for catching
the hog.

Next, travel east to Korean Folk Town. Go right three times from town to Tiger
Ridge
, climb up the first rope, then press Up at the broken cart to enter The
Area of Wild Hog
. Hoguls will constantly spawn here, but the hog itself spawns
every two hours. Wait for a hog to appear, or come back later if none is around.
Two hogs can spawn, one on each platform inhabited by Hoguls. I recommend
clearing out any Hoguls nearby so they don’t distract you as you try to catch
the hog. The hog itself does not hurt you upon contact. To catch the hog, stand
over it, then use the potion that Kenta gave you. If you used it when you were
at least close to the hog, you have successfully captured your first mount.
Equip your saddle and mount, then hotkey the Mount skill to begin riding.

PATH OF THE RANGER/SNIPER’S SCOPE
Most skills are shared between the classes. I will point out any differences.

Thrust (ML 20) – Boosts up the moving speed

This is a passive skill that adds speed. Sounds useful, but it isn’t as useful
as it sounds. The reason being is that you can get speed elsewhere. You can use
speed items like potions and pills to add speed. You can also scroll armors for
speed. The point is, you shouldn’t waste SP on something that everyone else can
get
(and that is speed), espeicially third job SP. This is the last
skill that should receive SP, should you choose to obtain Thrust.

Mortal Blow (ML 20) – For a certain rate, allows you to fire arrows even at a
very close range. Even kills a monster with one shot every once in a while.

This is a passive skill that gives you a chance to shoot an arrow instead of
swing your weapon at close range. With this skill, you don’t go shooting at
melee range. Think of Mortal Blow as a defensive skill that protects you if a
monster gets too close while you’re shooting
(see 1st screen). When maxed,
it’s a very useful skill to have because it will save you if a monster gets too
close. It cannot be compared to PKB because PKB has a different use – to push
monsters away. Mortal Blow just helps if monsters get close, so Mortal Blow is
a defensive skill. The instant kill rate is a bonus to having Mortal Blow. Some
may choose not to max it, but it’s totally preference. The one hit kill thing is
just an added bonus (see 3rd screen). Even at level 1, you have a 1 out of 3
chance of activating it, which is nice indeed. Mortal Blow activates when a
monster is within swing range, but the OHKO chance is decided on the monster the
arrow actually hits (see 2nd screen). On a strange note, Mortal Blow is its own
skill, independent of weapon type (see 4th screen).




NOTE: The Mortal Blow glitch is FIXED as of patch 0.53.

Puppet (ML 20) – Summons a puppet (your other self) for a certain amount of
time. While the puppet is around, the monsters will attack the puppet, not you.

In other words, a decoy or distraction. Monsters you attack will be lured to the
puppet you set up. The puppet has random defense: much higher than you will ever
have, or sometimes taking more damage than you would have. More SP increases the
timer and HP of the puppet. This becomes useful once you add more SP into it and
start training in high level places like the Clock Tower or Aqua Dungeon. Remember
that monsters won’t be lured to the puppet until AFTER you attack them, and this
is further delayed when there are other people in the map. At least level 6 is
recommended for regular training, but definitely get at least level 12 by the end
of the third job.
A group of Death Teddies lured by Puppet
As of patch 0.35, the Puppet glitch is FIXED. Do not be afraid to use Puppet now.

Inferno (ML 30) – Uses fire-based arrows to attack up to 6 monsters at once.
Only works when equipped with a bow.

This is a Ranger exclusive skill. Think of this as a stronger Arrow Bomb with an
element and without the stun. Because of this change, many Rangers do not choose
to have Inferno. There aren’t many monsters weak to fire in high levels. Also,
because it cannot stun, it is looked down on. However, it does decent damage to
mobs of fire-weak monsters, and it can critical, unlike Blizzard. Inferno
provides a better way to lure monsters since Arrow Bomb can stun monsters,
ruining your chance to lure. Inferno will surpass maxed Arrow Bomb in damage at
level 18. Inferno will never surpass Arrow Rain of the same level in damage
unless used on fire-weak monsters. It never really has real uses, since if you
need to do long-range mobbing, just use Puppet and Arrow Rain.
Inferno used on Coolie Zombies

Blizzard (ML 30) – Uses ice-based arrows to attack up to 6 monsters at once.
Only works when equipped with a crossbow.

This is a Sniper exclusive skill. Think of this as Arrow Bomb, without the stun,
but with the power to freeze. This freezing ability makes Blizzard great even at
level 1. Most Snipers get level 1 Blizzard early to get the power to freeze. The
damage is nothing to be proud of, as Blizzard cannot critical
. In addition,
elemental advantage for Blizzard is halved, so damage to ice-weak monsters only
gives 25% more damage, unlike Inferno which does the full 50% damage. This is a
double-edged sword, as ice-resistant monsters take 75% damage, while fire-weak
monsters take 50% damage with Inferno. The weak damage of Blizzard causes most
Snipers to leave Blizzard at level 21, where Blizzard freezes monsters for 3
seconds.
Blizzard used on Risell Squids

Arrow Rain (ML 30) – Fires a number of arrows into the sky, attacking upto 6
monsters at once on its way down. Only available when equipped with a bow.
Arrow Eruption (ML 30) – Fires a number of arrows into the ground, attacking
upto 6 monsters at once on its way up. Only available when equipped with a
crossbow.
Pre-Requisite – Level 5 Mortal Blow

Arrow Rain/Eruption are essentially the same skill with different names and
appearances. This is an area of effect attack skill that hits up to 6 monsters
around the user. Arrow Rain/Eruption is not a ranged attack, but rather a close
combat skill. Because of this, there is no minimum range, so you don’t have to
worry about swinging your weapon. This is like a Cleric’s Heal or Fire Mage’s
Explosion. Arrow Rain/Eruption is melee-range mob killing, and should not be
skipped. This easily becomes the strongest skill in the third job (excluding
Inferno on fire-weak monsters), outdamaging Strafe on just three monsters.
Arrow Rain used on Death Teddies
A combination of Puppet and Arrow Rain/Eruption is a deadly combo. With the
potential for the highest damage output of any skill, you should be finding ways
to incorporate Arrow Rain/Eruption into training.
Arrow Rain & Puppet used on Risell Squids
Arrow Eruption & Puppet used on Risell Squids

Silver Hawk (ML 30) – Summons a silver hawk. The hawk will be hovering around
you, attacking monsters nearby.
Golden Eagle (ML 30) – Summons a golden eagle. The eagle will be hovering around
you, attacking monsters nearby.
Pre-Requisite – Level 5 Puppet

Just like to Arrow Rain/Eruption, Silver Hawk and Golden Eagle are the exact
same skill with appearance changes. This skil summons a bird that hovers above
you and attacks nearby monsters. You can’t control it, but since it stays near
you, you can sort of guide it. The damage is pitiful, but the stun rate is
awesome. For Snipers, freezing is preferred, so Rangers benefit more from this.
It also attacks automatically, so it’s more protection for your back. It is
recommended to have at least level 21, but the more, the better, especially for
Bow Masters, who will need a reliable way to disable monsters, whereas Marksmen
get Frostprey, which can freeze.
Golden Eagle used on a Risell Squid
Patch 0.53 has changed the way summons work. The attack patterns are now timed
by the server. Previously, summons would keep attacking if there was a monster
nearby, and they would attack instantly if a monster spawns. Now summons have
fixed intervals determined by the server. If an interval passes and there is no
monster nearby, the summon will not attack until the next interval comes. This
hurts Archers and Magicians because usually a monster will spawn or get within
attack range between these intervals. The intended effect was to reduce lag to
the server, but it instead turned into a handicap to most Archers.

As of patch 0.56, this nerf has been revoked. Summons now act as their intended
effect as before.

Strafe (ML 30) – Fires 4 arrows at an enemy.

This is the main skill of choice. It will replace AB and DS from the first job.
Shooting 4 arrows means 4 chances of critical hits, and that is pure power. No
complaints, definitely max this.
Strafe used on a Coolie Zombie

SKILL TABLES
The third job skills that do not have an equation to go by change every ten
levels, hence why there is no real equation.
n = skill level
trun() = drop the decimal of whatever formula is in this function

Thrust

Level 1 – Speed +2
Level 2 – Speed +4
Level 3 – Speed +6
Level 4 – Speed +8
Level 5 – Speed +10
Level 6 – Speed +12
Level 7 – Speed +14
Level 8 – Speed +16
Level 9 – Speed +18
Level 10 – Speed +20
Level 11 – Speed +21
Level 12 – Speed +22
Level 13 – Speed +23
Level 14 – Speed +24
Level 15 – Speed +25
Level 16 – Speed +26
Level 17 – Speed +27
Level 18 – Speed +28
Level 19 – Speed +29
Level 20 – Speed +30

Mortal Blow
Activation rate %: 2 * n + 30
OHKO rate: trun((n – 1) / 2) + 1

Level 1 – 32% success rate, damage 110%, 1% instant kill chance at <20% HP
Level 2 – 34% success rate, damage 120%, 1% instant kill chance at <23% HP
Level 3 – 36% success rate, damage 130%, 2% instant kill chance at <23% HP
Level 4 – 38% success rate, damage 140%, 2% instant kill chance at <26% HP
Level 5 – 40% success rate, damage 150%, 3% instant kill chance at <26% HP
Level 6 – 42% success rate, damage 160%, 3% instant kill chance at <29% HP
Level 7 – 44% success rate, damage 170%, 4% instant kill chance at <29% HP
Level 8 – 46% success rate, damage 180%, 4% instant kill chance at <32% HP
Level 9 – 48% success rate, damage 190%, 5% instant kill chance at <32% HP
Level 10 – 50% success rate, damage 200%, 5% instant kill chance at <35% HP
Level 11 – 52% success rate, damage 205%, 6% instant kill chance at <35% HP
Level 12 – 54% success rate, damage 210%, 6% instant kill chance at <38% HP
Level 13 – 56% success rate, damage 215%, 7% instant kill chance at <38% HP
Level 14 – 58% success rate, damage 220%, 7% instant kill chance at <41% HP
Level 15 – 60% success rate, damage 225%, 8% instant kill chance at <41% HP
Level 16 – 62% success rate, damage 230%, 8% instant kill chance at <44% HP
Level 17 – 64% success rate, damage 235%, 9% instant kill chance at <44% HP
Level 18 – 66% success rate, damage 240%, 9% instant kill chance at <47% HP
Level 19 – 68% success rate, damage 245%, 10% instant kill chance at <47% HP
Level 20 – 70% success rate, damage 250%, 10% instant kill chance at <50% HP

Puppet
MP usage: trun((n – 1) / 5) * 3 + 23

Level 1 – MP -23, lasts 5 seconds, has 500 HP
Level 2 – MP -23, lasts 5 seconds, has 600 HP
Level 3 – MP -23, lasts 10 seconds, has 700 HP
Level 4 – MP -23, lasts 10 seconds, has 800 HP
Level 5 – MP -23, lasts 10 seconds, has 900 HP
Level 6 – MP -26, lasts 20 seconds, has 1000 HP
Level 7 – MP -26, lasts 20 seconds, has 1200 HP
Level 8 – MP -26, lasts 20 seconds, has 1400 HP
Level 9 – MP -26, lasts 30 seconds, has 1600 HP
Level 10 – MP -26, lasts 30 seconds, has 1800 HP
Level 11 – MP -29, lasts 30 seconds, has 2000 HP
Level 12 – MP -29, lasts 40 seconds, has 2400 HP
Level 13 – MP -29, lasts 40 seconds, has 2800 HP
Level 14 – MP -29, lasts 40 seconds, has 3200 HP
Level 15 – MP -29, lasts 50 seconds, has 3600 HP
Level 16 – MP -32, lasts 50 seconds, has 4000 HP
Level 17 – MP -32, lasts 50 seconds, has 4500 HP
Level 18 – MP -32, lasts 60 seconds, has 5000 HP
Level 19 – MP -32, lasts 60 seconds, has 5500 HP
Level 20 – MP -32, lasts 60 seconds, has 6000 HP

Inferno
MP usage: trun((n – 1) / 10) * 5 + 20

Level 1 – MP -20, damage 50%
Level 2 – MP -20, damage 55%
Level 3 – MP -20, damage 60%
Level 4 – MP -20, damage 65%
Level 5 – MP -20, damage 70%
Level 6 – MP -20, damage 75%
Level 7 – MP -20, damage 80%
Level 8 – MP -20, damage 85%
Level 9 – MP -20, damage 90%
Level 10 – MP -20, damage 95%
Level 11 – MP -25, damage 100%
Level 12 – MP -25, damage 103%
Level 13 – MP -25, damage 106%
Level 14 – MP -25, damage 109%
Level 15 – MP -25, damage 112%
Level 16 – MP -25, damage 115%
Level 17 – MP -25, damage 118%
Level 18 – MP -25, damage 121%
Level 19 – MP -25, damage 124%
Level 20 – MP -25, damage 127%
Level 21 – MP -30, damage 130%
Level 22 – MP -30, damage 133%
Level 23 – MP -30, damage 136%
Level 24 – MP -30, damage 139%
Level 25 – MP -30, damage 142%
Level 26 – MP -30, damage 144%
Level 27 – MP -30, damage 146%
Level 28 – MP -30, damage 148%
Level 29 – MP -30, damage 149%
Level 30 – MP -30, damage 150%

Blizzard
MP usage: trun((n – 1) / 10) * 5 + 20
Duration: trun((n – 1) / 10) + 1

Level 1 – MP -20, damage 100%, freezes for 1 second
Level 2 – MP -20, damage 102%, freezes for 1 second
Level 3 – MP -20, damage 104%, freezes for 1 second
Level 4 – MP -20, damage 106%, freezes for 1 second
Level 5 – MP -20, damage 108%, freezes for 1 second
Level 6 – MP -20, damage 110%, freezes for 1 second
Level 7 – MP -20, damage 112%, freezes for 1 second
Level 8 – MP -20, damage 114%, freezes for 1 second
Level 9 – MP -20, damage 116%, freezes for 1 second
Level 10 – MP -20, damage 118%, freezes for 1 second
Level 11 – MP -25, damage 120%, freezes for 2 seconds
Level 12 – MP -25, damage 122%, freezes for 2 seconds
Level 13 – MP -25, damage 124%, freezes for 2 seconds
Level 14 – MP -25, damage 126%, freezes for 2 seconds
Level 15 – MP -25, damage 128%, freezes for 2 seconds
Level 16 – MP -25, damage 130%, freezes for 2 seconds
Level 17 – MP -25, damage 131%, freezes for 2 seconds
Level 18 – MP -25, damage 132%, freezes for 2 seconds
Level 19 – MP -25, damage 133%, freezes for 2 seconds
Level 20 – MP -25, damage 134%, freezes for 2 seconds
Level 21 – MP -30, damage 135%, freezes for 3 seconds
Level 22 – MP -30, damage 136%, freezes for 3 seconds
Level 23 – MP -30, damage 136%, freezes for 3 seconds
Level 24 – MP -30, damage 137%, freezes for 3 seconds
Level 25 – MP -30, damage 137%, freezes for 3 seconds
Level 26 – MP -30, damage 138%, freezes for 3 seconds
Level 27 – MP -30, damage 138%, freezes for 3 seconds
Level 28 – MP -30, damage 139%, freezes for 3 seconds
Level 29 – MP -30, damage 139%, freezes for 3 seconds
Level 30 – MP -30, damage 140%, freezes for 3 seconds

Arrow Rain/Eruption
MP usage: trun((n – 1) / 10) * 5 + 18

Level 1 – MP -18, damage 60%
Level 2 – MP -18, damage 65%
Level 3 – MP -18, damage 70%
Level 4 – MP -18, damage 75%
Level 5 – MP -18, damage 80%
Level 6 – MP -18, damage 85%
Level 7 – MP -18, damage 90%
Level 8 – MP -18, damage 95%
Level 9 – MP -18, damage 100%
Level 10 – MP -18, damage 105%
Level 11 – MP -23, damage 110%
Level 12 – MP -23, damage 113%
Level 13 – MP -23, damage 116%
Level 14 – MP -23, damage 119%
Level 15 – MP -23, damage 122%
Level 16 – MP -23, damage 125%
Level 17 – MP -23, damage 128%
Level 18 – MP -23, damage 131%
Level 19 – MP -23, damage 134%
Level 20 – MP -23, damage 137%
Level 21 – MP -28, damage 140%
Level 22 – MP -28, damage 143%
Level 23 – MP -28, damage 146%
Level 24 – MP -28, damage 149%
Level 25 – MP -28, damage 152%
Level 26 – MP -28, damage 154%
Level 27 – MP -28, damage 156%
Level 28 – MP -28, damage 158%
Level 29 – MP -28, damage 159%
Level 30 – MP -28, damage 160%

Silver Hawk/Golden Eagle

Level 1 – MP -32, attack +23, stun rate 50%, lasts 103 seconds
Level 2 – MP -34, attack +26, stun rate 53%, lasts 106 seconds
Level 3 – MP -36, attack +29, stun rate 56%, lasts 109 seconds
Level 4 – MP -38, attack +32, stun rate 59%, lasts 112 seconds
Level 5 – MP -40, attack +35, stun rate 62%, lasts 115 seconds
Level 6 – MP -42, attack +38, stun rate 65%, lasts 118 seconds
Level 7 – MP -44, attack +41, stun rate 68%, lasts 121 seconds
Level 8 – MP -46, attack +44, stun rate 71%, lasts 124 seconds
Level 9 – MP -48, attack +47, stun rate 74%, lasts 127 seconds
Level 10 – MP -50, attack +50, stun rate 77%, lasts 130 seconds
Level 11 – MP -52, attack +53, stun rate 80%, lasts 133 seconds
Level 12 – MP -54, attack +56, stun rate 82%, lasts 136 seconds
Level 13 – MP -56, attack +59, stun rate 84%, lasts 139 seconds
Level 14 – MP -58, attack +62, stun rate 86%, lasts 142 seconds
Level 15 – MP -60, attack +65, stun rate 88%, lasts 145 seconds
Level 16 – MP -62, attack +68, stun rate 90%, lasts 148 seconds
Level 17 – MP -64, attack +71, stun rate 91%, lasts 151 seconds
Level 18 – MP -66, attack +74, stun rate 92%, lasts 154 seconds
Level 19 – MP -68, attack +77, stun rate 93%, lasts 157 seconds
Level 20 – MP -70, attack +80, stun rate 94%, lasts 160 seconds
Level 21 – MP -71, attack +82, stun rate 95%, lasts 162 seconds
Level 22 – MP -72, attack +84, stun rate 95%, lasts 164 seconds
Level 23 – MP -73, attack +86, stun rate 96%, lasts 166 seconds
Level 24 – MP -74, attack +88, stun rate 96%, lasts 168 seconds
Level 25 – MP -75, attack +90, stun rate 97%, lasts 170 seconds
Level 26 – MP -76, attack +92, stun rate 97%, lasts 172 seconds
Level 27 – MP -77, attack +94, stun rate 98%, lasts 174 seconds
Level 28 – MP -78, attack +96, stun rate 98%, lasts 176 seconds
Level 29 – MP -79, attack +98, stun rate 99%, lasts 178 seconds
Level 30 – MP -80, attack +100, stun rate 99%, lasts 180 seconds

Strafe

Level 1 – MP -26, damage 52%
Level 2 – MP -26, damage 54%
Level 3 – MP -26, damage 56%
Level 4 – MP -26, damage 58%
Level 5 – MP -26, damage 60%
Level 6 – MP -26, damage 62%
Level 7 – MP -26, damage 64%
Level 8 – MP -26, damage 66%
Level 9 – MP -26, damage 68%
Level 10 – MP -26, damage 70%
Level 11 – MP -26, damage 72%
Level 12 – MP -26, damage 74%
Level 13 – MP -26, damage 76%
Level 14 – MP -26, damage 78%
Level 15 – MP -26, damage 80%
Level 16 – MP -32, damage 82%
Level 17 – MP -32, damage 84%
Level 18 – MP -32, damage 86%
Level 19 – MP -32, damage 88%
Level 20 – MP -32, damage 90%
Level 21 – MP -32, damage 91%
Level 22 – MP -32, damage 92%
Level 23 – MP -32, damage 93%
Level 24 – MP -32, damage 94%
Level 25 – MP -32, damage 95%
Level 26 – MP -32, damage 96%
Level 27 – MP -32, damage 97%
Level 28 – MP -32, damage 98%
Level 29 – MP -32, damage 99%
Level 30 – MP -32, damage 100%

SKILL ANALYSIS
This time, I am only looking at one skill, because you will mostly be using one
skill your entire third job. Then I will compare Strafe to other skills.

*Strafe*
For 32 MP, shoot 4 normal arrows

For # criticals, % chance
0 – 12.96%
1 – 34.56%
2 – 34.56%
3 – 15.36%
4 – 2.56%

In other words, your chances of getting 4 critical hits are slim.
So on average, how much damage does Strafe do? We must factor in chances to get
a critical hit in order to do so.

Code:
4.0 * 0.1296 = 0.5184

5.0 * 0.3456 = 1.7280

6.0 * 0.3456 = 2.0736

7.0 * 0.1536 = 1.0752

8.0 * 0.0256 = 0.2048

             + ______

               5.6000

So on average, maxed Strafe with Critical Shot will deal about 560% damage. The
meat of the damage comes from the high chance of getting two critical hits.

*Strafe* vs. *Double Shot*
This is a pointless argument, but here I will explain why.

Recall the average damage of both skills with critical hits factored.

Strafe
32 MP, 560% damage

Double Shot
16 MP, 340% damage

Just doubling Double Shot will result in 32 MP, 680% damage. Though Double Shot
is more MP efficient, there is more to it: attack speed. Remember that Strafe
is a special skill that comes out much faster than any old attacks. In the time
you shoot two Double Shots, a third Strafe is just beginning. Strafe is used
for its time saving capability.

*Strafe* vs. *Arrow Rain/Eruption*
Borrowing some elements from the Arrow Bomb debate, we will see how to attain
better MP efficiency between these two skills.

Recall the main info for each skill:

Strafe
32 MP
100% + 100% + 100% + 100%, 1 target

Arrow Rain/Eruption
28 MP
160%, up to 6 targets

You want to reach 400% damage in 32 MP. Since Arrow Rain/Eruption costs less,
the MP to damage ratio can be reduced to 350% per 28 MP. Now let’s add Critical
Shot in:

Strafe
For # criticals, % chance
0 – 12.96%
1 – 34.56%
2 – 34.56%
3 – 15.36%
4 – 2.56%

Arrow Rain/Eruption
For # criticals, % chance
0 – 4.67%
1 – 18.66%
2 – 31.10%
3 – 27.65%
4 – 13.82%
5 – 3.69%
6 – 0.41%

Remember that Strafe’s average damage is 560%. If we reduce the damage to
reflect the MP to damage ratio, we get 490% in 28 MP for Strafe. Now it’s time
to calculate the total damage for Arrow Rain/Eruption.

Damage from # critical in total damage over 6 hits

Code:
0 - 0.44832

1 - 1.97796

2 - 3.60760

3 - 3.48390

4 - 1.87952

5 - 0.53874

6 - 0.06396

  + _______

   12.00000

Arrow Rain/Eruption total average damage to 6 monsters: 1200%
Arrow Rain/Eruption average damage to 1 monster: 200%

Two hits from Arrow Rain/Eruption is less than a Strafe, while three exceeds
Strafe’s damage. Attacking three or more monsters with Arrow Rain/Eruption is
more MP efficient than using Strafe alone.

*Arrow Rain/Eruption* vs. *Arrow Bomb* vs. *Iron Arrow*
Recall the average damage for Arrow Bomb:
Average damage of Arrow Bomb with Critical Shot for # monsters hit:
1 – 0.56
2 – 2.38
3 – 4.2
4 – 6.02
5 – 7.84
6 – 9.66

Now recall the average damage for Iron Arrow:
Average damage of Iron Arrow with Critical Shot for # monsters hit:
1 – 2.200
2 – 4.004
3 – 5.483
4 – 6.696
5 – 7.691
6 – 8.507

Average damage of Arrow Rain/Eruption with Critical Shot for # monsters hit:
1 – 2.0
2 – 4.0
3 – 6.0
4 – 8.0
5 – 10.0
6 – 12.0

Remember that Arrow Rain/Eruption’s damage is the same across all hits, whereas
Arrow Bomb has two ways to damage, and Iron Arrow reduces damage per hit. Arrow
Rain/Eruption’s consistency gives it a higher average damage, and no matter how
many monsters are hit, Arrow Rain always does more damage than Arrow Bomb.
Arrow Eruption does more damage than Iron Arrow on mobs of 3 or more, but you
should be using Strafe on two or less monsters instead of Iron Arrow, since
Strafe’s output is 560% compared to the 400.4% of Iron Arrow.

At level 15, Arrow Rain will surpass maxed Arrow Bomb in damage.
Arrow Eruption surpassing maxed Iron Arrow in damage is different because of
diminishing damage output. The first number is how many monsters must be hit,
the second number is the level of Arrow Eruption that will outdamage maxed Iron
Arrow:
3 – 22
4 – 17
5 – 13
6 – 10

*Inferno* & *Blizzard*
Inferno follows the conventional damage formula of adding 100% with Critical
Shot. Blizzard cannot strike critical; this is to balance the nature of the
skill since it’s a ranged mob freezing attack, so Blizzard is used for freezing
only. In addition, both skills get elemental advantage when used on monsters
weak to the corresponding element.

The elemental advantage bonus is as follows:
Final multiplier = skill multiplier * (1 + (0.2 + n / 200))
n = skill level
So for example, a level 21 Inferno would be:
1.3 * (1.2 + 21 / 200) = 1.6965, or 169.65%

With Inferno, Critical Shot is applied after elemental advantage, so add the
100% to the previous damage to get 269.65% as a critical hit on a fire-weak monster.

However, elemental resistance works differently. If the monster resists the element
of Inferno or Blizzard, a final multiplier is attached. Final indicates that the
multiplier applies after defense and critical has been factored.

Level 30 Inferno would be 112.5% on a fire-resistant monster; 187.5% with critical.
Level 21 Blizzard would be 101.25% on a ice-resistant monster.

SAMPLE SKILL BUILDS
Alright, here’s the thing: since Archers have so many great skills in the third
job, there is no definitive skill build. There is no such thing as a good skill
build order, but there are some no-nos to look out for.

The bare minimum to have for each skill:
Thrust: 0
Mortal Blow: 5
Puppet: 6
Inferno: 0
Blizzard: 21
Arrow Rain/Eruption: 30
Hawk/Eagle: 15
Strafe: 30

After that, alott the remaining SP to the skill of your choice.
Is there a specific order to add SP? No! Like I said, there is no definitive
skill build for third job Archers. Everybody has their own skill builds. I can
provide some suggestions:
-RANGER: The first SP goes into Mortal Blow or Strafe. Although level 1 Strafe
outdamages level 20 Double Shot, it expends more MP for a little more damage.
Mortal Blow is useful for surprise spawns like Zombies or Pixies, while Strafe
is better for stand-and-shoot kills, which are usually the bigger foes
-SNIPER: Consider getting 1 Blizzard first. Freeze is useful – you can live
with Double Shot for a few more levels.
-If you will be soloing monsters, start to add Strafe right away at level 71
-Level 5 Mortal Blow unlocks Arrow Rain/Eruption. If you will be primarily
mobbing from level 72 onwards, seek to max this skill before touching Strafe
-Max Strafe sometime in the 8X period
From there, you choose whatever you want.

Here are some of my recommended sample skill builds, without the build order:

Thrust: 1
Mortal Blow: 20
Puppet: 20
Inferno/Blizzard: 21
Arrow Rain/Eruption: 30
Hawk/Eagle: 29
Strafe: 30
The original standard, this is the build that most Archers chose. You get
practically everything an Archer needs. Level 21 Inferno won’t do as much for
Rangers as level 21 Blizzard will for Snipers. My current Crossbower will use
this build. Most Snipers might not max Eagle and/or Puppet though. Bear in mind
that Hawk is ever so useful in fourth job, whereas Inferno starts to lose its
shine, so this is still a good build for Rangers. Works best for Snipers.

Thrust: 0
Mortal Blow: 20
Puppet: 20
Inferno/Blizzard: 30
Arrow Rain/Eruption: 30
Hawk/Eagle: 21
Strafe: 30
A standard build for Rangers, where Silver Hawk stuns with a 95% success rate.
A good build to follow, especially after patch 0.53 changed the way summons
work. However, Snipers shouldn’t follow this, for Blizzard should not go above
level 21.

Thrust: 0
Mortal Blow: 12
Puppet: 20
Inferno/Blizzard: 30
Arrow Rain/Eruption: 30
Hawk/Eagle: 29
Strafe: 30
Best suited for Rangers to have a stronger Hawk while keeping Inferno’s damage
maximized.

Thrust: 9
Mortal Blow: 20
Puppet: 20
Inferno/Blizzard: 21
Arrow Rain/Eruption: 30
Hawk/Eagle: 21
Strafe: 30
Snipers might choose this build if the Sniper wants to rely on freezing, not
stunning. Eagle can even be lowered to 16, but then 14 Thrust might be over-
doing it.

Below are experimental builds. These are not common among today’s Archers.

Thrust: 0
Mortal Blow: 20
Puppet: 18
Inferno/Blizzard: 30
Arrow Rain/Eruption: 30
Hawk/Eagle: 29
Strafe: 24
One of the “forbidden” Ranger builds, this build gets just enough of everything
besides Strafe. This build goes off the fact that Strafe almost becomes useless
in the fourth job. Since Hurricane is preferred over Strafe, it’s better to max
everything else, since everything else will still have its uses in the fourth
job, whereas Strafe loses out to Hurricane. This does limit training to Gobies
and Himes, however.

Thrust: 9
Mortal Blow: 5
Puppet: 18
Inferno/Blizzard: 30
Arrow Rain/Eruption: 30
Hawk/Eagle: 29
Strafe: 30
Rangers who do not like Mortal Blow will use a build similar to this. Two SP can
be given from Thrust to Puppet if desired.

Thrust: 10
Mortal Blow: 11
Puppet: 20
Inferno/Blizzard: 21
Arrow Rain/Eruption: 30
Hawk/Eagle: 29
Strafe: 30
Alternate Sniper build. Also works for Rangers. On paper, this looks like a nice
build. Has yet to be tested though.

TRAINING SPOTS
Training spots are quite limited in the third job. Much more limited than the
second job. Also, since there are many ways to add SP, I will mention what
skills are necessary to train at a location; look for the Options: key for each
location. This will list the minimum level, job, and skills for the location.
The term “Bowman” will be used to indicate both jobs.

Level 70-75
You will be training in the same locations as the previous level period, even
though you have a brand new skill.

Victoria

Dark Stone Gollem & Mix Gollem
The Forest of Gollem has monsters that are 2 hit kills. You can party here for
great EXP. Lack of any skills means you’re still stuck using the same skills
as before. Mortal Blow helps with surprise spawns, while Blizzard stalls.
Options:
Level 70 Bowman: 1 Mortal Blow
Level 70 Sniper: 1 Blizzard

Voodoo & Hoodoo
Both of these will be nice for you to train on with their great HP:EXP ratio.
They will definitely be two-DS kills by now, and they can possibly be killed
with one Strafe.
Options:
Level 70 Bowman: 1 Mortal Blow
Level 70 Sniper: 1 Blizzard

Other Victoria mentions: Gryphon

Ossyria

Luster Pixie
Pixies are for the mobbing Archers. The money made here is great, but the EXP
isn’t as good as other places. Go to Cloud Park VI if you are in need of money
fast. Works best for those pursuing an early Arrow Rain/Eruption build.
Options:
Level 70 Bowman: 1 Mortal Blow

Coolie Zombie
Coolies are still 2 DS kills. If you have Mortal Blow, training will be made so
much easier and faster. Strafe is also 2 DS kills, but consumes much more MP. I
would stick with DS to save MP. Mortal Blow helps with surprise spawns.
Options:
Level 70 Bowman: 1 Mortal Blow

Straw Target Dummy
Although the EXP output per monster is low, the spawn makes up for it. You will
be consistently mobbing here. It would behoove you to get Arrow Rain/Eruption
ASAP to handle the spawns here, since Strafe is overkill.
Options:
Level 72 Bowman: 5 Mortal Blow, 2 Arrow Rain/Eruption

Other Ossyria mentions: Jr. Yeti, Hector

Ludibrium

Other Ludibrium mentions: Samiho

SUMMARY:
VICTORIA: Dark Stone Gollem, Mix Gollem, Gryphon, Voodoo*, Hoodoo*
OSSYRIA: Luster Pixie, Jr. Yeti, Hector, Coolie Zombie, Straw Target Dummy*
LUDIBRIUM: Samiho
Do NOT train on: Wild Cargo, Tauromacis, Taurospear, Skeleton Commander, Lucida,
Pepe, Dark Pepe, Yeti & Pepe, Dark Yeti & Pepe, Buffy, Lazy Buffy, Soul Teddy,
Master Soul Teddy
From the get-go, stay at Hoodoo/Voodoo. Don’t deviate elsewhere, since skills
are not strong enough to tackle bigger monsters.

Level 75-80
Now your Strafe should be much stronger, if not equal to two Double Shots. You
are looking for monsters whose HPs are near the average damage of Strafe.

Victoria

Dark Stone Gollem & Mix Gollem
Stay in The Forest of Gollem. Use Strafe here to do fast
damage. Remember to party if you can, especially if you find a Priest. Even
without a Priest, others such as Fighters or Bandits are beneficial to party
with. Try to mob more here with Arrow Rain/Eruption, if you got it.
Options:
Level 75 Ranger: 5 Mortal Blow, 11 Arrow Rain
Level 75 Ranger: 10 Strafe, 5 Mortal Blow, 1 Arrow Rain
Level 75 Sniper: 1 Blizzard, 15 Strafe

BOSS PROFILE: Jr. Balrog
All you need is Puppet, and you have this won. Simply hit Jr. Balrog to get its
attention, then climb up and place a Puppet above. Attack Jr. Balrog until it
dies, and you have won easily.

Gryphon
For those with Arrow Rain/Eruption, training at Gryphons will be faster at the
expense of buying more potions. This shouldn’t be a problem since the nearest
town has the cheapest potions available. Party with a Hermit for Haste to speed
up training here. Do be careful not to fall into pits, as that greatly hampers
training.
Options:
Level 75 Bowman: 5 Mortal Blow, 11 Arrow Rain

Water Goblin
Many players mention how great this map is. However, the Water Goblin has too
much HP for the EXP it gives. It gives the same EXP as a Mixed Golem, but has
more HP and a special ranged attack. Sure you could party here, but I advise
against training here. Mobbing is preferred, but you’d need Strafe for faster
kills to avoid getting swarmed.
Options:
Level 75 Bowman: 15 Strafe, 1 Mortal Blow

Hoodoo & Voodoo
As long as you’ve built up your Strafe, these will probably be 2-Strafe kills.
If you’re able to kill Zombies in one Strafe, you might as well stay there.
Killing these with one Strafe is rare, but Strafe will manage.
Options:
Level 75 Bowman: 15 Strafe, 1 Mortal Blow

Ossyria

Coolie Zombie
Probably the best place to go for 1-Strafe kills is Coolie Zombies. At this
point, Zombies may slow down, but the money is nice, despite how horribly the
maps have been butchered.
Options:
Level 75 Bowman: 15 Strafe, 1 Mortal Blow

Kru & Captain
Although Red-Nose Pirate Den 2 looks like the perfect place to use Arrow
Rain/Eruption, these two monsters suffer from having the highest HP:EXP ratios
in the game. Though it feels satisfying to constantly be hitting six things all
the time, the spawn is decent. It will start to heavily slow down by level 80
though. Remember to stay on the upper platform so that Arrow Rain/Eruption can
reach both levels of pirates.
Entrance to Red-Nose Pirate Den 1
Options:
Level 75 Bowman: 5 Mortal Blow, 11 Arrow Rain

Herb Town Party Quest
Decent EXP for those who have Strafe for Lord Pirate. However, the EXP will
start to whittle down the higher level you get.
Options:
Level 75 Bowman: 15 Strafe, 1 Mortal Blow

Other monsters that should perish to one Strafe: Croco, Luster Pixie, Cellion,
Lioner, Grupin, Stone Gollem, Malady, Dark Jr. Yeti, Hector

Ludibrium

Other Ludibrium mentions: Samiho, Death Teddy
Options:
Level 79 Ranger: 15 Strafe, 6 Puppet, 5 Mortal Blow, 1 Arrow Rain
Level 75 Sniper: 15 Strafe, 1 Blizzard

SUMMARY:
VICTORIA: Dark Stone Gollem, Mix Gollem, Gryphon, Water Goblin, Hoodoo, Voodoo
OSSYRIA: Hector, Coolie Zombie*, Kru, Captain
LUDIBRIUM: Death Teddy, Samiho
Do NOT train on: Buffoon, Deep Buffoon, Ghost Pirate, Klock, Dark Klock,
Tauromacis, Cerebes, Lucida, Peach Monkey, Sage Cat, Mr. Alli
Arrow R/E builds should go to Red-Nose Pirate Den 2 and train there for a while.
Strafe builds should stay at Hoodoo/Voodoo, Forest of Golem, or Mountain Cliffs
with Gryphons.

Level 80-85
A couple of options open up, depending on what skills you obtained.

Victoria

Gryphon
Gryphons will be fun for any Bowman, regardless of the skills obtained. Strafe
kills them in one hit, while Arrow Rain/Eruption now has max range. The EXP will
slow down soon, so don’t stay here too long.
Options:
Level 80 Bowman: 1 Mortal Blow, 30 Strafe
Level 82 Bowman: 5 Mortal Blow, 30 Arrow Rain/Eruption, 1 Inferno/Blizzard

Wolf Spider
These monsters are quite an oddity. It does very high damage and has high HP. It
travels in packs and can jump. Its threat level pretty much ends there. Wolf
Spiders are easily flinched, give decent EXP, and drop some very expensive
items. Mobs easily, but be careful, since it will kill you in two hits. Stick
with using Strafe for now, until you have a sizable level of Arrow Rain/Eruption
or Blizzard.
Options:
Level 80 Ranger: 1 Mortal Blow, 30 Strafe
Level 80 Sniper: 1 Blizzard, 30 Strafe

BOSS PROFILE: Male Boss
Don’t be scared because it can kill you in one hit. This is a very easy boss as
long as you have level 6 Puppet or more. Simply hit it once, then climb up and
place a Puppet. Start attacking it before the Puppet disappears. Easy boss kill.

Ossyria

Squid & Risell Squid
In Aqua Road, there are two maps containing these monsters, both of which are
east from the Aquarium. Dangerous Sea Gorge I contains mainly Squids, which are
black and attack with ink. Squids have very long range, and you can avoid
getting hit only by attacking from the edge of your range. Don’t worry because
this is a physical attack that does little damage and in all likelyhood will not
kill you. This first map also contains a few Risell Squids and Exploding Goby
Houses, so this might not be the best place to be.
Dangerous Sea Gorge II contains mainly Risell Squids with a few Squids. Risell
Squids have a magic attack which is very close range, almost as close as a
Zombie’s breath attack. This magic attack does less than half of its touch
damage, so again, it’s nothing to fret over, but watch out for it. This is the
preferred map because of the nature of Risell Squids’ attacks: it is very close
range, so you can snipe very easily, especially since you can swim. Best choice
for those who maxed Strafe ASAP.
Options:
Level 80 Ranger: 1 Mortal Blow, 30 Strafe
Level 84 Ranger: 5 Mortal Blow, 30 Strafe, 6 Puppet, 1 Arrow Rain, 1 Inferno
Level 80 Sniper: 1 Blizzard, 30 Strafe

Coolie Zombie
Coolie Zombies are guaranteed 1 Strafe kills now. This is the place you want to
be if you still want to make some money while training. Though it will be boring
for another five levels, it’s the most efficient place to earn money while
getting some EXP at the same time.
Options:
Level 80 Ranger: 1 Mortal Blow, 30 Strafe
Level 80 Ranger: 5 Mortal Blow, 19 Strafe, 6 Puppet, 1 Arrow Rain
Level 80 Sniper: 1 Blizzard, 30 Strafe

Ludibrium

Death Teddy
If Zombies don’t float your boat, take a boat ride to Ludibrium. The monster you
are looking for are Death Teddies. The Death Teddy map has some sniping spots
that are just out of their attack ranges. Expect 6-8 Strafes to kill one though,
meaning that you will lose money from potions for the sake of training faster.
Learn the map layout well, and you could prosper here. Best for Archers who got
Arrow Rain/Eruption and Puppet early.
Options:
Level 84 Ranger: 5 Mortal Blow, 30 Strafe, 6 Puppet, 1 Arrow Rain, 1 Inferno
Level 82 Sniper: 1 Blizzard, 30 Strafe, 6 Puppet

Spirit Viking
Once you have some Puppet and Arrow Rain/Eruption, you may venture to the other
side of the clock tower from Death Teddies for Spirit Vikings, not to be
confused with Ghost Pirates. It is suggested that you do not take on Vikings
until the next level tier. Recommended only if you have at least level 6 Puppet.
Options:
Level 84 Ranger: 30 Strafe, 5 Mortal Blow, 6 Puppet, 2 Arrow Rain
Level 84 Sniper: 30 Strafe, 1 Blizzard, 6 Puppet, 5 Mortal Blow, 1 Arrow Eruption

SUMMARY:
VICTORIA: Wolf Spider, Gryphon
OSSYRIA: Coolie Zombie, Squid, Risell Squid
LUDIBRIUM: Death Teddy*, Spirit Viking
Do NOT train on: Buffoon, Deep Buffoon, Klock, Dark Klock, Ghost Pirate
Arrow R/E builds will stay with the pirates until level 82, when they should try
out Death Teddies or Squids. Strafe builds can make an early venture to Squids,
but should stick to Death Teddies until level 84, when they can go back to
Squids.

Level 85-90
Very limited places now. Time to make friends with Priests. Max Strafe already.

Coolie Zombie
This is the only place to train now where you will be guaranteed to make money.
Though you will be making the money slowly, you should always come out of here
with positive profit. Go here if you are soloing.
Options:
Level 85 Bowman: 30 Strafe, 5 Mortal Blow, 1 Arrow Rain/Eruption

BOSS PROFILE: Blue Mushmom
This boss is actually easier than Zombie Mushmom because it only requires 1000
damage to flinch. Once you have the Lucidas on the ground cleared out, corner
Blue Mushmom and fire away. It may have 200k HP, but it’ll go down in no time as
long as any of your Strafe’s hits does over 1000 damage. If all goes according
to plan, you won’t even take any damage from it.

Gryphon
Just like Zombies, these are one-hit kills. Decent EXP, but not likely to make
much money here.
Options:
Level 85 Ranger: 5 Mortal Blow, 30 Strafe, 11 Arrow Rain
Level 85 Ranger: 5 Mortal Blow, 30 Arrow Rain, 11 Strafe
Level 85 Sniper: 1 Blizzard, 5 Mortal Blow, 30 Arrow Eruption, 10 Strafe
Level 85 Sniper: 1 Blizzard, 30 Strafe, 5 Mortal Blow, 10 Arrow Eruption

Wolf Spider
At this point, it reminds me of a smaller, more agile Death Teddy. Thankfully,
Wolf Spiders don’t have any special attacks or skills. As always, be careful
around them because they can kill you in two hits. Arrow Rain/Eruption will
work wonders here now, as long as you aren’t getting swarmed.
Options:
Level 87 Ranger: 30 Strafe, 6 Puppet, 5 Mortal Blow, 11 Arrow Rain
Level 85 Sniper: 30 Strafe, 1 Blizzard, 5 Mortal Blow, 10 Arrow Eruption

Death Teddy
By now you should have more skills at your disposal. Training should come much
faster at Death Teddies, but you still will be losing money from potions. You
will find these at Forgotten Path of Time . Nice EXP especially if you party,
but most likely the Priest will be at Vikings.
Options:
Level 85 Ranger: 30 Strafe, 6 Puppet, 5 Mortal Blow, 5 Arrow Rain
Level 85 Sniper: 30 Strafe, 1 Blizzard, 5 Mortal Blow, 10 Arrow Eruption

Spirit Viking
Spirit Vikings are huge. Don’t count on making one flinch unless you’re using
maxed Arrow Blow or Final Attack. They are slow and do a lot of damage. If you
are still low leveled, you might not survive a hit from a Viking. Fortunately
their special attack is direct: just a projectile that can be avoided, like
Pixies. The Spirit Viking map has many sniping spots for both Strafe and Arrow
Rain/Eruption. Using Puppet only makes things better if used to lure. Spirit
Vikings also drop nice items, so you will be making good money depending on your
luck with drops. These are found at Warped Path of Time .
Options:
Level 88 Ranger: 30 Strafe, 6 Puppet, 5 Mortal Blow, 14 Arrow Rain
Level 88 Sniper: 30 Strafe, 1 Blizzard, 6 Puppet, 5 Mortal Blow, 13 Arrow Eruption

Squid & Risell Squid
Squids become a very nice map to train in when going solo. Risell Squids give
more EXP than Spirit Vikings and are not as threatening. Squids do not mob as
well as other monsters you could train on now, but learn the map layout, and you
can get creative with ways to mob Squids here.
Options:
Level 85 Ranger: 30 Strafe, 6 Puppet, 5 Mortal Blow, 5 Arrow Rain
Level 85 Sniper: 30 Strafe, 6 Puppet, 1 Blizzard, 5 Mortal Blow, 4 Arrow Rain

SUMMARY:
VICTORIA: Gryphon, Wolf Spider
OSSYRIA: Coolie Zombie, Squid, Risell Squid
LUDIBRIUM: Death Teddy, Spirit Viking*
Do NOT train on: Dual Ghost Pirate, Phantom Watch, Gigantic Spirit Viking
Arrow R/E builds can experiment with Gobies, but should stay with Squids for
now. Strafe builds will be training at Squids full-time.

Level 90-100
Training areas are beginning to whittle down now.

BOSS PROFILE: Geist Balrog
This is actually an easy fight at this level. Two things to know when fighting is
that its Dark Slash attack does up to 1500 damage, and it can Dispel. Aside from
that, keep on attacking, and it shouldn’t be too hard a battle. Being in a party
makes this fight even easier. Just Strafe away.

Wolf Spider
If you have grown adjusted to this map, train here, especially with a party.
Getting Haste will definitely help you in avoiding these things from hitting you
when you are on your dying HP. They hit hard, but mob easily and drops large sums
of cash. This is by far the easiest way of hunting for Ilbis.
Options:
Level 94 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 6 Puppet
Level 94 Sniper: 30 Strafe, 5 Mortal Blow, 1 Blizzard, 30 Arrow Eruption, 6 Puppet

Squid & Risell Squid
At this level range, Squids may be better in some aspects than Gobies, since some
vital skills you’ll need for Gobies wouldn’t normally be at optimal level yet.
Squids are very nice for sniping since they move so slow, and use of Puppet can
get some good formations to mob with. Considering getting into a party here, as
it will speed up the spawn, and you won’t have to move so much from a section.
Options:
Level 90 Bowman: 30 Strafe, 5 Mortal Blow, 6 Puppet

Goby & Bone Fish
I do not recommend training here until the listed skills below are obtained. You
will need to be able to clear a mob of six Gobies within 8 shots to make
training here count, as going beyond 8 shots risks pushing the Gobies outside of
your range. That is, unless you use a different mob skill, which I do NOT
suggest you do, since Arrow Rain/Eruption is superior to Bomb/IA and is the
preferred method of clearing Gobies.
Options:
Level 94 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 6 Puppet
Level 94 Sniper: 30 Strafe, 5 Mortal Blow, 1 Blizzard, 30 Arrow Eruption, 6 Puppet

Death Teddy
The EXP may be slowing down, but if you’ve become accustomed to fighting these,
train at Death Teddies. Remember that you won’t be making money here, even if
you find good drops.
Options:
Level 94 Bowman: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain/Eruption, 6 Puppet

Spirit Viking
Considered inferior to Squids now, Vikings are still a decent option when Aqua
Dungeon maps are too full. Throw in the Soul Collector quest that can be done
daily, and there is still some decent EXP here. Most likely, you should have a
party since the map is so large, and the bottom floor may still be too much for
you. Use of Blizzard makes the ground easy, but Rangers should be careful.
Options:
Level 94 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 6 Puppet
Level 94 Sniper: 30 Strafe, 5 Mortal Blow, 1 Blizzard, 30 Arrow Eruption, 6 Puppet

SUMMARY:
VICTORIA: Wolf Spider, Hoodoo, Voodoo
OSSYRIA: Goby*, Bone Fish, Squid, Risell Squid*
LUDIBRIUM: Death Teddy, Spirit Viking
Do NOT train on: (Dual) Ghost Pirate, Gigantic Spirit Viking
Stick with Squids until level 94, which is when you make the move to Gobies.

Level 100-120
These will be the last places you train until you advance to fourth job.

BOSS PROFILE: Ergoth
It can Dispel and cast 1/1, as well as summon annoying monsters and inflict
random statuses on you. You need at least 4,000 HP to survive its strongest
attack, which can be avoided in time by the skull indicator on the ground. It
may not have as much HP as other bosses, but by the fact that it resists all
elements, has high MDEF, and frequently casts Super DEF-Up, this battle will
take a long time. Always make sure that you do not attack up close – keep Ergoth
at the edge of your screen when you attack.

BOSS PROFILE: Crimson Balrog
This thing that haunts the ship between Ellinia and Orbis is a pain to Archers
because of the ship rigging that eats your arrows. However, there is a way for
Archers to solo these things. Please refer to this video for more details.

Hime
Considered risky training, you will most definitely need a party to train here and
escape alive. Himes will kill you in two hits; three with Hyper Body. Always be
near your Priest, and always have party buffs on, because once they run out,
you’re playing Russian Roulette with these faux himes. If you party with just a
Priest, use the Priest as a boomerang mobber:

You stay on one side, while the Priest goes out to lure Himes. The Priest should
come back and stop in front of you so that the Himes will crowd up in front of
you, giving you ample room to attack. Use of Bomb/IA is preferred so that the
Priest can focus on using Shining Ray instead of healing you if you’re in the
crowd using Arrow Rain/Eruption.
It is possible to solo Himes, albeit it is difficult and taxing on potion use.
Rangers should primarily use Arrow Bomb, while Snipers use Blizzard and Iron
Arrow. Use ranged skills instead of Arrow Rain/Eruption to stall and push the
Himes. Try to push towards a wall so that if wayward Himes approach from behind,
you can jump over them and add them to the group you stunned or froze. This is
slower yet safer than simply using Arrow Rain/Eruption in the middle of a mob. I
do not recommend using Hawk/Eagle when soloing because it will get the attention
of Himes behind you while you are pushing.

Rangers: Keep using Arrow Bomb until the entire mob is stunned, then use Inferno
if it is at least level 18, switching back to Arrow Bomb when a Hime(s) starts
gunning for you.
Snipers: Alternate between Blizzard and Iron Arrow. If Blizzard is level 21, you
could fire off four Iron Arrows before having to shoot Blizzard again.
For more tips & strategies on training here, please refer to my guide on Himes.
Options:
Level 102 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 12 Puppet, 21 Hawk
Level 101 Sniper: 30 Strafe, 5 Mortal Blow, 30 Arrow Eruption, 9 Puppet,
21 Blizzard

BOSS PROFILE: Black Crow
Usually isn’t fought by Archers, especially without fourth job skills. I do not
have any real strategies because even though it only needs 1000 damage to
flinch, it has 35 million HP, which is too much for an Archer to solo what with
all the Himes around.

BOSS PROFILE: Zakum
I recommend being level 100+ before joining a run. The only attack you need here
is Strafe. There is no real strategy other than survive. Through all the other
players around, you need to pay attention to where you are and where your Priest
and DK are. Also be sure to keep an eye on your HP and your buffs. Soul Arrow
and Booster should always be on, and all buffs should be recasted whenever Zakum
casts Super DEF-Up, since you can’t damage it during this time. Use Warrior
Elixirs for attack boosts unless you have Onyx Apples. The most damage Zakum can
do in one hit is 3,000, which only comes out during the third body. 1/1 can
never kill you, but it can leave you one step away from death. Ignore the
summons because those are usually taken out by DKs, CBs, and Ice Mages. Just
focus on using Strafe.

Goby & Bone Fish
Training at Gobies requires some deep strategy. These are best found in Deep Sea
Gorge II
. If you are inexperienced at training here, you will need many
skills for fighting these, as you will rely on Puppet, Inferno/Blizzard, Arrow
Rain/Eruption, and Silver Hawk/Golden Eagle. Once you have gotten used to
training here or know what to do, all you really need is maxed Arrow
Rain/Eruption. Your main target is the Goby Houses, since Bone Fish simply get
in your way. Once you get used to training at Gobies, this will be the best
EXP, especially if partied with a Priest, until you can move on to Himes or Jr.
Newties.

This is the absolute closest you can approach a Goby House. Get any closer and
it will warn you that you are too close by casting Super DEF-Up. Stay closer,
and it’ll hit you with an inaccurate magic blast that does up to 2200 damage.
Options:
Level 97 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 15 Puppet
Level 99 Sniper: 30 Strafe, 5 Mortal Blow, 21 Blizzard, 30 Arrow Eruption

Squid & Risell Squid
These monsters are true alternatives to Spirit Vikings. They boast similar
stats, but since they are in Aqua Road, fighting them is much safer. You can get
the best spawn of these in Dangerous Sea Gorge II. A good idea is to get a party
with a Priest and at least two other attackers. This will make the spawn rates
higher, and training will go by quicker.
Options:
Level 102 Ranger: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain, 9 Puppet, 21 Hawk
Level 95 Sniper: 30 Strafe, 5 Mortal Blow, 30 Arrow Eruption, 11 Blizzard

Shark & Cold Shark
At the very bottom of the sea, The Grave of a Wrecked Ship, you will find these
two monsters, two of the strongest monsters in the game. The EXP is low
considering how many hits you will need to take one out. The only real reason to
fight these is for the drops, namely Sharp Eyes-20 and Ancient Books.
Options:
Level 103 Bowman: 30 Strafe, 5 Mortal Blow, 30 Arrow Rain/Eruption, 12 Puppet,
21 Hawk/Eagle

BOSS PROFILE: Pianus
Can be soloed at level 125. More details coming soon…

Jr. Newtie
These have the same HP as Himes, but give more EXP. What’s even better is that
these monsters cannot move! However, like Nependeaths, if you get too close, they
will attack you without provocation. That said, this is a great map to stand and
snipe. You’ll find these mostly in Destroyed Dragon Nest. Be warned though that
Jr. Newties are juniors for a reason: like Jr. Yetis, they can randomly transform
into something bigger, a Nest Golem. Nest Golems are able to walk freely, but they
move rather slow, so you still have time to snipe away. Just don’t let them get
too close, because they hurt.

This is the absolute closest you can get to a Jr. Newtie. Get any closer and it
will attack. Its ranged attacks do about the same damage as touch damage, which
can do up to 2200 damage.
Options:
Level 100 Bowman: 30 Strafe, 12 Puppet, 21 Hawk/Eagle

BOSS PROFILE: Papulatus Clock
Can be soloed at level 120. I have attempted to solo many times, but have not been
successful yet. Most of its elemental attacks deal between 1700-2000 damage. It
can dispel, so be sure to have a bundle of arrows or two with you. Curealls are
unnecessary because Slow and Stun cannot be cured. Its 1/1 attack is indicated by
a golden sword striking you from above, though this isn’t an immediate threat
because Pap will usually go into standby mode right after. At this point, you can
walk through Pap to the other side if need be, or recast your buffs. Watch out for
the bombs that Pap summon if they spawn on the ground level; get some distance and
snipe them, or Puppet them if they get too close.
General strategy: once it appears, hit it to get its attention. Pap usually does
not move far, as it will constantly be blitzing you with attacks. Attack until it
goes into standby, then cast a Puppet in the corner and run to the other side
before it awakens. Hopefully Pap will move closer to the right side. Don’t recast
Puppet unless the prior one has been destroyed, at which point you must wait until
the next standby to cross Pap, place the Puppet in the corner, then cross back to
the safer side.
Before the main body is defeated, stay at the edge of your attack range. Hit the
free form of Pap once, then throw a Puppet out and duck. Again, stay at the edge
of your range and attack Pap while it is attracted to Puppet. When Puppet is
destroyed, hit it once then place Puppet, and the cycle repeats until Pap is
defeated finally.

SUMMARY:
VICTORIA: Bain, Wolf Spider, Hime
OSSYRIA: Goby*, Bone Fish, Squid, Risell Squid*, Shark, Cold Shark, Jr. Newtie*
LUDIBRIUM: Spirit Viking
Do NOT train on: (Dual) Ghost Pirate, Gigantic Spirit Viking, (Grim) Phantom Watch
Gobies is preferred. At any point, feel free to venture over to Leafre for Jr.
Newties.

EQUIPMENT
It goes without saying that you will want to have the best equipment available.
Beginning at level 80, start looking for the best equipment available. Your
level 70 equipment needs to be good enough to last you ten levels, but you don’t
have to spend a fortune on it.

HAT
If you were lucky enough to find an above average Maro or even Polyfeather, then
you can stick with it at level 70. Patriots, the level 70 hat, adds 4 stats as
well as 15 MP. The hats that add less DEX are more common because they drop from
weaker monsters than the one that drops the hats that add more DEX. Patriots
look nice… not as nice as the Maro, but they look good for the level. It is
suggested to buy a Patriot.

Falcons, the level 80 hat, are the first hat to have 5 stats on average. Look
for a Falcon with 6 or 7 stats, as that will be your permanent hat. Unfortunate
that Falcons look like buckets on your head.

The level 90 hats, Arlic Helmets, are the last hats released in Global MS. They
also add 5 stats like the Falcon. As this is the last hat your will get, try to
secure one for level 90 unless you have a 6-7 stat Falcon.

If you want to bypass getting these helms, then try to obtain a Zakum Helm.
These cherished prizes add 15 of every stat. If you cap your base STR low,
you’ll be able to add back the STR you’ve been missing, thus maximizing your
damage with this helm.

If you want to scroll a helmet, use 60% Helmet HP scrolls.

EARRING
Consider getting earrings for the added magic defense that you will need for
fighting higher level monsters. Once you have the money, try to scroll earrings
for DEX. As for which earrings, I recommend the level 15 earrings sold in
Henesys, since they are cheap to buy and can be used at the lowest possible
level. Other options include Leaf Earrings or earrings from the Amoria PQ. Keep
in mind that this is one of the more expensive upgrades to make.

OVERALL
Get a level 70 overall and play around with 10% Overall DEX scrolls. If you
can’t afford the scrolls or don’t want to risk it, just use 100% scrolls.

All overalls from level 80 on should be scrolled with 60% or 10/30% Overall DEX
scrolls. If you got a cheap level 80 overall, you can use 100% scrolls. Once you
get level 90 overalls, use 10/30% and 60% scrolls to get a good combination of
DEX on your overall. Do keep in mind the amount of STR your overall adds so you
can cap your base STR correctly.

SHOES
You should have a Snowshoes scrolled with Shoe Jump scrolls. At level 80,
consider obtaining level 80 boots and scrolling with Shoe Jump scrolls. Note
which shoes drop from commonly hunted monsters, so you can buy them cheaper in
Free Market. Aim to get at least 11 total stats on a shoe.

GLOVES
You should have some Work Gloves scrolled with either ATK or DEX. If you have a
DEX glove, synthesize either level 70 or 80 gloves. Blue Eyes are quite cheap to
come by, so you can upgrade it and scroll it for ATK. If you have an ATK glove,
keep it or make the level 70 glove and scroll that.

A final option is to synthesize the level 80 glove. Dark Cordons add 6 stats, 2
more than Dark Eyes. However, these are very expensive to make, and a scrolling
mistake will cost a lot. If you have one, scroll it with 60% Glove ATK and aim
for at least 8 ATK on it, because it will probably be your last glove.

If you don’t want to shell out materials for gloves, buy them. Most gloves are
now dropped by monsters, so you can find them sold by other players. In fact,
level 90 gloves are now available. These are very rare, so a scrolling mistake
will cost lots.

The final option is to obtain either a Brown Work Glove or Stormcaster Glove.
Scroll either for ATK, and aim for something with at least 12 ATK on it. This
is most likely the most expensive upgrade to make.

CAPE
If you scrolled an Icarus Cape for DEX, you may keep it. Another option is to
get a higher level cape and scroll that for DEX. Aim for 8 DEX or greater.
Popular capes to scroll are Seraph Capes and Giles Capes.

The last upgrade of capes is a Pink Adventurer Cape. 3 ATK capes are uncommon,
while 4 ATK capes are downright rare. However, it would behoove you to find a 4
ATK cape and scroll it with DEX. This is the second most expensive upgrade,
after the glove.

WEAPON
The level 70 weapon should be scrolled with 60% scrolls, no questions asked.

The level 80 weapon is the most abundant, so it should be easy to obtain and
scroll one. Be adventurous and use 30% scrolls. For Arunds, get one with 87 ATK
or greater so that a 30% scroll success would give it a chance to be at least
100 ATK. Ravens are easier to get to 100, so just find an average one and get a
30% scroll on there.

The level 90 weapons are the highest weapons dropping in Global MS, but is
dropped so rarely that it is less costly to scroll level 80 weapons. You need to
have luck with 30% scrolls on these. Since these add SPD, it will help immensely
if you obtained and scrolled it well.

Of course, this is all based on your budget. Using 10/30% scrolls requires more
money, as more failures will happen, leading to more weapons being NPC’d.

!!MIDWAY BIT!!
This guide may only be seen on sleepywood.net!
!!END MIDWAY!!

——————————–
The Masters of Range
——————————–

JOB ADVANCEMENT TEST
Unlike the previous two job advancements, this one can be completed without any
fighting, though it will require money. To begin, head to El Nath and speak with
Rene once you have reached level 120. She will ask you to bring a letter to
Legor at Leafre. To find Legor, keep heading east from Leafre until you reach
Valley of the Antelope. Climb to the top, and enter the tree to reach
Forest of the Priest. Legor will ask you to find a Heroic Star and
Heroic Pendant. There are two ways to find these items:
1. Hunt Manons and Griffeys until the items drop. Note that the drop rate for
both items is EXTREMELY low.
2. Go to Leafre and speak with the Village Chief, who asks for a special scroll.
Then go to EOS Tower 44th floor and buy the scroll from the NPC there for 10
million Mesos
. Bring this back to the Village Chief for the Heroic Star and
Heroic Pendant.
Once you have both items, bring them to Legor. That’s all there is for the job
advancement! Upon completion, you will receive 5 AP, 3 SP, and the Maple Warrior
Skillbook.

UPGRADING YOUR MOUNT
To upgrade your hog, it first must be at least level 3. Not a problem if you
routinely restore it with Revitalizer Potions from any pet merchant. Next, you
will need 50 million Mesos, 600 Rexton Leather, 400 Wooden Shoulderpads, and 400
Skull Shoulderpads (Dark Cornian). Rextons are at Dragon Forest II, while Dark
Cornians spawn easily at The Hidden Dragon Tomb II; Green Cornians spawn in both
maps, so do not focus on those. Gather up all these items, then bring them to
Kenta in the Aquarium. Remember to unequip your current hog to let the upgrading
commence. The actual upgrade takes no time, so as soon as you go to Kenta, you
will get your new mount right away.

BOW MASTER/CROSSBOW MASTER SKILLS
The fourth job skills are obtained differently than the previous three jobs. All
characters start with three core skills, while the rest of the skills must be
learned through use of Skillbooks, untradable items that, once obtained, will
allow you to begin adding SP into that skill. Also, all fourth job skills can go
up to level 10 at first. To go beyond level 10, Mastery Guides must be used.
Mastery Guides are tradable and found only from monster drops. There are two
types of Mastery Guides: one that allows adding SP up to level 20 and requires 5
SP in that particular skill, and one that allows adding SP up to level 30 and
requires 15 SP in that particular skill. The former Mastery Guide has a 70%
chance of working, while the latter has a 50% chance of working. If any Mastery
Guide fails, you must search for another Mastery Guide. Locations of Mastery
Guides in (parentheses) means that the drop is unconfirmed.

Universal Skills
These skills can be learned by every fourth job character. Because of that,
these skills should not be of high priority to max because you could party with
someone else who does have this skill if you want access to it.

Maple Warrior (ML 20) – Increases all players’ stats within a party by certain
percentage

This is a party buff that adds a percent increase to STR, DEX, INT, and LUK.
Maple Warrior only affect base stats, not stats gained from equipment. Because
of this, it is better to get STR equipment so that you have more base DEX to get
the most out of Maple Warrior. However, since this can be learned by all fourth
jobs characters, Maple Warrior should not be a priority skill to get in place of
Archer-exclusive skills. Remember to get STR gear so that your base DEX is a
multiple of five to squeeze the most out of Maple Warrior.
SKILLBOOK: Obtained automatically after completing the 4th job advancement
Mastery 20: Horntail

Hero’s Will (ML 1) – Enables one to shrug off abnormal conditions. The higher the
skill level, the more types of abnormal conditions one can nullify.

This skill removes ‘Psycho’ status. AFAIK, only Horntail inflicts this status.
Not useful until you face Horntail. A player under Psycho status cannot control
the character, and the character will begin to either attack other people or
purposely run into other monsters. In other words, the monster controls the
character. Not something you want to happen.
SKILLBOOK: Speak to Chief Tatamo in Leafre, who will tell you to go visit Carta
the Sea Witch at Aqua Dungeon. She will task you with entering a special map to
gather 40 pieces from monsters. To enter this map, you need one Minature Pianus,
and you need to be partied with another fourth job player. Once in, start killing
mobs and gather the pieces (just like the 2nd job test). Here’s the catch: it is
very difficult to collect all 40 pieces in one run. Therefore you must complete
this arena quest more than once, meaning you need more than one Miniature Pianus
items. Once you have gathered 40 pieces, bring the pieces to Carta, and talk to
her until she tells you to go to Fu in Leafre. Fu asks for 10 Mithril Plates and
a Ragged Wristband from Griffey. Bring these to Fu for a Mithril Wristband, which
should be brought back to Carta for the skillbook.

Shared Skills
These skills are learned by both the Bow Master and Crossbow Master.

Sharp Eyes (ML 30) – Grants party members the ability to locate enemy
weaknesses, and in turn inflict more damage by exploiting them.

In layman’s terms, Critical Shot for the party. That’s right: this is a party
buff that grants critical hits for every attack. Archers finally have a strong
role in parties with Sharp Eyes. This buff greatly affects Archers and Assassins
because it doesn’t multiply with the present critical attack – it stacks on top,
so at max level, an Archer’s Critical Shot would be +240% for 55% of all attacks!
For melee attacks, it adds onto the multiplier as well, but the effect is best
seen on either Savage Blow or Crusher. For magic attacks, it is a straight
multiplier, so Magicians benefit least from it. One SP in Sharp Eyes is enough to
see a noticable increase in average and critical damage. This is a high priority
skill and should be maxed ASAP.
With Sharp Eyes on, criticals are multiplied much more
SKILLBOOK: Core skill; automatically learned
Mastery 20: Cold Shark, Left Pianus
Mastery 30: Skelosaurus, Right Pianus

Dragon’s Breath (ML 30) – Drawing upon the spirit of the dragon, fires a
powerful arrow of tremendous force that will knock back the target a long
distance.

This is like a ranged PKB. The arrow moves like Iron Arrow: straight & forward.
However, when shot, it pushes some monsters back to the end of your range.
Dragon’s Breath can be used to gather up monsters on a platform to one end to be
finished off with mob skills. Very effective, this will change the way Archers
train forever. Level 1 can push back 4 monsters, making this an important skill
to obtain just for 1 SP at first. Contrary to popular belief, Dragon’s Breath
does have the same minimum range as all standard attacks. In the following
screen, the monster would be pushed back until the arrow reaches the end of its
range.
Dragon’s Breath used on a Dark Wyvern
SKILLBOOK: Directly dropped from Crimson Balrog in El Nath PQ, which requires a
fourth job Warrior who is trying to obtain a Stance Skillbook. It drops fairly
often, so it should not take long to find the skillbook. Tell your party members
to remove pet Item Pouches, if they have it, so that someone else doesn’t
“accidentally” take the Dragon’s Breath Skillbook.
Mastery 20: Jr. Newtie, Left Pianus
Mastery 30: Right Pianus

Bow Expert/Marksman Boost (ML 30) – Increases the bow/crossbow mastery as well as
weapon attack. Only applies with a bow/crossbow equipped.
Pre-requisite – Level 20 Bow/Crossbow Mastery

The two jobs get their respective skill. Think of this skill as advanced mastery,
because it will increase your minimum damage even more. It also adds weapon
attack, giving Archers not only more stable damage, but a bit more damage. Take
note on how much SP is needed to upgrade this skill, as some subsequent SP has no
effect on this skill.
SKILLBOOK: Core skill; automatically learned
Mastery 20 (Bow): Dark Cornian, Papulatus
Mastery 20 (Crossbow): Jr. Newtie, Papulatus
Mastery 30: Zakum

Bow Master Skills
Bow Masters gain one new attack in the fourth job, but it’s a powerful attack.

Hurricane (ML 30) – Fires away arrows at a tremendous speed, as chaotic as
a nasty rainstorm.

Three words: rapid fire arrows. Imagine a neverending Strafe, but arrows come
out twice as fast. You could not understand the power of this skill until you
see it in action. Though not really powerful, but by the fact that this skill
allows one to attack so fast, Hurricane is the skill with the highest
damage-over-time. Paired with Sharp Eyes, level 1 Hurricane outdamages level 30
Strafe already. It has been tested to shoot 8.2 arrows per second. Since the
arrows fly out so fast and has a quick start-up time, this allows for shooting
while walking with rapid presses. Look at the numbers in the following screen to
see how fast Hurricane shoots.
Hurricane used on a Nest Golem with Silver Hawk
SKILLBOOK: Speak to Legor at Forest of the Priest to begin a quest to find a
glove from Kentaurus. From Entrance to Sky Nest, go west once, then tackle
the Kentaurus here. Hunt the Kentaurus until you find the glove, then bring it
to Athena in Henesys for the Skillbook. Any color Kentaurus can drop the glove.
Mastery 20: Nest Golem
Mastery 30: Papulatus, (unknown, monster ID# 8220003)

Concentrate (ML 30) – Temporarily increases weapon attack, while simultaneously
decreases skill-based MP usage.
Terms between skills : 6 minutes

A self buff that increases weapon attack and decreases MP usage with a cooldown
time. This means that When you use this skill, you cannot use it again until the
cooldown timer ends. The problem is that the skill lasts 180 seconds, while the
cooldown time is 360 seconds, so for half the time you will be weak. You could
buy potions that last 3 minutes and use them when Concentrate ends to know when
Concentrate can be used again. Concentrate is not as impressive as it sounds,
since the MP-down effect is not so useful because of cheap potions from New Leaf
City. Onyx Apples or Ciders can also take the place of the ATK-up effect.
SKILLBOOK: Hunt for an Ancient Book from Sharks, or buy one, then gather 50 Ink
Bottles from Squids, 10 Pure Waters, and 30 Magic Rocks. Bring these all to
Librarian Wiz at the bottom of Helios Tower. He’ll give you another book, which
you should then bring to Athena in Henesys. She then tells you to go see Rene in
El Nath. Talk to Rene until she tells you to speak with Shammos directly below
you. He doesn’t give you the info you need, so go back to Rene, who points you
towards The Rememberer in Sleepywood. He points you towards The Insignificant
Being deeper in Sleepywood, who asks you to get 50 Dark Soul Rocks from Wild
Cargos, Tauromacis, or Taurospears. Bring these back, then prepare your potions
for a wild fight. You must party with another 4th job Archer as you enter a
special map to defeat 300 Jr. Balrogs in 20 minutes. Talk to the Insignificant
Being to enter this special map when you are ready. Complete this battle, then
return to The Insignificant Being, and he will finally cough up the skillbook.
Mastery 20: Zakum
Mastery 30: Horntail

Hamstring (ML 30) – Attacks a monster’s leg with a given success rate, slowing it
down tremendously in the process

This is a self buff that attaches a status ailment to all your attacks. For each
attack, you have a chance to inflict Slow on monsters. This works on a per-hit
basis, meaning that Hamstring and Hurricane will create a lot of slow monsters.
Hamstring has its uses, which are situational, so this isn’t a skill of high
priority. It does not work on bosses.
SKILLBOOK: Core skill; automatically learned
Mastery 20: Skelosaurus
Mastery 30: Griffey

Phoenix (ML 30) – Temporarily summons the Phoenix, who is a fire-based ally.
Attacks up to 4 monsters.
Pre-Requisite – Level 15 Silver Hawk

An advanced version of Silver Hawk, this bird is meant for damage. Phoenix is
just backup damage while you do your thing. It attacks multiple monsters
multiple times. The damage is decent, to say the least. It also does not use up
Summoning Rocks, so this is a useful skill to have. Regardless, most Bow Masters
continue to rely on Silver Hawk for its stun. Phoenix does not have attack delay
compared to Frostprey – it will inflict damage almost immediately. Its overall
speed is the same as Frostprey.
Phoenix used on a Dark Wyvern
SKILLBOOK: Talk to Kumo in Leafre, who asks for an egg that can be found in Cave
of Trial III
at El Nath. Press Up at the indicated location:

Attack any of the eggs you see and pick up the egg that falls:

Go to Leafre and talk to Kumo, then go to Sky Nest I:

If you are unable to enter the map (which is highly unlikely), change channels.
Once inside, climb up to the top:

Drop the egg at the top, then attack the egg that appears:

A Phoenix will appear once you break the egg:

It’s an easy battle. Hit it once, drop down, then place a Puppet down. Its
attack is homing, so you should never get hit except for the moment it is
summoned. To give you an idea of how long the battle takes:

Defeat it, then return to Kumo for the Skillbook.
Mastery 20: Skelegon
Mastery 30: Manon

Marksman Skills
Marksmen gain two new attacks in the fourth job, changing the way they train.

Piercing Arrow (ML 30) – Fires a special arrow that penetrates through monsters.
The arrow’s power increases with each monster it pierces, inflicting more damage
to each consecutive monster.

This is a charged version of Iron Arrow, but instead of diminishing damage, the
damage increases as it passes through monsters. When you attack, you have to
charge the attack for 2 seconds before releasing a powerful arrow that flies
forward attacking up to 6 monsters in a line. Releasing or getting hit before
the charge ends results in a less powerful arrow fired. Best used in combination
of Dragon’s Breath and Blizzard: you push all the monsters to one side, freeze
them with Blizzard, Piercing Arrow for damage, then alternate the latter two
until the mob is cleared.
There is a glitch with this skill that deters many Marksmen. When Piercing Arrow
hits for more than 99,999 damage, the user will disconnect from the server. This
only happens when a fully charged arrow hits 5-6 monsters, since by the time the
arrow reaches the end, the damage will have magnified a lot. As of this guide’s
update, this glitch is NOT fixed.
Piercing Arrow charging for Spirit Vikings
Piercing Arrow used on Brown Teddies
As of patch 0.56, you are now able to charge Piercing Arrow while moving. Your
character must be on the ground before initiating the charge, but once you begin
charging, you can walk around, duck, jump, and climb ropes/ladders freely as
long as you hold down the button.
Charging Piercing Arrow while on a ladder
SKILLBOOK: Speak to Legor at Forest of the Priest to begin a quest to find a
glove from Kentaurus. From Entrance to Sky Nest, go west once, then tackle
the Kentaurus here. Hunt the Kentaurus until you find the glove, then bring it
to Athena in Henesys for the Skillbook. Any color Kentaurus can drop the glove.
Mastery 20: Skelegon
Mastery 30: Papulatus

Snipe (ML 30) – Delivers a lethal blow to a monster by aiming for its weak spot.

You literally snipe a monster, killing it in one hit. Of course, there is a
balance to this. Obviously it cannot be used on bosses, but ends up doing up to
99,999 damage. Also, there is a cooldown time to prevent needless killing of
ridiculously strong monsters. Snipe allows Marksmen to kill the stronger
monsters that aren’t considered bosses, like Gatekeepers. It’s a nice addition to
a Marksman’s arsenal, more useful than Concentrate is to Bow Masters.
Snipe used on a Gatekeeper
SKILLBOOK: Hunt for an Ancient Book from Sharks, or buy one, then gather 50 Ink
Bottles from Squids, 10 Pure Waters, and 30 Magic Rocks. Bring these all to
Librarian Wiz at the bottom of Helios Tower. He’ll give you another book, which
you should then bring to Athena in Henesys. She then tells you to go see Rene in
El Nath. Talk to Rene until she tells you to speak with Shammos directly below
you. He doesn’t give you the info you need, so go back to Rene, who points you
towards The Rememberer in Sleepywood. He points you towards The Insignificant
Being deeper in Sleepywood, who asks you to get 50 Dark Soul Rocks from Wild
Cargos, Tauromacis, or Taurospears. Bring these back, then prepare your potions
for a wild fight. You must party with another 4th job Archer as you enter a
special map to defeat 300 Jr. Balrogs in 20 minutes. Talk to the Insignificant
Being to enter this special map when you are ready. Complete this battle, then
return to The Insignificant Being, and he will finally cough up the skillbook.
Mastery 20: Zakum
Mastery 30: Horntail

Blind (ML 30) – Delivers a blinding strike that impairs a monster’s vision with a
certain success rate, decreasing its accuracy.

This is a self buff that attaches a status ailment to all your attacks. For each
attack, you have a chance to inflict darkness on monsters. This is best used when
Marksmen want to use Arrow Eruption up close because there is a high chance of
actually not getting hit in the middle of a mob with Blind on. Still, it does not
work on bosses, so Blind is very situational.
SKILLBOOK: Core skill; automatically learned
Mastery 20: Skelosaurus
Mastery 30: Griffey

Frostprey (ML 30) – Temporarily summons the Frostprey, an ice-based hawk. Attacks
up to 4 monsters.

An advanced version of Golden Eagle, this bird is meant for damage. Frostprey is
just backup damage while you do your thing. It attacks multiple monsters
multiple times. The damage isn’t as great as Phoenix, but at least it can freeze
monsters. It also does not use up Summoning Rocks, so this is a useful skill to
have. Frostprey replaces Golden Eagle except on monsters that cannot be frozen,
but Marksmen will rarely train on monsters immune to freezing anyways. A main
concern with Frostprey is the delay in attacking. After its initial dive, it
takes over a second before the damage and freeze is inflicted. Its overall speed
is the same as Phoenix, so only the first hit will be delayed in freezing. Unlike
Blizzard, Frostprey’s elemental advantage does the complete 50% damage.
Frostprey used on a Gatekeeper
SKILLBOOK: Talk to Yaku in Leafre, who asks for an egg that can be found in
Dangerous Cliff at El Nath. Press Up at the indicated location:

Attack any of the eggs you see and pick up the egg that falls.
Go to Leafre and talk to Yaku, then go to Sky Nest I:

If you are unable to enter the map (which is highly unlikely), change channels.
Once inside, climb up to the top:

Drop the egg at the top, then attack the egg that appears:

A Frostprey will appear once you break the egg.
It’s an easy battle. Hit it once, drop down, then place a Puppet down. Its
attack is homing, so you should never get hit except for the moment it is
summoned. To give you an idea of how long the battle takes:

Defeat it, then return to Yaku for the Skillbook.
Mastery 20: Dark Cornian, Griffey
Mastery 30: Guild Quest bonus

SKILL TABLES
Skill tables change every ten levels, since a new Mastery Guide takes effect. The
function trun() will be used when the following formula needs to be truncated;
that is, remove the decimal

Maple Warrior
MP usage: trun(0.2 * n + 0.8) * 10
Base stats % added: trun((n + 1) / 2)
Duration: 30 * n seconds

Level 1 – MP -10, +1% all stats, lasts 30 seconds
Level 2 – MP -10, +1% all stats, lasts 60 seconds
Level 3 – MP -10, +2% all stats, lasts 90 seconds
Level 4 – MP -10, +2% all stats, lasts 120 seconds
Level 5 – MP -10, +3% all stats, lasts 150 seconds
Level 6 – MP -20, +3% all stats, lasts 180 seconds
Level 7 – MP -20, +4% all stats, lasts 210 seconds
Level 8 – MP -20, +4% all stats, lasts 240 seconds
Level 9 – MP -20, +5% all stats, lasts 270 seconds
Level 10 – MP -20, +5% all stats, lasts 300 seconds
Level 11 – MP -30, +6% all stats, lasts 330 seconds
Level 12 – MP -30, +6% all stats, lasts 360 seconds
Level 13 – MP -30, +7% all stats, lasts 390 seconds
Level 14 – MP -30, +7% all stats, lasts 420 seconds
Level 15 – MP -30, +8% all stats, lasts 450 seconds
Level 16 – MP -40, +8% all stats, lasts 480 seconds
Level 17 – MP -40, +9% all stats, lasts 510 seconds
Level 18 – MP -40, +9% all stats, lasts 540 seconds
Level 19 – MP -40, +10% all stats, lasts 570 seconds
Level 20 – MP -40, +10% all stats, lasts 600 seconds

Awakening

Level 1 – MP -30, cures Psycho, cooldown 600 seconds

Sharp Eyes
Success rate: trun((n + 1) / 2)
Additional damage %: 10 + n
Duration: 10 * n seconds

Level 1 – MP -29, 1% success rate, critical damage +11%, lasts 10 seconds
Level 2 – MP -29, 1% success rate, critical damage +12%, lasts 20 seconds
Level 3 – MP -29, 2% success rate, critical damage +13%, lasts 30 seconds
Level 4 – MP -29, 2% success rate, critical damage +14%, lasts 40 seconds
Level 5 – MP -29, 3% success rate, critical damage +15%, lasts 50 seconds
Level 6 – MP -29, 3% success rate, critical damage +16%, lasts 60 seconds
Level 7 – MP -29, 4% success rate, critical damage +17%, lasts 70 seconds
Level 8 – MP -29, 4% success rate, critical damage +18%, lasts 80 seconds
Level 9 – MP -29, 5% success rate, critical damage +19%, lasts 90 seconds
Level 10 – MP -29, 5% success rate, critical damage +20%, lasts 100 seconds
Level 11 – MP -37, 6% success rate, critical damage +21%, lasts 110 seconds
Level 12 – MP -37, 6% success rate, critical damage +22%, lasts 120 seconds
Level 13 – MP -37, 7% success rate, critical damage +23%, lasts 130 seconds
Level 14 – MP -37, 7% success rate, critical damage +24%, lasts 140 seconds
Level 15 – MP -37, 8% success rate, critical damage +25%, lasts 150 seconds
Level 16 – MP -37, 8% success rate, critical damage +26%, lasts 160 seconds
Level 17 – MP -37, 9% success rate, critical damage +27%, lasts 170 seconds
Level 18 – MP -37, 9% success rate, critical damage +28%, lasts 180 seconds
Level 19 – MP -37, 10% success rate, critical damage +29%, lasts 190 seconds
Level 20 – MP -37, 10% success rate, critical damage +30%, lasts 200 seconds
Level 21 – MP -45, 11% success rate, critical damage +31%, lasts 210 seconds
Level 22 – MP -45, 11% success rate, critical damage +32%, lasts 220 seconds
Level 23 – MP -45, 12% success rate, critical damage +33%, lasts 230 seconds
Level 24 – MP -45, 12% success rate, critical damage +34%, lasts 240 seconds
Level 25 – MP -45, 13% success rate, critical damage +35%, lasts 250 seconds
Level 26 – MP -44, 13% success rate, critical damage +36%, lasts 260 seconds
Level 27 – MP -43, 14% success rate, critical damage +37%, lasts 270 seconds
Level 28 – MP -42, 14% success rate, critical damage +38%, lasts 280 seconds
Level 29 – MP -41, 15% success rate, critical damage +39%, lasts 290 seconds
Level 30 – MP -40, 15% success rate, critical damage +40%, lasts 300 seconds

Dragon’s Breath
MP usage: trun((n – 1) / 10) * 6 + 24
Damage %: 2 * n + 40
# of monsters hit: trun((n – 1) / 10) + 4

Level 1 – MP -24, damage 42%, push 4 monsters back
Level 2 – MP -24, damage 44%, push 4 monsters back
Level 3 – MP -24, damage 46%, push 4 monsters back
Level 4 – MP -24, damage 48%, push 4 monsters back
Level 5 – MP -24, damage 50%, push 4 monsters back
Level 6 – MP -24, damage 52%, push 4 monsters back
Level 7 – MP -24, damage 54%, push 4 monsters back
Level 8 – MP -24, damage 56%, push 4 monsters back
Level 9 – MP -24, damage 58%, push 4 monsters back
Level 10 – MP -24, damage 60%, push 4 monsters back
Level 11 – MP -30, damage 62%, push 5 monsters back
Level 12 – MP -30, damage 64%, push 5 monsters back
Level 13 – MP -30, damage 66%, push 5 monsters back
Level 14 – MP -30, damage 68%, push 5 monsters back
Level 15 – MP -30, damage 70%, push 5 monsters back
Level 16 – MP -30, damage 72%, push 5 monsters back
Level 17 – MP -30, damage 74%, push 5 monsters back
Level 18 – MP -30, damage 76%, push 5 monsters back
Level 19 – MP -30, damage 78%, push 5 monsters back
Level 20 – MP -30, damage 80%, push 5 monsters back
Level 21 – MP -36, damage 82%, push 6 monsters back
Level 22 – MP -36, damage 84%, push 6 monsters back
Level 23 – MP -36, damage 86%, push 6 monsters back
Level 24 – MP -36, damage 88%, push 6 monsters back
Level 25 – MP -36, damage 90%, push 6 monsters back
Level 26 – MP -36, damage 92%, push 6 monsters back
Level 27 – MP -36, damage 94%, push 6 monsters back
Level 28 – MP -36, damage 96%, push 6 monsters back
Level 29 – MP -36, damage 98%, push 6 monsters back
Level 30 – MP -36, damage 100%, push 6 monsters back

Bow Expert/Marksman Boost
Mastery %: trun((n – 1) / 5) * 5 + 65
Additional ATK: trun(n / 3)

Level 1 – mastery 65%, ATK +0
Level 2 – mastery 65%, ATK +0
Level 3 – mastery 65%, ATK +1
Level 4 – mastery 65%, ATK +1
Level 5 – mastery 65%, ATK +1
Level 6 – mastery 70%, ATK +2
Level 7 – mastery 70%, ATK +2
Level 8 – mastery 70%, ATK +2
Level 9 – mastery 70%, ATK +3
Level 10 – mastery 70%, ATK +3
Level 11 – mastery 75%, ATK +3
Level 12 – mastery 75%, ATK +4
Level 13 – mastery 75%, ATK +4
Level 14 – mastery 75%, ATK +4
Level 15 – mastery 75%, ATK +5
Level 16 – mastery 80%, ATK +5
Level 17 – mastery 80%, ATK +5
Level 18 – mastery 80%, ATK +6
Level 19 – mastery 80%, ATK +6
Level 20 – mastery 80%, ATK +6
Level 21 – mastery 85%, ATK +7
Level 22 – mastery 85%, ATK +7
Level 23 – mastery 85%, ATK +7
Level 24 – mastery 85%, ATK +8
Level 25 – mastery 85%, ATK +8
Level 26 – mastery 90%, ATK +8
Level 27 – mastery 90%, ATK +9
Level 28 – mastery 90%, ATK +9
Level 29 – mastery 90%, ATK +9
Level 30 – mastery 90%, ATK +10

Hurricane
Damage %: n + 50 + 10 * trun((n – 1) / 10)

Level 1 – MP -6, damage 51%
Level 2 – MP -6, damage 52%
Level 3 – MP -6, damage 53%
Level 4 – MP -6, damage 54%
Level 5 – MP -6, damage 55%
Level 6 – MP -6, damage 56%
Level 7 – MP -6, damage 57%
Level 8 – MP -6, damage 58%
Level 9 – MP -6, damage 59%
Level 10 – MP -6, damage 60%
Level 11 – MP -8, damage 71%
Level 12 – MP -8, damage 72%
Level 13 – MP -8, damage 73%
Level 14 – MP -8, damage 74%
Level 15 – MP -8, damage 75%
Level 16 – MP -8, damage 76%
Level 17 – MP -8, damage 77%
Level 18 – MP -8, damage 78%
Level 19 – MP -8, damage 79%
Level 20 – MP -8, damage 80%
Level 21 – MP -10, damage 91%
Level 22 – MP -10, damage 92%
Level 23 – MP -10, damage 93%
Level 24 – MP -10, damage 94%
Level 25 – MP -10, damage 95%
Level 26 – MP -9, damage 96%
Level 27 – MP -9, damage 97%
Level 28 – MP -9, damage 98%
Level 29 – MP -9, damage 99%
Level 30 – MP -9, damage 100%

Concentrate
MP usage: n + 10
Additional ATK: trun(0.5 * n) + 11
MP consumption % reduced: 2 * n
Duration: trun((n – 1) / 10) * 60 + 60

Level 1 – MP -11, ATK +11, MP usage -2%, lasts 60 seconds
Level 2 – MP -12, ATK +12, MP usage -4%, lasts 60 seconds
Level 3 – MP -13, ATK +12, MP usage -6%, lasts 60 seconds
Level 4 – MP -14, ATK +13, MP usage -8%, lasts 60 seconds
Level 5 – MP -15, ATK +13, MP usage -10%, lasts 60 seconds
Level 6 – MP -16, ATK +14, MP usage -12%, lasts 60 seconds
Level 7 – MP -17, ATK +14, MP usage -14%, lasts 60 seconds
Level 8 – MP -18, ATK +15, MP usage -16%, lasts 60 seconds
Level 9 – MP -19, ATK +15, MP usage -18%, lasts 60 seconds
Level 10 – MP -20, ATK +16, MP usage -20%, lasts 60 seconds
Level 11 – MP -21, ATK +16, MP usage -22%, lasts 120 seconds
Level 12 – MP -22, ATK +17, MP usage -24%, lasts 120 seconds
Level 13 – MP -23, ATK +17, MP usage -26%, lasts 120 seconds
Level 14 – MP -24, ATK +18, MP usage -28%, lasts 120 seconds
Level 15 – MP -25, ATK +18, MP usage -30%, lasts 120 seconds
Level 16 – MP -26, ATK +19, MP usage -32%, lasts 120 seconds
Level 17 – MP -27, ATK +19, MP usage -34%, lasts 120 seconds
Level 18 – MP -28, ATK +20, MP usage -36%, lasts 120 seconds
Level 19 – MP -29, ATK +20, MP usage -38%, lasts 120 seconds
Level 20 – MP -30, ATK +21, MP usage -40%, lasts 120 seconds
Level 21 – MP -31, ATK +21, MP usage -42%, lasts 180 seconds
Level 22 – MP -32, ATK +22, MP usage -44%, lasts 180 seconds
Level 23 – MP -33, ATK +22, MP usage -46%, lasts 180 seconds
Level 24 – MP -34, ATK +23, MP usage -48%, lasts 180 seconds
Level 25 – MP -35, ATK +23, MP usage -50%, lasts 180 seconds
Level 26 – MP -36, ATK +24, MP usage -52%, lasts 180 seconds
Level 27 – MP -37, ATK +24, MP usage -54%, lasts 180 seconds
Level 28 – MP -38, ATK +25, MP usage -56%, lasts 180 seconds
Level 29 – MP -39, ATK +25, MP usage -58%, lasts 180 seconds
Level 30 – MP -40, ATK +26, MP usage -60%, lasts 180 seconds

Hamstring
Success rate %: n + 10
Speed reduced: 2 * n
Duration of slow: trun((n – 1) / 10) * 5 + 5
Duration of skill: 5 * n + 30

Level 1 – MP -12, 11% success rate, speed -2 for 5 seconds, lasts 35 seconds
Level 2 – MP -12, 12% success rate, speed -4 for 5 seconds, lasts 40 seconds
Level 3 – MP -12, 13% success rate, speed -6 for 5 seconds, lasts 45 seconds
Level 4 – MP -12, 14% success rate, speed -8 for 5 seconds, lasts 50 seconds
Level 5 – MP -12, 15% success rate, speed -10 for 5 seconds, lasts 55 seconds
Level 6 – MP -12, 16% success rate, speed -12 for 5 seconds, lasts 60 seconds
Level 7 – MP -12, 17% success rate, speed -14 for 5 seconds, lasts 65 seconds
Level 8 – MP -12, 18% success rate, speed -16 for 5 seconds, lasts 70 seconds
Level 9 – MP -12, 19% success rate, speed -18 for 5 seconds, lasts 75 seconds
Level 10 – MP -12, 20% success rate, speed -20 for 5 seconds, lasts 80 seconds
Level 11 – MP -24, 21% success rate, speed -22 for 10 seconds, lasts 85 seconds
Level 12 – MP -24, 22% success rate, speed -24 for 10 seconds, lasts 90 seconds
Level 13 – MP -24, 23% success rate, speed -26 for 10 seconds, lasts 95 seconds
Level 14 – MP -24, 24% success rate, speed -28 for 10 seconds, lasts 100 seconds
Level 15 – MP -24, 25% success rate, speed -30 for 10 seconds, lasts 105 seconds
Level 16 – MP -24, 26% success rate, speed -32 for 10 seconds, lasts 110 seconds
Level 17 – MP -24, 27% success rate, speed -34 for 10 seconds, lasts 115 seconds
Level 18 – MP -24, 28% success rate, speed -36 for 10 seconds, lasts 120 seconds
Level 19 – MP -24, 29% success rate, speed -38 for 10 seconds, lasts 125 seconds
Level 20 – MP -24, 30% success rate, speed -40 for 10 seconds, lasts 130 seconds
Level 21 – MP -36, 31% success rate, speed -42 for 15 seconds, lasts 135 seconds
Level 22 – MP -36, 32% success rate, speed -44 for 15 seconds, lasts 140 seconds
Level 23 – MP -36, 33% success rate, speed -46 for 15 seconds, lasts 145 seconds
Level 24 – MP -36, 34% success rate, speed -48 for 15 seconds, lasts 150 seconds
Level 25 – MP -35, 35% success rate, speed -50 for 15 seconds, lasts 155 seconds
Level 26 – MP -34, 36% success rate, speed -52 for 15 seconds, lasts 160 seconds
Level 27 – MP -33, 37% success rate, speed -54 for 15 seconds, lasts 165 seconds
Level 28 – MP -32, 38% success rate, speed -56 for 15 seconds, lasts 170 seconds
Level 29 – MP -31, 39% success rate, speed -58 for 15 seconds, lasts 175 seconds
Level 30 – MP -30, 40% success rate, speed -60 for 15 seconds, lasts 180 seconds

Phoenix
MP usage: 2 * n + 40
Base attack: 5 * n + 300 + 50 * trun((n – 1) / 10)
Duration: 3 * n + 110 seconds

Level 1 – MP -42, attack +305, lasts 113 seconds
Level 2 – MP -44, attack +310, lasts 116 seconds
Level 3 – MP -46, attack +315, lasts 119 seconds
Level 4 – MP -48, attack +320, lasts 122 seconds
Level 5 – MP -50, attack +325, lasts 125 seconds
Level 6 – MP -52, attack +330, lasts 128 seconds
Level 7 – MP -54, attack +335, lasts 131 seconds
Level 8 – MP -56, attack +340, lasts 134 seconds
Level 9 – MP -58, attack +345, lasts 137 seconds
Level 10 – MP -60, attack +350, lasts 140 seconds
Level 11 – MP -62, attack +405, lasts 143 seconds
Level 12 – MP -64, attack +410, lasts 146 seconds
Level 13 – MP -66, attack +415, lasts 149 seconds
Level 14 – MP -68, attack +420, lasts 152 seconds
Level 15 – MP -70, attack +425, lasts 155 seconds
Level 16 – MP -72, attack +430, lasts 158 seconds
Level 17 – MP -74, attack +435, lasts 161 seconds
Level 18 – MP -76, attack +440, lasts 164 seconds
Level 19 – MP -78, attack +445, lasts 167 seconds
Level 20 – MP -80, attack +450, lasts 170 seconds
Level 21 – MP -82, attack +505, lasts 173 seconds
Level 22 – MP -84, attack +510, lasts 176 seconds
Level 23 – MP -86, attack +515, lasts 179 seconds
Level 24 – MP -88, attack +520, lasts 182 seconds
Level 25 – MP -90, attack +525, lasts 185 seconds
Level 26 – MP -92, attack +530, lasts 188 seconds
Level 27 – MP -94, attack +535, lasts 191 seconds
Level 28 – MP -96, attack +540, lasts 194 seconds
Level 29 – MP -98, attack +545, lasts 197 seconds
Level 30 – MP -100, attack +550, lasts 200 seconds

Piercing Arrow
MP usage: trun((n – 1) / 10) * 10 + 18
# of monsters hit: trun((n – 1) / 10) + 4
Damage %:
If(n ≤ 20): 20 * n + 300
If(n > 20): 15 * n + 400

Level 1 – MP -18, damage 320%, attacks 4 monsters
Level 2 – MP -18, damage 340%, attacks 4 monsters
Level 3 – MP -18, damage 360%, attacks 4 monsters
Level 4 – MP -18, damage 380%, attacks 4 monsters
Level 5 – MP -18, damage 400%, attacks 4 monsters
Level 6 – MP -18, damage 420%, attacks 4 monsters
Level 7 – MP -18, damage 440%, attacks 4 monsters
Level 8 – MP -18, damage 460%, attacks 4 monsters
Level 9 – MP -18, damage 480%, attacks 4 monsters
Level 10 – MP -18, damage 500%, attacks 4 monsters
Level 11 – MP -28, damage 520%, attacks 5 monsters
Level 12 – MP -28, damage 540%, attacks 5 monsters
Level 13 – MP -28, damage 560%, attacks 5 monsters
Level 14 – MP -28, damage 580%, attacks 5 monsters
Level 15 – MP -28, damage 600%, attacks 5 monsters
Level 16 – MP -28, damage 620%, attacks 5 monsters
Level 17 – MP -28, damage 640%, attacks 5 monsters
Level 18 – MP -28, damage 660%, attacks 5 monsters
Level 19 – MP -28, damage 680%, attacks 5 monsters
Level 20 – MP -28, damage 700%, attacks 5 monsters
Level 21 – MP -38, damage 715%, attacks 6 monsters
Level 22 – MP -38, damage 730%, attacks 6 monsters
Level 23 – MP -38, damage 745%, attacks 6 monsters
Level 24 – MP -38, damage 760%, attacks 6 monsters
Level 25 – MP -38, damage 775%, attacks 6 monsters
Level 26 – MP -38, damage 790%, attacks 6 monsters
Level 27 – MP -38, damage 805%, attacks 6 monsters
Level 28 – MP -38, damage 820%, attacks 6 monsters
Level 29 – MP -38, damage 835%, attacks 6 monsters
Level 30 – MP -38, damage 850%, attacks 6 monsters

Snipe
MP usage: 40 – (n – 1)]

Level 1 – MP -40, cooldown 300 seconds
Level 2 – MP -39, cooldown 290 seconds
Level 3 – MP -38, cooldown 280 seconds
Level 4 – MP -37, cooldown 270 seconds
Level 5 – MP -36, cooldown 260 seconds
Level 6 – MP -35, cooldown 250 seconds
Level 7 – MP -34, cooldown 240 seconds
Level 8 – MP -33, cooldown 230 seconds
Level 9 – MP -32, cooldown 220 seconds
Level 10 – MP -31, cooldown 210 seconds
Level 11 – MP -30, cooldown 180 seconds
Level 12 – MP -29, cooldown 170 seconds
Level 13 – MP -28, cooldown 160 seconds
Level 14 – MP -27, cooldown 150 seconds
Level 15 – MP -26, cooldown 140 seconds
Level 16 – MP -25, cooldown 130 seconds
Level 17 – MP -24, cooldown 120 seconds
Level 18 – MP -23, cooldown 110 seconds
Level 19 – MP -22, cooldown 100 seconds
Level 20 – MP -21, cooldown 90 seconds
Level 21 – MP -20, cooldown 60 seconds
Level 22 – MP -19, cooldown 55 seconds
Level 23 – MP -18, cooldown 50 seconds
Level 24 – MP -17, cooldown 45 seconds
Level 25 – MP -16, cooldown 40 seconds
Level 26 – MP -15, cooldown 35 seconds
Level 27 – MP -14, cooldown 30 seconds
Level 28 – MP -13, cooldown 25 seconds
Level 29 – MP -12, cooldown 20 seconds
Level 30 – MP -11, cooldown 15 seconds

Blind
Success rate %: n + 10
ACC % lost: 10 + n
Duration of darkness: trun((n – 1) / 10) * 5 + 5
Duration of skill: 5 * n + 30

Level 1 – MP -12, 11% success rate, ACC -11% for 5 seconds, lasts 35 seconds
Level 2 – MP -12, 12% success rate, ACC -12% for 5 seconds, lasts 40 seconds
Level 3 – MP -12, 13% success rate, ACC -13% for 5 seconds, lasts 45 seconds
Level 4 – MP -12, 14% success rate, ACC -14% for 5 seconds, lasts 50 seconds
Level 5 – MP -12, 15% success rate, ACC -15% for 5 seconds, lasts 55 seconds
Level 6 – MP -12, 16% success rate, ACC -16% for 5 seconds, lasts 60 seconds
Level 7 – MP -12, 17% success rate, ACC -17% for 5 seconds, lasts 65 seconds
Level 8 – MP -12, 18% success rate, ACC -18% for 5 seconds, lasts 70 seconds
Level 9 – MP -12, 19% success rate, ACC -19% for 5 seconds, lasts 75 seconds
Level 10 – MP -12, 20% success rate, ACC -20% for 5 seconds, lasts 80 seconds
Level 11 – MP -24, 21% success rate, ACC -21% for 10 seconds, lasts 85 seconds
Level 12 – MP -24, 22% success rate, ACC -22% for 10 seconds, lasts 90 seconds
Level 13 – MP -24, 23% success rate, ACC -23% for 10 seconds, lasts 95 seconds
Level 14 – MP -24, 24% success rate, ACC -24% for 10 seconds, lasts 100 seconds
Level 15 – MP -24, 25% success rate, ACC -25% for 10 seconds, lasts 105 seconds
Level 16 – MP -24, 26% success rate, ACC -26% for 10 seconds, lasts 110 seconds
Level 17 – MP -24, 27% success rate, ACC -27% for 10 seconds, lasts 115 seconds
Level 18 – MP -24, 28% success rate, ACC -28% for 10 seconds, lasts 120 seconds
Level 19 – MP -24, 29% success rate, ACC -29% for 10 seconds, lasts 125 seconds
Level 20 – MP -24, 30% success rate, ACC -30% for 10 seconds, lasts 130 seconds
Level 21 – MP -36, 31% success rate, ACC -31% for 15 seconds, lasts 135 seconds
Level 22 – MP -36, 32% success rate, ACC -32% for 15 seconds, lasts 140 seconds
Level 23 – MP -36, 33% success rate, ACC -33% for 15 seconds, lasts 145 seconds
Level 24 – MP -36, 34% success rate, ACC -34% for 15 seconds, lasts 150 seconds
Level 25 – MP -35, 35% success rate, ACC -35% for 15 seconds, lasts 155 seconds
Level 26 – MP -34, 36% success rate, ACC -36% for 15 seconds, lasts 160 seconds
Level 27 – MP -33, 37% success rate, ACC -37% for 15 seconds, lasts 165 seconds
Level 28 – MP -32, 38% success rate, ACC -38% for 15 seconds, lasts 170 seconds
Level 29 – MP -31, 39% success rate, ACC -39% for 15 seconds, lasts 175 seconds
Level 30 – MP -30, 40% success rate, ACC -40% for 15 seconds, lasts 180 seconds

Frostprey
MP usage: 2 * n + 40
Base attack: 5 * n + 250 + 50 * trun((n – 1) / 10)
Duration: 3 * n + 110 seconds

Level 1 – MP -42, attack +255, freezes for 1 second, lasts 113 seconds
Level 2 – MP -44, attack +260, freezes for 1 second, lasts 116 seconds
Level 3 – MP -46, attack +265, freezes for 1 second, lasts 119 seconds
Level 4 – MP -48, attack +270, freezes for 1 second, lasts 122 seconds
Level 5 – MP -50, attack +275, freezes for 1 second, lasts 125 seconds
Level 6 – MP -52, attack +280, freezes for 1 second, lasts 128 seconds
Level 7 – MP -54, attack +285, freezes for 1 second, lasts 131 seconds
Level 8 – MP -56, attack +290, freezes for 1 second, lasts 134 seconds
Level 9 – MP -58, attack +295, freezes for 1 second, lasts 137 seconds
Level 10 – MP -60, attack +300, freezes for 1 second, lasts 140 seconds
Level 11 – MP -62, attack +355, freezes for 2 seconds, lasts 143 seconds
Level 12 – MP -64, attack +360, freezes for 2 seconds, lasts 146 seconds
Level 13 – MP -66, attack +365, freezes for 2 seconds, lasts 149 seconds
Level 14 – MP -68, attack +370, freezes for 2 seconds, lasts 152 seconds
Level 15 – MP -70, attack +375, freezes for 2 seconds, lasts 155 seconds
Level 16 – MP -72, attack +380, freezes for 2 seconds, lasts 158 seconds
Level 17 – MP -74, attack +385, freezes for 2 seconds, lasts 161 seconds
Level 18 – MP -76, attack +390, freezes for 2 seconds, lasts 164 seconds
Level 19 – MP -78, attack +395, freezes for 2 seconds, lasts 167 seconds
Level 20 – MP -80, attack +400, freezes for 2 seconds, lasts 170 seconds
Level 21 – MP -82, attack +455, freezes for 3 seconds, lasts 173 seconds
Level 22 – MP -84, attack +460, freezes for 3 seconds, lasts 176 seconds
Level 23 – MP -86, attack +465, freezes for 3 seconds, lasts 179 seconds
Level 24 – MP -88, attack +470, freezes for 3 seconds, lasts 182 seconds
Level 25 – MP -90, attack +475, freezes for 3 seconds, lasts 185 seconds
Level 26 – MP -92, attack +480, freezes for 3 seconds, lasts 188 seconds
Level 27 – MP -94, attack +485, freezes for 3 seconds, lasts 191 seconds
Level 28 – MP -96, attack +490, freezes for 3 seconds, lasts 194 seconds
Level 29 – MP -98, attack +495, freezes for 3 seconds, lasts 197 seconds
Level 30 – MP -100, attack +500, freezes for 3 seconds, lasts 200 seconds

SKILL ANALYSIS

*Hurricane*
Tests show that Hurricane fires 8.2 arrows per second. Using this number, there
are two variables left to figuring out Hurricane’s DPS: Hurricane itself, and
Sharp Eyes.

Expected DPS of Hurricane is as follows:
DPS = 8.2 * N * X
N = damage of Hurricane, see skill table above
X = critical modifier, 1.4 without Sharp Eyes
If Sharp Eyes is on:
X = 2.1 + n / 100
n = skill level of Sharp Eyes

For example, level 1 Hurricane with level 6 Sharp Eyes does 1127.6% damage per
second. Level 30 Strafe with the same level Sharp Eyes does 1044.5% damage per
second. Hurricane without Sharp Eyes isn’t much – without Sharp Eyes, Strafe
still outdamages Hurricane by 37.8% damage per second. These numbers are based
on the output of 1.4 shots per second. For the record, level 30 Strafe is
outdamaged by level 6 Hurricane, both without Sharp Eyes.

*Piercing Arrow*
Piercing Arrow increases in damage as it passes through monsters, as opposed to
Iron Arrow. The exact amount of damage increase is unknown, but numbers float
between 1.18 and 1.195. Until an exact factor is discovered, no further numbers
will be posted here. Keep in mind that criticals are also subject to the damage
increase, so the last hit of Piercing Arrow would be a whopper!

*Phoenix* & *Frostprey*
Major thanks to Sybaris for discovering this.

The damage formula for summons has been figured out!

DAMAGE RANGE: (2.5 * DEX * X + STR) * N * M
X = 1 for maximum damage, 0.7 for minimum damage
N = base attack, see skill tables above
M = elemental advantage: 1.0 neutral, 1.5 strong, 0.5 weak

This seems to apply to Silver Hawk & Golden Eagle as well.
Bear in mind that Frostprey has full elemental damage, as opposed to Blizzard.

SAMPLE SKILL BUILDS
Since it is possible to max every skill in the fourth job, all that matters is
the order of obtaining skills. To know what skills to get, you must know the
priorities of the skills.

-Dragon’s Breath: At level 1, it sends 4 monsters back at 100% success rate. There
should be no argument: level 1 Dragon’s Breath is a must.
-Sharp Eyes adds the most to your damage at level 1.
Credit: Crimsonmyst
This graph shows how much damage each level of Sharp Eyes adds. As you can see,
level 1 Sharp Eyes has the greatest impact on damage. Each point afterwards adds
little, but more SP extend the timer, which is the main reason to put more SP in
Sharp Eyes. Level 6 or 9 is good enough in terms of Sharp Eyes’ duration.
-Bow Expert/Marksman Boost and Maple Warrior gives roughly the same damage boost
at the same level. However, going beyond level 10 in Maple Warrior is not going
to happen soon, and other people can learn this skill. Level 6 of the former
increases your mastery by 10% for just 6 SP, so it’s more practical to have.
-Hurricane outdamages Strafe in DPS at level 6 without Sharp Eyes. It doesn’t
replace Strafe until level 11, but getting level 10 Hurricane gives
approximately 15% more in damage output over Strafe. However, with Sharp Eyes,
level 1 Hurricane slightly outdamages Strafe in damage per second.
-Level 1 Phoenix/Frostprey lasts over a minute and is rather devastating for a
level 1 skill. Frostprey is a must, but Phoenix is situational, and in most
cases inferior to Silver Hawk.

Here is a possible starting build out of many:

Code:
Level SP

120   +1 Dragon's Breath, +2 Sharp Eyes

121   +1 Hurricane/Piercing Arrow, +2 Sharp Eyes

122   +3 Sharp Eyes

123   +1 Bow Expert/Marksman Boost, +2 Sharp Eyes

124   +3 Bow Expert/Marksman Boost

125   +2 Bow Expert/Marksman Boost, +1 Hurricane/Piercing Arrow

126   +3 Hurricane/Piercing Arrow

127   +3 Hurricane/Piercing Arrow

128   +2 Hurricane/Piercing Arrow, +1 Phoenix/Frostprey

A typical Bow Master build:

Code:
Level SP

120   +1 Dragon's Breath, +1 Bow Expert, +1 Hurricane

121   +3 Sharp Eyes

122   +3 Sharp Eyes

123   +3 Sharp Eyes

124   +1 Phoenix, +2 Bow Expert

125   +3 Bow Expert

126   +3 Hurricane

127   +3 Hurricane

128   +3 Hurricane

However, if you can obtain Mastery Guides right away, delay SP in Hurricane. Level 1
Hurricane goes a long way, especially with Sharp Eyes. Try something like this:

Code:
Level SP

120   +1 Dragon's Breath, +1 Bow Expert, +1 Hurricane

121   +3 Sharp Eyes

122   +3 Sharp Eyes

123   +2 Bow Expert, +1 Phoenix

124   +3 Bow Expert

125-132   +3 Sharp Eyes

133-138   +3 Bow Expert

139   +2 Bow Expert, +1 Hurricane

140-148   +3 Hurricane

149   +1 Hurricane, +2 Dragon's Breath

150-155   +3 Dragon's Breath

156-165   +3 Hamstring

Anywhere in this build, feel free to shove in +9 Maple Warrior. The rest of the
build is up for grabs really. Do keep in mind that Concentrate-30 drops from
Horntail, meaning don’t expect to get more than 20. Hamstring is situational, but
helps out with training at that level.

An ideal Marksmen build doesn’t focus on Piercing Arrow, which, at level 1, isn’t as
useful as Hurricane is.

Code:
Level SP

120   +1 Dragon's Breath, +1 Marksman Boost, +1 Frostprey

121   +3 Sharp Eyes

122   +3 Sharp Eyes

123   +3 Sharp Eyes

124   +1 Snipe*, +2 Marksman Boost

125   +3 Marksman Boost

Sub +1 Piercing Arrow if you can’t get an Ancient Book by that level. Using that SP
on Marksman Boost at that level results in a wasted SP for that level.

If using Piercing Arrow to train:

Code:
Level SP

120   +1 Dragon's Breath, +1 Marksman Boost, +1 Frostprey

121   +3 Sharp Eyes

122   +3 Sharp Eyes

123   +3 Piercing Arrow

124   +3 Piercing Arrow

125   +3 Piercing Arrow

126   +1 Piercing Arrow, +2 Marksman Boost

127   +3 Marksman Boost

128   +3 Sharp Eyes

Afterwards, your skill build will depend upon your ability to acquire Mastery
Guides for some skills or not. The next skills to get are level 9 Maple Warrior
or more Bow Expert/Marksman Boost, of which the latter is preferred. Work on
extending the timer of Sharp Eyes next, or start working on Hurricane/Piercing
Arrow.

TRAINING SPOTS
If you thought training spots were limited in the third job, your choices now get
even slimmer. Although you have new skills, there just aren’t enough good places
to use them.

Level 120-130

Hime
Best suited to the Marksman with Piercing Arrow, Himes is still that flat, crowded
map that many players go to. Use of Dragon’s Breath will be of huge assistance here,
so do try to have that skill before coming back to this place.

Squid & Risell Squid
This is better suited to the Bow Master who has Hurricane. Getting a party going
here is still nice, but it’ll wear down after a few levels.

Goby & Bone Fish
Gobies are still a good place to train, especially in the early levels of the fourth
job. Although this place gets tiring, it’s a safe place to be, and parties are
plentiful. You should move on once you’ve obtained some more skills.

Shark & Cold Shark
It may be an annoying place to train, but both of these monsters drop vital items
for your fourth job success. Sharks drop Ancient Books, while Cold Sharks drop Sharp
Eyes-20. Watch out for a Shark’s dispel, and also keep an eye out for a Cold Shark’s
special attack, which can do up to 3,100 damage if poorly equipped.

Green Cornian & Dark Cornian
One map of Cornians, The Hidden Dragon Tomb II, resembles Spirit Vikings all over
again. Every platform here has a sniping spot, while the ground floor is packed. Do
note that Cornian leftovers are needed for the Silver Mane quest, so don’t lose the
drops right away. For the ground floor, you will most likely need Dragon’s Breath to
effectively clear it, though I have cleared the bottom floor just fine without it.

Jr. Newtie & Transformed Nest Golem
This will be your new training area for many levels ahead, so it’s nice to get used
to the map now. These are stationary monsters that will attack you without warning
if you get too close. Its special attack does up to 2,200 damage if you’re poorly
equipped. Certain Jr. Newties will transform into Nest Golems when defeated. These
monstrosities may move slow, but have a wide attack range with a special attack that
can do up to 3,100 damage. To eradicate these, hit it once to get its attention,
then throw a Puppet out. If you can keep it constantly flinched, throw the Puppet
behind you; otherwise, put it in front. Having a strong Silver Hawk is a must to Bow
Masters traning here, while Marksmen with Frostprey will get by just fine.

Level 130-150

Dark Wyvern
A step down from Skelegons, the map layout is very similar, with two long flat
platforms containing Dark Wyverns at Entrance to Dragon Nest. You will certainly
need Dragon’s Breath here, and it gets easier with level 11. Once the necessary
skills to train here have been maxed, it’s better to head off to Skelegons though.

Jr. Newtie & Transformed Nest Golem
With a few more skills available at hand, training here will come much simpler. This
is great for both soloing and partying, though I highly recommend partying here with
a Bishop and Night Lord. Rememeber the map is Destroyed Dragon Nest.

Skelegon & Skelesaurus
Though possible, you will need Hyper Body to survive here. See below for the tips
for training here.

Level 150-???

Jr. Newtie & Transformed Nest Golem
If you’ve grown accustomed to training here, then by all means, continue what you
like to do.

Skelegon & Skelesaurus
With two of the strongest monsters in the game, this is where to go to get the best
action. Most parties will be at The Dragon Nest Left Behind, so try to understand
the map layout. There are four levels here that contain mobs. The top two will
usually be handled by a Bishop. A strong attacker will sweep the bottom and
occasionally get some mobs on the level directly above. A third, weaker attacker is
placed on the second from bottom, since that sometimes gets taken care of by the
Bishop, while the attacker cleans up the level. You should always keep your HP above
3500, since a Skele’s attack can do up to that much. Its touch damage is less than a
Jr. Newtie’s damage, so don’t fuss over touch damage.
For Bow Masters, aside from the obvious skills to max, I recommend getting level 21
Dragon’s Breath. Concentrate is optional, but it helps immensely. Silver Hawk is
preferred over Phoenix because of stunning. At the bottom, just approach and fire
away with Hurricane. Silver Hawk should keep whatever you’re attacking stunned. For
the second level, you can snipe, since there are platform breaks there.
For Marksmen, get at least level 21 of Dragon’s Breath and Piercing Arrow, with
Frostprey being helpful. Simply approach and attack, making sure you freeze them
with Blizzard or Frostprey. The bottom floor might see some Piercing Arrow action,
but with the rate of spawning and the movement, it might not be effective to
continually use Piercing Arrow.
Should you be tasked of handling the bottom half of the map, you can move in a
clockwise motion. On the second level, go from left to right. Drop down, and begin
attacking as you move left. Optionally, attack everything as you move left, but do
not kill. Instead, climb up the left rope, walk left a bit, and you have a handy
Arrow Rain/Eruption spot:

You can even reach mobs above you using Arrow Rain/Eruption without fear of being
attacked:



The last one is a bonus, since usually a Bishop will handle that spot. Be careful
too, since a Skelesaurus spawns on that platform.
——————————–
The STR-less Archer
——————————–

We’ll start off with a little Q&A; to get you introduced to this concept.

Q: What is a STR-less Archer?
A: A STR-less Archer is simply an Archer who adds nothing but DEX. Since an
Archer’s damage is based primarily on DEX, one aims to maximize it.

Q: Where did this idea come from?
A: The other three jobs all have a variation is either adding little or no AP to
the secondary stat. Warriors go low-DEX by scrolling armor for accuracy.
Magicians go LUK-less by using equipment that doesn’t require LUK. Thieves go
low-DEX (or in some cases, DEX-less) by scrolling equipment for DEX.
Unfortunately for Archers, there are no STR scrolls yet. Lack of scrolls and
lack of weapons requiring no STR make Archers a bad choice to go with a build
of low AP in the secondary stat.

Q: Who would make a STR-less Archer?
A: Someone who obtained a level 43 Maple weapon for their respective class. This
person could scroll the weapon nicely for a huge boost in damage. However,
like the other three jobs, damage falters at later levels.

Q: Why make a STR-less Archer?
A: These are made for the challenge of getting to the point where the job shines
bright. Until the point where STR-less is actually apparent, training will be
extremely difficult, either by using a low level weapon or leeching. Those
who make it through will be greatly rewarded with a dazzling character who
can dish out loads of damage.

Q: When is a STR-less Archer completely different than a standard Archer?
A: At level 35, an Archer can use a weapon that does not require STR. At this
point, the difference in damage won’t be so apparent. At level 43, another
weapon requiring no STR is available, and now the damage difference is
apparent. Later on in the third job, lack of STR-less weapons makes this
build inferior to the standard Archer.

Now that the questions are out of the way, let’s break it down further. There
aren’t many weapons that require no STR. They are:
Bow: Maple Bow, Maple Soul Searcher, Bow of Magical Destruction (BoMD)
Crossbow: Maple Crow, Maple Crossbow
All the Maple weapons are level 35 then level 43. As for BoMD, it is level 65.
That alone makes STR-less Hunters a nice way to go. However, it is only
obtainable through Gachapon, making it the most expensive Bow available. With
that, we can rule it out of the contention. So you’re left with weapons for the
second job, a time where most characters can participate in the Ludibrium Party
Quest. The level 35 weapon won’t see a huge difference for STR-less compared to
normal, but the level 43 weapon shines brightly.
Here’s a standard level 43 Hunter using a 65 ATK Vaulter 2000:
STR 45
DEX 182
Gives a damage of 246 ~ 431
Here’s what a level 43 STR-less Hunter would look like with a 68 ATK Soul
Searcher:
STR 4
DEX 223
Gives a damage of 281 ~ 518
That’s a nice difference, ehh?

But in reality, how practical is this? A Hunter with an Asianic Bow will begin
to outdamage the STR-less Hunter. The only real purpose of making a STR-less
Archer? Ludibrium Party Quest. Make yourself a STR-less Archer and keep it at
level 50. It will do tremendous damage, and people will love you for that.
Here’s a level 50 Crossbower using a 76 ATK Rower:
STR 50
DEX 212
Gives a damage of 333 ~ 585
Now for a level 50 STR-less Crossbower using a 70 ATK Maple Crossbow:
STR 4
DEX 258
Gives a damage of 334 ~ 616
It’s only a little more, but still it is nice. Now think to yourself: if a level
50 Archer is almost as good as a level 50 STR-less Archer, is it worth it to
go through the hard work and spend more money only to be better for a handful of
level?

Bow of Magical Desctruction?
Now let’s say that you somehow obtained a BoMD. BoMDs have an average attack of
78, 7 less than an Arund. By the time one can use an Arund, every 1 DEX adds 4
damage, and every 1 ATK adds about 16 damage, so 4 DEX = 1 ATK. To compensate
the 7 ATK difference, the STR-less Ranger needs 28 more DEX. Not a problem,
since the Arund requires 85 STR, 81 more than a STR-less Ranger would need. But
the greatest risk lies in scrolling. There are more Arunds available than BoMDs,
so though a scrolling failure on an Arund is costly, a scrolling failure on a
BoMD is coronary-inducing.

Assume for now that a STR-less Ranger scrolled the same result that a Ranger did
for his Arund. Comparing a 88 ATK BoMD to a 95 ATK Arund:
Remember that the Ranger has 85 STR, 81 more than the STR-less needs. Null 16 AP
out for the compensation damage, and the STR-less has 65 more DEX than the
Ranger. Remember that the Ranger can fully utilize all stats on any overall,
which at level 80 is base 8 (2/6 STR + 6/2 DEX); the STR-less can only utilize
6 stats, and only for two colors: green or dark. Aesthetics aside, the Ranger
gains a 2 AP advantage, so that leaves the STR-less with a 63 DEX advantage. To
include more costs, the STR-less can only use DEX-only gear, limiting himself to
dark armor; the Ranger can happily wear any color and gain stat advantages. For
now, assume the Ranger gains an intrinsic 3 AP from STR-based gear, leaving the
STR-less at a 60 DEX advantage.
60 DEX… why that’s ~240 more damage! Now please say “WOW.”

Based on this BoMD overview, a STR-less Hunter doesn’t seem all that bad. Since
Archers require little of their secondary stat (like Magicians), there isn’t as
much a difference as the jobs that do need a lot of their secondary stat
(Thieves). And no, you can’t compare this to Warriors, who are heavily dependent
on DEX scrolls. Overall, the STR-less Archer is a risky investment with great
time consumption. It is not a easy task to accomplish like the other three jobs.

——————————–
Tips
——————————–

General Tips
-Before level 50, you want to try to wear equipment that increase your max MP.
This is because you might be using higher MP potions. For example, if you have
786 MP at one point, a Leaf Earring that adds 50 MP will give you enough MP for
you to be able to use Pure Waters. Once you are set with whatever MP potion you
will use, then you don’t have to focus on having more MP.

-On that note, from level 50 on, you should try to make getting more max HP a
concern. Having more HP will allow you to take a few more hits before dying.

-NEVER apply AP to HP or MP (unless you’re a pro who can afford to do so).

-Know where to find the cheapest potions. Ellinia sells cheaper MP potions than
other towns. Jane sells the cheapest healing items on Victoria. Ludibrium sells
all potions cheaper than Ossyria or Victoria, but cheaper potions are sold in
Omega Sector. For GMS, the cheapest potions are sold in New Leaf City.

-Most quests are useful for the level given. Some quests are musts because of
the rewards. That said, you should try to do every quest you can, no matter how
minuscule it is. If you find that a quest is too hard, do not forfeit it – just
keep it as an active quest, but return to it later when it might become easier.

-Get the Relaxer ASAP. This is the portable chair that you might see many people
sitting on. Recovering 50 HP per interval means you never need to sit on a bench
ever again. You can get one on Maple Island, but those of you who missed it from
Nanuke in Aqua Road are out of luck. If you missed out on the Relaxer, you can
obtain a Warrior’s Throne from New Leaf City, which is better than the Relaxer.

-Vicious is useless. With the exception of making arrows, you really shouldn’t
ever need to make anything else from him. And on that note, Chrishrama is
useless too. Many gloves and shoes are dropped from monsters, and it’s easier
and cheaper to buy those off other players.

-If you are entering a new area for the first time, make sure you know if you
can survive being in the area. Don’t be afraid to ask others how tough the local
monsters are. Pack some useable items in case the going gets rough.

-If you are doing a quest that requires you to kill monsters, you can complete
the quest while in a party. You will get credit for the quest even if your party
member(s) do all the work. This works out especially if you find someone else
who needs to do the same quest. You can also get quest items this way. If you’re
collecting items for a quest that you have activated, monsters your party member
kills will drop the quest item for you, but your partner won’t see it.

-If you buy a Cash Shop weapon, you can only wear it if and only if you are
holding the appropriate weapon. So if you’re wielding a bow with a Slingshot and
you want to switch to a Red Whip, you have to open the Equipment window and
remove the Slingshot first, then you can change to the Red Whip. Personally, I
feel that this wastes time, so I don’t recommend getting Cash Shop weapons.

-There is a pet upgrade in-game. You have to be at least level 30, and your pet
has to be at least level 15. Once this is reached, complete the Kenta’s Advice
quest. The pet upgrade gives your pet the same movement ability as you, so your
pet will be able to keep up with you if you move faster than it. It also gains
snowshoe traction if you are wearing one.

-There is a speed glitch with the Battle Crossbow, the level 18 Crossbow. When
used normally, the speed is slightly faster than normal Crossbows, but slower
than fast Crossbows like Hecklers. When used with Booster though, it becomes as
fast as a boosted Heckler. Few weapons in the game have Booster glitches, but
since this is a low level weapon, nobody has really bothered to check it out.

-Need money? Go train at Sakura Cellions! These are trainable at level 35, and
for its level, these monsters drop A LOT of Mesos, about as much Mesos as
monsters like Zombies or Hectors. For higher levels, you can use weaker skills
or no skills at all to save MP. You won’t be getting good EXP here, but you
should be getting Mesos fast.

-If you are not alone in a map, getting monsters to be lured by Puppet takes
some time due to map lag. While you were alone, you could hit a monster, then
place a Puppet about a second later, and it would be lured. When there are other
players in your map, you’ll have to wait a few seconds before placing your
Puppet to lure the monsters. Make sure all monsters you want to lure are headed
for you; otherwise, they will not be lured by the Puppet, and instead it will
aim its special attacks at you.

-The reported base MP requirement for Archers and Thieves is based on level. The
equation should be 14 * n + 148, with n being the character level. As long as
the base MP is above that, you can HP Wash your character. This requires NX
Cash, so think about it before you want to do this to your character.

Monster HP:EXP Ratio List
Special thanks to alwzn4vr for getting this list started. His original list had
some errors, most of which have been corrected by me. I’ve included all monsters
in GMS, excluding party quest and situational monsters. The lower the ratio, the
more EXP you’ll get out of training on that monster for less work. Where
possible, pick monsters with lower numbers in this list. Note that this list
does not take monster defenses into account.

Quote:
1.64 Papulatus (2nd form)
2.67 Snail
3.75 Blue Snail
4.00 Shroom
5.00 Slime
5.00 Pig
5.33 Orange Mushroom
5.63 Red Snail
6.00 Ribbon Pig
6.67 Fierry
7.50 Jr. Necki
8.11 Glutton Ghoul
8.13 Stump
8.33 Octopus
8.57 Horned Mushroom
8.57 Grandpa Gunboss (The Boss)
9.14 Street Slime
9.23 Bubbling
9.38 Stirge
9.46 Urban Fungus
9.62 Green Mushroom
10.00 Axe Stump
10.00 Ghost Stump
10.00 Psycho Jack Box
10.71 Trixter
10.94 Blue Mushroom
10.94 Desert Rabbit (F)
11.11 Pinboom
11.11 Krappi
11.11 Ear Plug Plead
11.33 Jr. Boogie
11.33 Ergoth
11.62 Psycho Jack + Box
11.64 Psycho Jack
11.67 Headless Horseman
11.70 Cactus
11.76 Desert Rabbit (M)
11.90 Cicle
11.90 Wooden Mask
11.90 Zombie Mushroom
11.90 Bellamoa
12.14 Goby
12.16 Jr. Cactus
12.17 Killa Bee
12.73 Boomer
12.90 Chirppy
13.10 Wild Boar
13.10 Crow
13.10 Cico
13.33 Rocky Mask
13.45 Meerkat
13.45 Scorpion
13.62 Flower Fish
13.64 Royal Cactus
13.78 MT-09
13.89 Dark Stump
14.00 Scarf Plead
14.18 Green Trixster
14.23 Bubble Fish
14.29 Crimson Balrog (El Nath PQ)
14.40 Evil Eye
14.47 Dark Axe Stump
14.50 Kiyo
14.62 Might Maple Eater
15.00 Jr. Sentinel
15.00 Gryphon
15.28 Rombot
15.38 Ratz
15.38 Mask Fish
15.45 Gunboss (Male Boss)
15.52 Chief Gray
15.65 Sophilia Doll
15.71 Tick
15.71 Time Sphere + Papulatus Clock + Papulatus
15.71 Zakum3 (ONLY)
15.83 Brown Teddy
15.83 Drum Bunny
16.08 Nightmare
16.15 Pink Teddy
16.36 Flaming Raccoon
16.36 Ice Sentinel
16.36 Fire Sentinel
16.36 Sentinel
16.36 Krip
16.43 Dirty Ratz
16.67 Fire Boar
16.67 Sand Dwarf
16.67 Leatty
16.67 Mushmom
16.73 Cloud Fox
16.84 Flyeye
16.84 Electrophant
16.92 Dark Leatty
16.92 Jr. Cellion
16.92 Jr. Lioner
16.92 Jr. Grupin
16.92 Sakura Cellion
16.96 Exploding Goby House + (6) Goby
17.06 Fire Tusk
17.07 Thanatos
17.14 Roloduck
17.14 Separated Pepe
17.14 Jr. Wraith
17.53 Helly
17.62 Bubblefish
17.78 Skelegon
17.86 Curse Eye
17.88 Scuba Pepe
17.89 Jr. Newtie
17.89 Skelesaurus
17.93 Jr. Newtie + Transformed Nest Golem
17.95 Retz
17.98 Nest Golem
18.06 Star Pixie
18.06 Bloctopus
18.11 Dark Cornian
18.14 Gatekeeper
18.18 Separated Dark Yeti
18.18 Panda Teddy
18.23 Indigo Eye
18.67 Shark
18.67 Jr. Pepe
18.67 Green Cornian
18.69 Blue Wyvern
18.87 Cold Shark
19.05 Dark Wyvern
19.23 Anego (Female Boss)
19.48 Lupin
19.60 Risell Squid
19.66 Tengu (Black Crow)
19.69 Poison Poopa
20.00 Ligator
20.00 Zombie Lupin
20.00 Tick-Tock
20.00 Poopa
20.00 Chipmunk
20.00 Blue Mushmom
20.14 Extra B
20.20 Robo
20.20 Red Porky
20.30 Voodoo
20.30 Hoodoo
20.32 Barnard Gray
20.65 Paper Lantern Ghost
20.71 Platoon Chronos
20.73 Propelly
20.75 I.AM.ROBOT
20.87 Toy Trojan
20.91 Black Squid
20.95 Extra C
21.01 Mateon
21.11 Crystal Boar
21.20 Red Wyvern
21.21 Nependeath
21.21 Pre-Morphed Blin
21.25 Hime (Dreamy Ghost)
21.34 Chronos
21.43 Grim Phantom Watch
21.53 Planey
21.54 Extra A
21.61 Cold Shark
21.76 King Bloctopus
21.76 Jr. Seal
21.93 Rexton
22.00 Brexton
22.22 Straw Target Dummy
22.22 Iron Hog
22.31 Gigantic Spirit Viking
22.33 Sparker
22.35 Tweeter
22.35 Croco
22.35 Lycanthrope (El Nath PQ)
22.35 Sophilia Doll Ground + Sophilia Doll
22.47 Blue Dragon Turtle
22.53 Wooden Target Dummy
22.54 Birk
22.55 Freezer
22.55 Zeta Gray
22.55 Jr. Cerebes
22.61 Master Chronos
22.76 Ginseng Jar
22.84 Dual Birk
22.86 Malady
22.90 Skeledog
22.92 Wild Cargo
23.04 Phantom Watch
23.08 Pianus (right)
23.08 Snowman
23.08 Jar
23.13 Black Kentaurus
23.13 Red Kentaurus
23.13 Blue Kentaurus
23.18 Ultra Gray
23.18 Red Flower Serpent
23.18 Blue Flower Serpent
23.18 Tortie
23.26 Master Death Teddy
23.30 Black Porky
23.33 Master Robo
23.33 Wraith
23.33 Zombie Mushmom
23.33 Dual Ghost Pirate
23.33 Wolf Spider
23.33 Red Dragon Turtle
23.44 Clang
23.48 Dark Nependeath
23.50 Mummydog
23.53 Cold Eye
23.53 Block Golem
23.53 Stone Gollem
23.62 Plateon
23.64 King Block Golem
23.64 Dark Cloud Fox
23.64 Moon Bunny
23.64 Mecateon
23.68 Coolie Zombie
23.68 Minor Zombie
23.70 Drake
23.81 Lunar Pixie
23.81 Spirit Viking
23.91 Iron Boar
24.00 Dark Stone Gollem
24.18 Separated Yeti
24.21 Skeleton Soldier
24.25 Bone Fish
24.32 Samiho
24.38 Lorang
24.44 Dark Jr. Yeti
24.55 Zakum’s Arm 1
24.55 Zakum’s Arm 2
24.55 Zakum’s Arm 3
24.55 Zakum’s Arm 4
24.55 Zakum’s Arm 5
24.55 Zakum’s Arm 7
24.55 Zakum’s Arm 8
24.62 Death Teddy
24.85 Mimic
25.00 Jr. Balrog
25.00 Bain
25.00 Red Slime
25.35 Jr. Effy
25.71 Copper Drake
25.71 The Book Ghost
25.81 Luster Pixie
25.95 Grizzly
26.19 Sr. Bellflower Root
26.25 Cellion
26.25 Lioner
26.25 Grupin
26.25 Bellflower Root
26.36 White Pang
26.67 Pianus (left)
26.79 Zakum’s Arm 6
27.06 Hector
27.14 Hodori
27.27 Red Drake
27.27 Hogul
27.27 Ghost Pirate
27.27 Blood Haf
27.32 Reindeer
27.41 Jr. Yeti
28.13 Leader B
28.21 Pre-Transformed Yeti
28.57 Mix Golem
28.57 Crimson Balrog
28.89 Panda
29.21 Pre-Transformed Dark Jr. Yeti
30.55 Zakum’s Arms + Zakum (all forms, minus summons)
30.80 Ice Drake
31.02 Soul Teddy
31.20 Mr. Alli
31.20 Dark Pepe
31.25 Officer Skeleton
31.76 Lycanthrope
31.76 Haf
31.82 Blin + Morphed Blin
32.17 Buffy
32.26 Leader A
32.27 Ghost
32.27 Water Goblin
32.47 Extra D
32.73 Pepe
35.19 Dark Yeti and Pepe + Separated Dark Yeti + Separated Dark Pepe
35.29 Sage Cat
36.15 Lazy Buffy
36.36 Sophilia Doll Ground
37.69 Jr. Yeti + Transformed Yeti
38.59 Papulatus Clock
39.10 Dark Jr. Yeti + Transformed Dark Yeti
41.51 Master Soul Teddy
43.14 Yeti
43.66 Yeti and Pepe + Separated Yeti + Separated Pepe
45.71 Werewolf
45.59 Dark Rash
47.06 Buffoon
47.17 Kru
48.44 Lucida
48.57 Commander Skeleton
48.65 Dark Klock
48.65 Dual Beatle
48.65 Green Hobi
49.06 Dark Drake
49.06 Dark Yeti
49.35 Deep Buffoon
50.00 Hankie
50.85 Hobi
51.43 Taurospear
51.53 Beatle
51.53 Cerebes
53.19 Captain
53.70 Rash
55.56 Tauromacis
55.56 Klock
62.50 Yellow King Goblin
62.50 Blue King Goblin
62.50 Green King Goblin
274.07 Manon
274.07 Griffey

Potions & Efficiency
Knowing what kinds of potions to use helps in saving money. You don’t want to be
using the wrong potions if you’re pressed for money, so you’ll need to know what
potions to use that will give you the most for your money.

With the introduction of New Leaf City to GMS, potions are now very cheap… if
you’ve reached the second job. The second job gives you more HP & MP, meaning
that potions will have a greater effect since you can hold more.

For the first job, you should not need to buy too many potions. Just rely on
using your Relaxer and go AFK for a few minutes. If you need some Blue Potions,
buy them from Ellinia, or Ludibrium if you have a character there that can send
potions to you in Victoria.

Once you reach the second job, I highly recommend leaving a mule in New Leaf
City. Miki, the Potion NPC in New Leaf City, sells various potions that both are
cheap and heal more that the potion is worth. Here is a brief rundown on the
potions of interest:

Barbarian Elixir – 1500 HP, 1500 Mesos
Sorceror Elixir – 1500 MP, 1500 Mesos
These two potions sell at a 1:1 ratio of heal:cost. HP potions are already 1:1,
but you’ve been used to seeing 1:2 for MP potions. The Sorceror Elixir sets the
ratio of MP potions to 1:1, meaning you spend 50% less on MP potions. If your
character has at least 750 MP, Sorceror Elixirs are more efficient to use than
Pure Waters. You should start using Sorceror Elixirs once you have at least 750
MP, which you should have by level 44. Don’t worry about Barbarian Elixirs until
you have over 1500 HP, which happens at about level 50.

Supreme Pizza – 900 HP & 600 MP, 1000 Mesos
Now that we’ve established the 1:1 ratio for potions, take a look at Supreme
Pizzas. With a ratio of 3:2, this is one of the best potions available to use.
You should have more than the amount healed by this potion after advancing to
the second job, meaning you should stock up on these. You should always be using
Supreme Pizzas to heal HP when you need to; just keep burning MP if you still
have a lot of MP to make this potion worth it. Ratio-wise, Supreme Pizzas heal
less HP than MP.

For percent based potions, you should stick to fixed potions like the ones above
until you have enough HP/MP to make the potion meet the 1:1 ratio, or you will
be wasting money on these potions.

Honster – 60% HP, 2800 Mesos
You must have at least 4,667 HP to get your money’s worth.

Ginseng Root – 40% HP/MP, 2100 Mesos
The sum of your HP & MP must be at least 5,250 to get your money’s worth.
The sum of your HP & MP must be at least 7,875 to heal more than Supreme Pizzas.

Ginger Ale – 75% HP/MP, 3800 Mesos
The sum of your HP & MP must be at least 5,067 to get your money’s worth.
The sum of your HP & MP must be at least 7,600 to heal more than Supreme Pizzas.

For MapleSEA, New Leaf City isn’t available yet. However, there is a surplus of
Mushroom Miso Ramen, which heals 80% HP/MP. These are cheap because there are so
many, so potion usage shouldn’t be a huge problem.

!!MIDWAY BIT!!
This guide may only be seen on sleepywood.net!
!!END MIDWAY!!

Quest Help
This section is to provide some tips specific to Archers in some quests. This is
not a complete quest guide, it is here just to help some Archers get through the
questing phase.

Victoria Etc. Items Checklist
This is a checklist of leftovers that can be collected prior to activating the
quest that the item is required for. This is to make sure you don’t get rid of
items that you may eventually need. This list only covers items for quests on
Victoria Island up to level 50, excluding Zipangu and Masteria.

Quote:
[ ] 10x Mushroom Spore
[ ] 30x Slime Bubble
[ ] 145x Squishy Liquid
[ ] 100x Tree Branch
[ ] 45x Processed Wood
[ ] 40x Orange Mushroom Cap
[ ] 35x Pig’s Head
[ ] 100x Stiff Feather
[ ] 20x Leather
[ ] 200x Pig’s Ribbon
[ ] 180x Octopus Leg
[ ] 150x Leaf
[ ] 100x Firewood
[ ] 40x Sap of Ancient Tree
[ ] 60x Stirge Wing
[ ] 170x Jr. Necki Skin
[ ] 1x Salad
[ ] 2x Pure Water
[ ] 100x Bubbling’s Huge Bubble
[ ] 110x Green Mushroom Cap
[ ] 220x Horned Mushroom Cap
[ ] 60x Blue Mushroom Cap
[ ] 54x Seedling
[ ] 140x Charm of the Undead
[ ] 100x Wild Boar Tooth
[ ] 250x Evil Eye Tail
[ ] 50x Curse Eye Tail
[ ] 2300x Cursed Doll
[ ] 65x Coconut
[ ] 310x Lorang’s Claw
[ ] 1x Weighted Earring
[ ] 1x Diamond
[ ] 1x Garnet
[ ] 35x Screw
[ ] 1x Flaming Feather
[ ] 1x Piece of Ice
[ ] 1x Star Rock
[ ] 1x Ancient Scroll
[ ] 1x Blackbull’s Deed to the Land
[ ] 100x Tablecloth
[ ] 165x Lupin’s Banana
[ ] 180x Mecidine with Weird Vibes
[ ] 160x Clang’s Claw
[ ] 3x Drake’s Blood
[ ] 20x Dragon Skin
[ ] 100x Stone Gollem Rubble
[ ] 50x Malady’s Experimental Frog
[ ] 1x Mushmom’s Spore

Showa Items Checklist
This is a checklist of all items that can be collected prior to activating the
quest that the item is required for. This is to make sure you don’t get rid of
items that you may eventually need. This list covers items for all quests given
in Showa, separated by region.

Quote:
[ ] 20 Ancient Saps
[ ] 100 Stone Golem Rubble
[ ] 100 Dark Stone Golem Rubble
[ ] 20 Cold Eye Tails
[ ] 50 Holy Water
[ ] 50 Antidote
[ ] 300 Fried Chicken
[ ] 50 Dragon’s Skin
[ ] 20 Croco Skins

[ ] 20 Leatty’s Furball
[ ] 200 Jr. Cerebes teeth
[ ] 50 Lycanthrope’s Toenail
[ ] 30 Nependeath Seeds
[ ] 100 Jr. Pepe Fish
[ ] 7 Luster Pixie’s Sunpiece
[ ] 100 Hector Tails
[ ] 200 Bain’s Spiky Collar
[ ] 100 Toy Baby Seals
[ ] 100 Seal Meat
[ ] 30 Flyeye Wings
[ ] 1 Snorkel
[ ] 100 Poopa Eggs

[ ] 50 Teddy’s Cotton
[ ] 30 Toy Soldier Sword
[ ] 50 Sealed Bottle
[ ] 100 Cogs
[ ] 80 Deep Buffoon’s Rock Piece
[ ] 50 Zombie Teddy Bear
[ ] 50 Free Spirit
[ ] 150 Binding Bridles
[ ] 150 Sealed Teddy Bear
[ ] 250 Lazy Buffy Marble
[ ] 500 Dual Pirate’s Propeller
[ ] 200 Blue Toy Blocks

Credit to Dark Link for compiling this list.

Dollhouse
What you are looking for is a dollhouse with a 3D handle. Pay attention to the
handlebar on top of the dollhouses, and you will find one with a handle that
appears 3D. That’s the one you’re looking for.

Mr. Wetbottom’s Secret Book
For a level 30 quest, the items you have to gather are difficult to get.
-1 Diamond: Get some from the Kerning PQ. Otherwise, you’re stuck having to buy
these ores.
-5 Pig Heads: You should have saved these from your training on Pigs ten levels
ago. Hopefully you did save some.
-50 Curse Eye Tails: Luckily you can hit them at level 29. Find Tree Dungeon,
Forest Up North IX, a map full of Curse Eyes. They take a long time to kill, but
fortunately this isn’t the hardest item to gather.
-50 Lupin Bananas: You can hit them at level 29, but the problem is killing them
fast enough before they kill you. As soon as you hit one, it attacks back with
an unavoidable attack. The best map to find Lupins sparsely is Sleepy Dungeon I.

Food Hunting for Moppie
Head to Orbis Tower Floor 1. There are three spots where you can kill Jr. Pepes
in safety, which I covered above in the guide:
1. At the top of the map, by the top portal
2. From the bottom, climb up two ropes to the small ledge
3. At the bottom, the ledge by the first rope
Remember that you need 600 fish total.

Kenta’s Advice
Though Kenta says that there are papers near the sunken ship, you don’t have to
go down there. All five papers can be found in Aqua Road, though the last few
papers you find will take a while, no matter which ones they are. Also, papers
only come out of treasure chests, not clams. In other words, don’t go beyond Big
Fish Valley.

Special Taste of Florina Beach
For a level 35 quest, the monsters are hard to fight. I suggest waiting until at
least level 50 to start on this.

Rowen the Fairy And The Cursed Dolls
The best advice I have is to gather 2300 exchange items, like Solid Horns, and
offer to trade someone for the Cursed Dolls. I did this with 2300 Nependeath
Seeds.

Protect Nero!
This quest does not keep track of your kills, so you have to somehow keep track
yourself. What I did was collect 50 Solid Horns from the three gardens. Not
every kill will give you a Solid Horn, so by getting 50, that means you’ll have
killed more than 50. Also, since the quest requires that you give 50 Solid
Horns, you will have 100 leftover, which you can use to exchange.

The Ore of Dark Crystal
You must activate the quest before hunting Drum Bunnies. Once you’ve gained 20
Dull Crystals, you have to go back to General Maestro to activate the next quest
to get 30 more Dull Crystals. The best place to hunt Drum Bunnies is Eos Tower
57th Floor
.

Peace at EOS Tower
Find a channel that you think has been uninhabited for some time. Kill just one
monster, then climb up to the second from top platform. If you don’t see Rombot,
change channels or wait it out.

Icarus and the Flying Pill
Getting your own Medicine With Weird Vibes is tough, but possible in the Subway.
As for the Witchgrass Leaves, remember that you have to hit plants from the right
side of it. If you are on the left, you can’t even hit it at all. I prefer to
farm for the leaves in The Swamp of Despair II.

Ready for Revival
Can’t find Shammos? He is in the basement of the Chief’s Residence of El Nath.
After talking to Manji, go back and start fighting Zombies, either Coolie or
Minor. Being a quest item, the Contract won’t take long to drop. Keep in mind
that by completing the quest, you lose 2 fame.

Nick, the Son of Scadur the Hunter
Finding Nick’s Ring may be difficult. Head to The Cave of Trial II. Get across the
first laval pit, then approach the second lava pit. You’ll notice that it’s much
smaller than the other lava pits. Trust me when I say this: walk into the lava.
Assuming you didn’t jump or you don’t have Haste, you will be transported to
Cave Within the Cave. Once here, head left and you’ll find Nick’s Ring in the
Piece of Statue.

Quests you don’t need to do (because it’s not worth your time)
There are some quests that you should never do. Sometimes it’s because the
rewards aren’t worth it, or the time you spend on it outweighs the EXP made.

Any Part II quest of “The Rememberer”
Part I quests are easy if they are part of training. Part II quests require
killing 999 monsters, which takes a very long time. The final rewards aren’t
worth the time.

Maya And The Weird Medicine, Reward: Brown Bamboo Hat
You get very little EXP, and the reward sells for less than you can make by
selling the Leaves and Charms for the quest.

Luke The Security Guy, Reward: random refined jewel, no Black Crystal
You can sell the Jr. Necki Skins for a lot more than the reward sells for.

Arwen And The Glass Shoe, Reward: Piece of Ice -or- Fairy’s Wing
Well the reward is absolutely useless to Archers. It’s made even more useless
by the fact that the reward isn’t even needed to make higher level equipment
anymore.

Nella & Kerning City Citizen’s Request (2), Rewards: Bronze & Steel Plate,
level 30 shoe (Green Hunter Boots)
Part 2 requires harder to get items, and the rewards aren’t worth it.

Eliminating the Drumming Bunny, Reward: level 35 hat (Green Pole-Feather Hat)
This quest will drive you insane. Drum Bunnies do not spawn much. Consider that
you need to collect 1000 leftovers for this quest, which will take days. And the
reward is just a level 35 hat. Avoid this quest by all means.

Hughes’s Weird Invention, Reward: Oxygen Tank (CANNOT BE TRADED)
Steel and Screws cost a lot, especially if you’re going to use it for a quest
that gives you a reward that you cannot sell or trade. You might as well use the
money you save from not buying Steel and Screws on Air Bubbles.
Also note that if you do choose to complete this quest and receive the Oxygen
Tank and accidentally drop it, this quest becomes repeatable so you can get
another Oxygen Tank.
Upon completion, this quest unlocks the repeatable quest, Hughes’s Research
Materials
. This quest can be completed once every 24 hours, and it rewards 10
Mana Elixirs as well as decent EXP. If you want access to this quest, then you
should consider completing Hughes’s Weird Invention.

Amoria: The Sakura Garden, Rewards: 2 Orange Potions, 3 Mana Elixirs, 2
Blossom Juices, 2 White Pills
For a quest that requires so many items, most of which are rare drops, the
rewards are utterly horrible. Do not waste your time on this quest.

The Chaos behind Alfonse Green and the Nependeath Juice, Reward: Bone Helm
With this quest, the reward is worth a lot. However, one required item, the
Nependeath Honey, costs more than the reward itself. The chances of finding your
own honey is less than finding other expensive items, like Steelies.

Manji’s Ragged Gladius, Reward: Skull Earrings -or- Hero’s Gladius
This quest has been made useless thanks to Ludibrium. The rewards are worth very
little, while the quest items cost over ten times as much.

A Spell that Seals Up a Critical Danger II, Reward: 30 Power Elixirs
Part I is simple because Cold Eyes spawn in masses. However, the monsters you
fight for part II are too difficult to fight without a Cleric and Spearman.
Also, the reward isn’t worth the trouble.

Collecting For Maya, Reward: random level 60 shoe
Wastes too much time for very little EXP, and the final reward isn’t worth much.

Protect Ludibrium, Reward: Ludibrium Cape
Through a series of quests, you have to eventually kill Papulatus. You won’t do
this until level 120+, when you actually have a chance to solo it.

Carta the Sea Witch, Reward: Red Musketeer Cape
This quest requires you to not only kill Pianus, but collect its leftover, which
doesn’t always drop. You won’t be killing Pianus anytime soon, not even with a
full party, without dying.

Ludibrium Party Quest
This first section tells what Archers do during the Ludibrium Party Quest.

STAGE 1
Your role is the same as Warriors’: kill monsters and pick up passes. To finish
this stage, a Magician with Teleport or a person with high Speed and Jump is
required; a Thief with good Haste can fix the latter. Though you can attack any
monster here, you can’t necessarily reach all the Passes.

STAGE 2
Your role here is the same as everyone else’s.

STAGE 3
You should have a small advantage in this stage. Bloctopusses will mass up at
the bottom of the stage, allowing for easy 6-hit attacking. Hunters can stand on
the screw and shoot Bombs, while Crossbowers have to be level to shoot Irons.

STAGE 4
Only two doors have physical-weak monsters, but with Critical, any door is
possible. The monsters require 200 damage to flinch, and that’s where Critical
and Booster will come into play. If you can successfully flinch in succession,
as long as you attack while the monster is in its flinched stage, it will never
retreat to the darkness. With Critical, even the magic-weak monsters will flinch
to Double Shot.

STAGE 5
You have to do normal doors, so you have no advantage here. The second door up is
the easiest, IMO.

STAGE 6
All roles are shared. Remember the order: 133221333123111.

STAGE 7
Here is where your range is needed. While the rest of the party gather at the
bottom, you have to kill monsters above that only Archers and Assassins can
reach. For a strong party, kill all three in one go. For weaker parties, kill
one at a time, dropping down to assist the party with the mini-boss between
kills above.

STAGE 8
All roles are shared. Magicians with Teleport and Thieves with maxed Haste will
cheat with their skills and get up before you do.

FINAL STAGE
Once again, range is needed. However, a Magician or Spearman can take care of
that as well. Once that part is over, Alishar will appear. Being able to apply
high damage from afar is a definite advantage. For best results, stand on the
perch where the NPCs are. From up here, you will be hitting Alishar instead of
the Chronos summoned. Since you are able to mob, you will be depended on to deal
with the mobs of Chronos, while solo attackers like Thieves will go straight for
Alishar.

BONUS STAGE
You have the same advantage as Warriors, which is none. Ask a Thief to Haste you
to make this stage better.

Picking the right members
Have you found yourself ending up becoming the party leader? Now you have been
trusted in leading the party… as well as finding replacement members should
someone decide to split. Here are tips to the members you should be looking for:


I will label the characters as letters by column and numbers by rows. Examples:
C1: LUK-less Magician; A2: Female Assassin

You MUST have in a standard party:
-At least 1 Magician with Teleport. Clerics are recommended
-At least one Thief
-At least 1 Archer if that Thief is a Bandit without Steal*

TOP PRIORITY:
Cleric – Clerics come with the ability to not only Teleport, but Heal too. They
can also bring Bless to the party, which is another bonus. See A1 and B1.
LUK-less Clerics are just as good, if not better, than standard Clerics. See C1.

Assassin – Assassins bring Dark Sight and range to the party. In some cases, the
Assassin will also have Haste. In this case, anything an Archer can do, the
Assassin does it better. See A2. If you’re lucky enough to spot the elusive
DEX-less Assassin, grab him ASAP. See C2.

HIGH PRIORITY:
Bandit – Assuming you can’t find an Assassin, you’ll need a Thief somehow, so
recruit a Bandit. There’s not much they can do other than use Dark Sight, since
they can no longer Steal Passes. Savage Blow will be rendered useless against
Alishar’s high defense unless a Fighter gives the Bandit Rage. Bandits will
rarely have Haste because they are too busy maxing Mastery and Savage Blow. See
B2.

Archer – Archers provide range for the few stages that need it. Archers are also
a primary damage-dealer. Hunters have a slight advantage because Arrow Bomb is
more useful than Iron Arrow. See A4. The highest damage dealer will probably be
a Crossbower with a Silver Crow with stat-boosting armor. See B4.

MID PRIORITY:
Wizard – I/L Wizards are preferred over F/P Wizards, but you won’t really know
until the quest begins. They come with Teleport and assist in fighting the
magic-weak monsters in the darkness. They are also useful for feeding Meditate
to your Cleric. Don’t expect high damage against Alishar though. See A1 and B1.
LUK-less Wizards should fare well against Alishar though. See C1.

Spearman – Primary damage-dealer in all fighting stages. Brings Hyper Body to
the party, but most Spearmen are too stingy to ever use it because most people
pester the Spearman to use Hyper Body all the time, when they don’t know it
costs 50 MP to use it and Spearmen naturally have low MP. Don’t annoy Spearmen
into using Hyper Body all the time, or else he won’t use it ever, not even for
fighting Alishar. See A3 without the weapon. Low-DEX Spearmen will do even more
damage, so look out for those. See B3.

Fighter – Primary damage-dealer in all fighting stages. Gives Rage to the party,
but rarely does because Magicians get mad when they get Raged. It’s not a big
deal to be taking 5 more damage, especially since there’s a Cleric who can Heal
a lot more than 5 HP. See A3. Low-DEX Fighters are rare, but if you see one, get
it quickly. See B3’s armor.

Any level 50 – If a character is level 50, you can assume that the player will
either be a high damage dealer, or in some way beneficial to the party. No
matter what class, try to get the level 50 character. See C3 and C4.

LOW PRIORITY:
Page – Brings pretty much nothing to the party. Anything a Page can do, Fighters
do it better. It won’t have Threaten because not only does the skill suck, but
it won’t work against bosses. That and the Page will be too busy maxing Mastery
and Final Attack.

* A Bandit with Steal?
You thought that the Steal trick was patched. Well, it was patched, but not
fully. There is one monster that can drop Passes with Steal: King Block Gollems.
“But those things are invincible!”
Yes they are invincible. However, that won’t stop Steal from stealing Passes. A
Bandit can still steal passes even if he is MISSing hits.
“Won’t the Bandit die?”
That’s where you use cheap tactics to avoid getting hit. The Bandit has to hit
the Gollems from another platform.
“How do you do that?”
The Bandit has to have a long arm weapon; that is, a spear or pole arm. A Fish
Spear works nicely, as do surfboards, snowboards, and valentine roses. Wherever
there are Gollems, the Bandit can jump from below and try to hit them with a
weapon swing with Steal.
“I thought Steal only works with Daggers!”
Like Disorder, Steal can work with any weapon.
“Even so, the Bandit still can’t reach the Gollems!”
Not necessarily true. The Bandit simply needs high jump. There are two ways to
accomplish this: he has to have nice jump-scrolled snowshoes, or another Thief
has to feed him maxed Haste. If the Bandit can jump high enough, he can hit the
Gollems with Steal.
“What does this all mean?”
A Bandit with Steal means you don’t have as many restrictions to the party as
before. There are two possible scenarios:
-If you have another Thief with maxed Haste, you don’t need a Magician at all.
Steal 4 Passes to pass stage 5, or Steal 8 to cover stages 7 and 9 if there is
no Archer or Assassin (a melee-only party)
-You don’t need an Archer or Assassin, but you must have a Magician with
Teleport. Steal 4 Passes to pass stage 7 and 9

Ludibrium Maze Party Quest
Not to be confused with the above, the NPC for this is in Ludibrium, not the
EOS Tower. The maze is always the same, but your starting location is always
random. The first 11 rooms of the maze have boxes that hold monsters. These
monsters drop coupons for the leader to collect. The more coupons the leader has
at the end of the party quest, the more EXP the party gets. Simple enough~

There is a twist: two rooms have boxes that spit out Tauromacis. Tauromacis may
drop super coupons, or a bundle 50 regular coupons. They don’t always drop them,
unlike the lesser monsters that always drop one coupon per kill. By seeking only
the rooms that hold the Tauromacis, a party can get a good amount of EXP in just
a few minutes. From wherever your party starts, a Tauromacis room is within
three rooms away.

Knowing that the Tauromacis are in rooms 6 and 7, follow the routes provided
depending on what room your party starts in to get to a Tauromacis room:
1: Left, Right, Left, 6
2: Left, 6
3: Left, 7
4: Mid, Mid, Left, 7
5: Right, Left, 6
6: –
7: –
8: Right, Right, Left, 6
9: Right, 6
10: Right, 7
11: Left, Mid, 7
12: Right, Right, 6
13: Left, Left, 6
14: Mid, 6
15: Mid, 7

To get from 6 to 7: Right, Left, 7
To get from 7 to 6: Mid, Mid, 6

The exit is the middle door of room 9.
To get from 6 to Exit: Mid, Mid, Left, 9
To get from 7 to Exit: Right, Left, Right, Left, 9

——————————–
Quick Reference Lists
——————————–

Skills List
Skill types:
A – active
P – passive
T – timer

#T – affects up to # targets
CD – cooldown
Fr – freezes
RAoE – ranged area-of-effect, always WR
SAoE – self area-of-effect, no minimum range
SLAoE – straight line area-of-effect, fixed range
SM – summoned minion
St – stuns
WR – within range (of arrows)
Bow skill
Crossbow skill

The Blessing of Amazon – P – increases base ACC
Critical Shot – P – allows ranged attacks to strike critical
The Eye of Amazon – P – increases the range of ranged attacks
Focus – T – increases ACC & EVA
Arrow Blow – A – damage 1T WR
Double Shot – A – damage 1T WR

Bow/Crossbow Mastery – P – increases weapon ACC & minimum damage
Final Attack – P – single-target skill follow-up damage WR
Bow/Crossbow Booster – T – increases attack speed
Power Knock-Back – A – damage 6T melee, increased push rate
Soul Arrow – T – attacks do not consume arrows
Arrow BombA – RAoE damage 6T WR, St
Iron ArrowA – SLAoE damage 6T

Thrust – P – increases SPD
Mortal Blow – P – damage 1T melee
Puppet – T – places a decoy 25% of screen’s length forward
InfernoA – fire RAoE damage 6T WR
BlizzardA – ice RAoE damage 6T WR, Fr
Arrow Rain/Eruption – A – SAoE damage 6T
Silver Hawk/Golden Eagle – T – SAoE damage 1T, SM, St
Strafe – A – damage 1T WR

Bow Expert/Marksman Boost – P – increases weapon ATK & minimum damage
Maple Warrior – T – increases STR/DEX/INT/LUK
Sharp Eyes – T – gives party members a chance to strike critical
Dragon’s Breath – A – SLAoE damage 6T, pushes mobs back
HurricaneA – damage 1T WR, hold button to attack nonstop
Piercing ArrowA – SLAoE damage 6T, hold button to store power
HamstringT – weapon attacks apply Slow
BlindT – weapon attacks apply Darkness
PhoenixT – SAoE fire damage 4T, SM
FrostpreyT – SAoE ice damage 4T, SM, Fr
ConcentrateT – increases weapon ATK & decreases MP usage
SnipeA – max damage 1T WR
Hero’s Will – A – removes status ailments

AP Totals
This list shows the total sum of STR & DEX at the given level, assuming that
both INT & LUK are base 4.

Level 30 – 162 AP
Level 50 – 262 AP
Level 70 – 367 AP
Level 90 – 467 AP
Level 100 – 517 AP
Level 120 – 622 AP
Level 140 – 722 AP
Level 160 – 822 AP
Level 180 – 922 AP
Level 190 – 972 AP
Level 200 – 1022 AP

Equipment End-Game List
Ideally, this is the equipment you should have before you can finally say that
there is nothing left to upgrade. The list shows the item to wear plus the
scroll to use on that item.

HAT: Zakum Helm +ACC
EARRING: Sword Earrings +DEX
OVERALL: Arzuna/Armis +DEX
SHOE: Facestomers +JMP
GLOVE: Brown Work Gloves/Stormcaster Gloves +ATK
CAPE: Pink Gaia Cape +STR/DEX
WEAPON: Dragon Shine/r Bow/Cross +ATK
PENDANT: Horned Tail Necklace +EGG

Training Flow Chart
This is a list of the most recommended training spots in order by level:

10-14: Red Snails
10-15: Henesys Party Quest
15-17: Slimes
18-21: Pigs & Ribbon Pigs
22-27: Green & Horned Mushrooms
25-30: Kerning City Party Quest
28-31: Horned & Zombie Mushroom
32-34: Street Slime & Urban Fungus
35-39: Wooden & Rocky Masks
38-44: Sakura Cellions
40-50: Monster Carnival Party Quest
42-49: Nightmares, Paper Lantern Ghosts (Iron Arrow), Lupins (Arrow Bomb)
50-69: Straw Target Dummy
55-69: Luster Pixies
60-74: Dark & Mixed Golems
65-79: Voodoo/Hoodoo
80-84: Death Teddy
80-99: Black Squids
85-109: Risell Squids
90-119: Gobies
100-149: Jr. Newties
150-200: Skelegons & Skelosauruses

Areas by Level
This is a list of locations in the world of Maple, and the minimum recommended
level to be there or to survive.

Victoria Island
Lith Harbor outskirts – 7
Pig areas – 15
Around Henesys – 8
Golem Temple – 40
Ellinia forests – 8
Tree dungeons – 15
Monkey Forest – 35
Forest of Evil – 50
Perion mountains – 10
Wild Boar areas – 30
Dangerous Valley – 35
Kerning City suburbs – 15
Large Forest – 15
Swamp of Despair – 30
Sleepywood forest – 15
Sleepywood dungeon – 50
Ant Tunnel caves – 25
Deep Ant Tunnel – 45
Sanctuary – 60
Purple Plains – 7
Purplewood Forest – 40

Masteria
Krakian Jungle – 25
Mountains – 40
MesoGears – 25 (75 at Wolf Spiders)
Phantom Forest – 30
Prendergast Mansion – 30

Ossyrian region
Cloud Park – 30
Garden of Three Colors – 30
Stairway to the Sky – 55
Orbis Tower – 25
Snow Valley – 40
El Nath mountains – 50
Caves of Trial – 60
Aqua Road – 30
Aqua Dungeon – 80
Mu Lung Garden – 40
Herb Town gardens – 45
Minar Forest – 70
Dragon Forest – 75
Dragon Canyon – 85
Nihal Desert – 20

Ludus Lake
Toy Factory Terrace – 25
Toy Factory – 35
Clock Tower – 70
EOS Tower – 30
Omega Sector – 40
Helios Tower – 35
Korean Folk Town – 35

World Tour
Zipangu Day Forest – 20
Zipangu Night Forest – 40, 55, 100
Cemetary – 60
Showa Streets – 40
Yakuza Hideout – 65
Shanghai – 20
Singapore suburbs – 20
Ulu Estates – 80
Ulu Park – 90
Ghost Ship – 50
Floating Market – 15
Humid Jungle – 50

——————————–
Skill Damage Totals
——————————–

The purpose of this section is to compare the many skills of a Bowman to each
other. For the sake of simplicity, every skill will be converted to be worth
exactly 100 MP, meaning that the average damages will be enhanced to reflect the
MP change, as well as the addition of Critical Shot.
The purpose for this section is to truly compare the damage of all skills by
equalizing the MP usage. By doing so, you can get a feel of what skill does more
damage than another compared to its MP usage. If you want to see what skills do
the most damage as quickly as possible, see the individual skill analyses above.

Key:
Skill name
Skill description
Average damage done by skill
How many times the skill can be used with 100 MP
Average damage done by skill over 100 MP
-For mob skills, it is the number of targets hit over 100 MP

Arrow Blow
Level 20 – MP -14, damage 260%
Average damage: 300%
Uses in 100 MP: 7 1/7
For 100 MP: 2142.857%

Double Shot
Level 20 – MP -16, damage 130%
Average damage: 170% * 2
Uses in 100 MP: 6 1/4
For 100 MP: 1062.5% * 2 = 2125%

Arrow Bomb
Level 30 – MP -28, stun for 6 seconds at 60% success rate, damage 130%
Average damage: 56% + 182% * (n – 1)
Uses in 100 MP: 3 4/7
For 100 MP:
1 – 200%*
2 – 850%
3 – 1500%
4 – 2150%
5 – 2800%
6 – 3450%
* = For example, if you hit 1 monster over the course of 100 MP, expect an
average of 200% done to it.

Iron Arrow
Level 30 – MP -28, damage 180%
Average damage: sum(180% * 82% ^ (n – 1) + 40% * 82% ^ (n – 1))
Uses in 100 MP: 3 4/7
For 100 MP:
1 – 785.714%
2 – 1430.000%
3 – 1958.314%
4 – 2391.532%
5 – 2746.771%
6 – 3038.066%

Inferno (no elemental advantage)
Level 30 – MP -30, damage 150%
Average damage: 190% * n
Uses in 100 MP: 3 1/3
For 100 MP:
1 – 633.333%
2 – 1266.667%
3 – 1900.000%
4 – 2533.333%
5 – 3166.667%
6 – 3800.000%
Level 21 – MP -30, damage 130%
Average damage: 170% * n
For 100 MP:
1 – 566.667%
2 – 1133.333%
3 – 1700.000%
4 – 2266.667%
5 – 2833.333%
6 – 3400.000%

Inferno (with elemental advantage)
Level 30 – MP -30, damage 150% * 1.5
Average damage: 265% * n
Uses in 100 MP: 3 1/3
For 100 MP:
1 – 883.333%
2 – 1766.667%
3 – 2650.000%
4 – 3533.333%
5 – 4416.667%
6 – 5300.000%
Level 21 – MP -30, damage 130% * 1.41
Average damage: 223.3% * n
For 100 MP:
1 – 744.333%
2 – 1488.667%
3 – 2233.000%
4 – 2977.333%
5 – 3721.667%
6 – 4466.000%

Blizzard (no elemental advantage)
Level 21 – MP -30, damage 135%, freezes for 3 seconds
Average damage: 135% * n
Uses in 100 MP: 3 1/3
For 100 MP:
1 – 450%
2 – 900%
3 – 1350%
4 – 1800%
5 – 2250%
6 – 2700%
Level 30 – MP -30, damage 140%, freezes for 3 seconds
Average damage: 140% * n
For 100 MP:
1 – 466.667%
2 – 933.333%
3 – 1400.000%
4 – 1866.667%
5 – 2333.333%
6 – 2800.000%

Arrow Rain/Eruption
Level 30 – MP -28, damage 160%
Average damage: 200% * n
Uses in 100 MP: 3 4/7
For 100 MP:
1 – 714.286%
2 – 1428.571%
3 – 2142.857%
4 – 2857.142%
5 – 3571.429%
6 – 4285.714%

Strafe
Level 30 – MP -32, damage 100%
Average damage: 140% * 4
Uses in 100 MP: 3 1/8
For 100 MP: 437.5% * 4 = 1750%

Some interesting things to note:

-With 100 MP, Arrow Blow will do more damage than Double Shot. It’s just that
Double Shot kills faster, while the premise of Arrow Blow is MP efficiency.

-Arrow Bomb on a mob of 4 or less monsters does less than Iron Arrow does with
the same number of monsters. However, Arrow Bomb does more damage on 5 or 6
monsters than Iron Arrow does.

-Arrow Rain/Eruption is hands-down the current most MP-efficient skill a Bowman
can use.

-Inferno is more MP-efficient than Arrow Rain IF AND ONLY IF you attack fire-
weak monsters.

-On that note, Strafe is the most MP-inefficient skill a third job Bowman has.

——————————–
Frequently Asked Questions
——————————–

Q: How do I advance from a Beginner to an Archer?
A: To become an archer, you must be level 10 and have at least 25 DEX.
Shouldn’t be a problem if you’ve been following my guide. Leave Maple
Island, and travel to Henesys from Lith Harbor, which is where you are when
you land from the boat from Maple Island. You may either pay up 80 mesos to
be transported there instantly, or walk. Henesys is easy to reach from Lith
Harbor – just head due east. Don’t worry about dying – in fact, if you die
because of a pig, chances are you will respawn in Henesys. Once inside, find
the portal to Henesys Park, which is a portal in the middle of the city.
Go to the rightmost building in Henesys Park, a large tree with a door. You
will find Athena Pierce inside. Speak with her, and she will advance you as
an archer.

Q: What is EVA?
A: EVA, or evasion, is the game’s way of abbreviating avoidability.

Q: What inventory expansions do Archers get?
A: At the first job advance, Archers get 4 more slots to the Equip and Use tabs.
At the second job advance, Archers get 4 more slots to the Etc tab.

Q: What skill do I max: Arrow Blow or Double Shot?
A: Max Double Shot. It will do more damage in the long run. See the section on
Arrow Blow versus Double Shot in the first job chapter above.

Q: Where do I train?
A: See the respective level ranges in the sections above. If you feel that you
are too strong for an area, move up a level range. If you feel that an area is
too difficult, move down a level range.

Q: Why you do recommend skipping armor at level 30?
A: IMO getting the level 30 armors is for the perfectionists of the game who
insist on getting every single thing upon level up. Stat-wise, the difference
between the level 25 armor and level 30 armor is very small. Price-wise, you
end up paying for a large difference. Looking at just the pants and top, at
level 25, you get 40 WDEF and +3 DEX for 28k mesos. At level 30, you get 45
WDEF and +3 DEX for 94k mesos. So you are paying 66k more mesos for 5 WDEF,
which is about 2 HP damage reduction. Being an archer, you are attacking from
far away – having 5 extra WDEF is meaningless. You can buy level 35 armor at
that price from other players anyway.
Let’s look at another situation – Green Diros versus Dark Savata. Both gloves
provide +2 DEX, the difference being only 2 WDEF. Now let’s see the resources
used to make each glove. Green Diros requires some common ores like Steel and
Emerald. Dark Savata requires expensive ores like Gold and Black Crystal. Do
you believe 2 extra WDEF is worth the price of those expensive ores?
Shoes are a different situation. You can buy shoes that provide SPD bonuses
for a low price. Level 25 and 30 archer shoes provide +1 DEX. However, Nella
gives you level 30 shoes as a reward for her quest, so synthesizing shoes is
unnecessary. If you didn’t complete Nella’s quest, the Whitebottom Shoes from
Henesys is just as good.

Q: Why should I scroll a Sauna Robe instead of getting armor?
A: The Sauna Robe is an overall. Unlike tops and bottoms, overalls can be
scrolled with more than just defense. Adding ten 100% Overall DEX scrolls
basically adds two levels’ worth of damage. Though it could be argued that
Sauna Robes have less defense, but offense > defense. Oh, and Sauna Robes add
10 EVA anyways. Though the quest and scrolls are expensive, the robe will be
used for at least 20 levels, making up for the money you would have spent on
armor between then. Also, they can be worn by all classes, so others can use
the overalls, pushing up the value of good scrolled robe.

Q: Why should I scroll Snowshoes instead of higher level shoes that add DEX?
A: The Green Snowshoes, which is the color snowshoe for Archers, come with seven
available upgrades, like all snowshoes. This allows for greater scrolling
opportunities. It could be argued that scrolling higher level shoes produces
the same results, but you wouldn’t have as much jump or speed as scrolling
snowshoes. The cheap price of snowshoes also allows for easy 10% scrolling.
Also, snowshoes are necessary for training at El Nath.

Q: Why scroll Work Gloves? Wny not scroll higher level gloves?
Two reasons: 1) Work Gloves can be used by every class, so it has awesome
resell value, and 2) the level requirement is low, so you can take advantage
of the benefits of scrolls at a low level. If you are rich at a high level,
you are free to scroll a high level glove for attack. The recommended glove
for glove scrolling is the level 80 glove, the Dark Cordon. However, you are
free to scroll any glove you want, like a Focus, Eyes, or Garner glove.

Q: You seem to prioritize offense over defense. Why?
A: Offense is always more important than defense. Why sit around and take damage
when you can be the one dishing the damage? Offense is even more important to
a ranged character. Melee characters need defense since they fight up close.
Being ranged, your role is to attack from afar, killing monsters before they
reach you. And if your offense is high, you can kill them quickly before they
reach you. A good Archer rarely needs to use HP potions because they are
always killing monsters before getting hit, which means you don’t really need
defense.

Q: Should I get Final Attack?
A: That all depends on your playing style. See the respective section on Final
Attack above in the guide. Personally, I say don’t get it. It’s not worth it.

Q: What is a “PQ”?
A: PQ stands for Party Quest. Currently in Global MS, there are two PQs, one for
level 21-30 characters, and one for level 35-50 players. As the name implies,
this is a quest that requires players to be in a party in order to
participate in it. The reason why this is so popular is because for each
successful PQ, each player earns great amounts of EXP in addition to prizes
for completing it. Most of the prizes are worth the wait to PQ, as there are
numerous players trying to enter a PQ with only 20 channels available. These
PQs are the reason for low prices on the prizes available.

Q: Do you have any information on the fourth jobs?
A: Everything that I know about the fourth jobs is all based on 十DREAM十’s
extensive findings. I choose not to disclose much information in my guide
because that is my only source of information. Much of this guide is based on
my experiences. As I have not yet experienced the fourth job, I cannot say
what to expect for fourth job Archers yet.

Q: I want to make gloves from Vicious, but the materials are too expensive to
get! Where can I get gloves for cheap?
A: Gloves are expensive because they can be upgraded with stats other than
defense, like weapon attack and DEX; that and most look good. Many players go
broke because they get gloves every 5 levels, which wastes precious resources
that can be used for better things. For example, the level 25 glove, Dark
Savata, uses up Gold Plates and a Black Crystal. Those expensive ores can be
used to make higher level gloves. The Green Diros not only looks good, but is
cheap to make and provides the same DEX bonus.

Q: The Blue Diros is hard to make! Steel ores are expensive! How do I get a pair
for less?
A: In essence, it’s not totally free, but it saves you some ores. You have to
speak with Nella in Kerning City. She is by the hair salon, in the center of
the city, above JM From Tha Streetz. Pay her 1,000 mesos, then do all her
favors. After the third favor, she will give you a Blue Diros!

Q: I want to make shoes from Chrishrama, but the materials are hard to get!
A: As with gloves, shoes provide good stat bonuses, and can be upgraded with
stats like speed and jump. The first shoes that can be synthesized come at
level 25, but then the Whitebottom Shoes are just as good for the +3 speed.
You can do Nella’s quest at level 25 to get free level 30 shoes.

Q: Should I ever synthesize equipment?
A: Simply put, no. In GMS, nearly all equipment that can be synthesized now drop
from monsters. It is much cheaper to buy the item from another player than to
get materials to make the item because the materials usually either cost more
or sell for more than what you would pay for the item if bought from another
player.

Q: Are Bronze Arrows worth it?
A: IMO no. One Bronze Plate is not worth having only 900 arrows just for +1 to
weapon attack. And they do not work with Soul Arrow. And they can’t be
recharged at armor stores like stars can. Even at third job, Strafe will eat
up countless arrows.

Q: How do you deactivate buffs like Focus or Meditate?
A: Simply right-click on the icon of the buff you want to deactivate at the top
right corner.

Q: Why do you hate 4Maple?
A: Because they stole my guide without my permission.

Q: What are your experiences as an Archer?
A: I began life in Bera as a Hunter. I got as far as level 50 before taking a
shot at other jobs. When Broa was released, I moved there, but only got to
level 30 before coming back to Bera to create a Crossbower, who I got to
level 48. I made an Archer in Scania to talk to some friends, but left it
alone at level 11, then quit for a bit. Khaini was released before I came
back, and I started a Crossbower. I made it to level 43 before I took another
break and moved to Bellocan, where I got to level 20 before quitting again.
Eventually, a friend gave me her Ranger in Khaini, who I trained up to a Bow
Master.
As for other experiences as an Archer, I’m pretty decent on the field. This
was shot during my second day, which isn’t bad for a beginner:

Q: Crossbower? That’s not even a word! Why don’t you say Crossbowman?
A: Because not all Crossbowmen are “men.” They could be girls. Besides, it’s
rare to find a Crossbowman who is actually a man, so they are all boys.

Q: Why do you call it “flinch”? It’s called knockback!
A: I can call it whatever I want to.

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