Post by vjpholwanna on Jun 5, 2006 10:55:23 GMT -5
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Mage/Wizard Guide by Ghent
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
=======================
Table of Contents
=======================
1. Version History and Introduction
2. The Stats
3. The Creation
3.1 Noviceness
3.2 The Mage Test
3.2 The Wizard Test
4. The Ethos
5. The Skills
5.1 Mage Skills
5.2 Wizard Skills
5.3 Skills from Cards/Job Skills
6. The Build Themes/Places to hunt
7. The Builds
7.1 Fire/Soul
7.2 Ice/Lightning (a short build)
7.3 Safety Wall
7.4 Party Support (AoE Specialist)
7.5 MS or LoV build
8. A Short Equipment guide
8.1 Basic Equipment
8.2 Other Options
Appendix A. Useful spells to support a mage/wizard
Appendix B. Stuff that iRO doesn't have yet (rumors, etc)
Appendix C. Contacts, Thanks, and Legal Junk
Appendix D. ToDo, and requests
===================================
1. Version History and Introduction
===================================
Version History *=non-public releases
---------------
0.8* July 25, 2003 Preview (Alpha) Release
0.9 Aug 26, 2003 Open Beta 1
0.9b Oct 12, 2003 Open Beta 2 (Updates for Comodo Patch to iRO)
0.9c* Dec 27, 2003 Updated spell descriptions and overviews
1.0 Apr 26, 2004 Updated for SPRegen Patch with Juno
2.0 Jul 24, 2004 Reorganized for clarity, refined several builds
2.0a Jul 26, 2004 Sightrasher description modified,FD->FN typo
2.1 Jul 30, 2004 Added SS&Phen drawbacks, dex/fabre cards(s1ster_ray)
Added Wizard Quest Section, more MS/LoV/SG info
2.1e Aug 11, 2004 Added SG5 & IW variants to 7.4, SS variant to 7.2,
grammar, more mage leveling spots
2.2 Aug 21, 2004 Added Appendix B, heavily edited Appendix A
2.3 Jan 20, 2005 Updated for most recent patches (Niffleheim)
Introduction
------------
Hello,
I decided to write this guide after looking through the various RO guides
and realizing that the mage has the the least informative guides in the game.
Since the mage and wizard classes are the second most knowledge-intensive
classes in the game (behind priests/acolytes), it's rather odd that they
don't have a useful guide.
As a response, I decided to create this guide... please send me any rants
or complaints and (particularly) corrections at the email address under
"Contacts"
This guide is not intended to duplicate the information easily availiable
from many of the fine iRO fansites out there on the net. I intend to only
write about things that an iRO player would need to know if he were new to
mages. If you aren't that familiar with RO, read a general guide first, then
come back to this guide.
Thanks,
Ghent
=================================
2. How the Mage/Wizard Stats work
=================================
There are two stats that directly effect a mage or wizards capabilities: Int
and Dex. In addition to this, many wizards will acquire one of the defensive
stats: Vit or Agi. By far the most common wizard build is to bring your int
to 99, followed by dex to 99. I think at least 95% of wizards are following
that route. This requires you to not put points anywhere else (not a single
point). It also requires you to have started with 9 points in Int and Dex ea.
However, there are other considerations to your stats. Below I describe what
each stat does.
Int
---
The primary mage/wizard stat... int is all powerful. There is nothing a
mage/wizard does that s/he does not do better with more int. Generally
speaking, until your mage's int is at least 70,
DO NOT PUT SKILL POINTS ANYWHERE ELSE!
Even if you intend to "hybrid" your mage... get his int up to 70 before
getting started on the second stat... believe me on this okay?
Int adds to your total sp, your sp regen rate (the regular regen, not the
skill), and the damage your spells do. Every level, both maximum and minimum
MATK go up by 1. In addition, every 5, your max goes up by a large amount,
and every 7, your min goes up by a large amount (usually around 20-30).
Dex
---
This decreases your casting time. Although that sounds wonderful, it isn't
necessary until you have alot of high-casttime spells (as a wizard). To give
you a rough idea, at dex:40 your spells will take around 1/4 less time to
cast. At dex:75 they'll take around 1/2 the time to cast. At 100, they should
take 1/3rd or so. With full dex equipment and a blessing, a 99int, 99dex
wizard should have a dex of 130. That will allow him to cast spells at 8% of
the time it normally takes with a suffragium. (good for MVPing or WoE)
Agi
---
This stat is used in combination with level to determine a chance of dodging
a monster's attacks. In combination with the quagmire wizard spell, this can
be very effective in PvM (player vs monsters). The reason this stat has lost
favor recently is that it is almost completely useless for PvP (such as the
high-level game of WoE). The other problem with Agi is that it is not useful
unless you get large amounts of it. The only real builds involving agi require
at least 70 points, which takes many points away from the cast time-reducing
dex or the damage-increasing int. This contrasts sharply with vit.
Vit
---
Recently, this has become a favorite third stat for wizards intending to MVP
heavily or participate in WoE to a great extent. The reasoning for this has
to do with both the increased hitpoints (+1% per point), and even moreso
with the increased resistance to status effects. Most boss monsters now use
many skills that cause blind, stun or other ailments to effect large areas
around them. In addition, every little bit of resistance to Lex Divina
(Silence) helps in WoE. The other nice thing about vit is that 40 points is
helpful, unlike agi which requires at least 60 before making a noticeable
difference. Usually people will sacrifice 10 points (or so) of int to get the
30 or so vit they want.
Other Stats
-----------
STR and LUK, as far as I can tell... are completely useless to a mage/wiz.
==========================================================
3. A short overview of novice training and becoming a mage
==========================================================
3.1 Novice Training
-------------------
Okay, frankly... being a mage novice sucks... really, really badly.
Starting stats should be pretty obvious, 9 int, give yourself some dex, other
than that, it only helps you while you're a novice. As you're getting your
levels, only put points into int... it starts here.
The first few levels fly by (as they always do). But when you're stuck at
10/8 or so, and everything you can kill gives you < .5% job xp... the world
sucks.
Your options are, get a higher level character to tank you, anything around
level 40 can tank you on Creamy's, and they give 12% job per kill. You can
just slog it out yourself, in which case you'll want to upgrade a main-gouche
to +7 and use that as your weapon, as well as buying a guard and sandals. If
you have a wealthier character, provide your mage-to-be with a Blade +7 and a
few dex cards, and see if you can't buy a tank with your other character.
Sometimes a higher level swordie/knight or theif/assasin will be willing to
tank you on either hode or creamies...
3.2 Becoming a Mage
-------------------
To actually become a mage, you need to get to Geffen and walk into the
Mage's guild (NW Corner). If you are saved in either Morroc, Prontera, or
Payon, it might make this part alot easier. You need to talk to the person in
the back of the room to become a mage... and she will give you a quest. You
can talk to the bookshelf at the north end of the room and learn all the
requirements. You will be asked to provide one of four formula:
1) 2 Jellopy, 3 Fluff, 1 Milk, 1 Payon Solution (Code:8472, Yellow Gemstone)
2) 3 Jellopy, 1 Fluff, 1 Milk, No Solution Needed (Code:3735, Red Gemstone)
3) 6 Jellopy, 1 Fluff, 1 Payon Solution (Code:2750, Blue Gemstone)
4) 2 Jellopy, 3 Fluff, 1 Morroc Solution (Code:5429, 1c Diamond)
Often there are merchants in the room selling the necessary solutions. If
not, you're in for a long walk. I would recommend walking into geffen with
6 Jellopy, 3 fluff, and a milk in the first place, ideally with your save
point being in Payon or Prontera.
To Get the Morroc Solution) Enter Morroc, go to the North-West corner of
Morroc and through the warp. Now walk to the center of this map and you
should find an NPC named some variation on "Pocahontas." She will give you
the Morroc solution.
To Get the payon Solution) Enter Payon, then go to the archer villiage, the
north east exit out of Payon. Once in archer villiage, head for the eastern
path. The NPC should be on the side of the path a bit farther than halfway
up. There are two small lakes in Payon, the NPC is just to the north of the
southern lake.
When you have all the ingredients (except the gemstone), talk to the mixing
machine in the center of the room in Geffen. First it will ask you which
Solution you have brought, if you're mixing #2, just select "Skip Menu". Then
it asks you to enter the type and quantity of each ingredient. When you're
finished, select "Refer to Item List again". Initiate the mix, and keep going
until it asks you for the serial number and which catalyst stone to use.
Although you don't need to bring the gemstone, you DO need to remember which
one to use. The machine will give you an unknown potion, which you will bring
back to the original NPC who gave you the quest, and you will become a mage.
IMPORTANT: You must use the machine relatively quickly... no more than about
10 seconds between each entry. If you do not move fast enough, the box will
just close and you won't become a mage... and you'll have to get more
solution/jellopy/fluff/milk.
NOTE: I have heard there is an occasional bug where people simply cannot
succeed in the mage quest. Gravity said in their rotating FAQ that it was not
enough of a problem to be considered a major bug... if you've built up a
character to be a mage and then this happens, I recommend attempting a
support aco, since the stats would be appropriate... and also,my sympathies.
Your first Few Levels
---------------------
Your first few levels are real simple... whacking a few porings will give
you a job level... use your first 3-4 job levels to get a bolt, and remember
to buy a wand before you get too far away from Geffen. Don't think that it's
too early to plan out your mage.
YOU MUST KNOW WHAT KIND OF MAGE YOU ARE BUILDING, EVEN AT THIS LEVEL!
So if you haven't decided, and you are standing in Geffen after becoming a
mage... logoff, read through this and other FAQs, and decide your path.
3.3 The Wizard Test
-------------------
I find the wizard test rather easy at this point, but that may just be
because I play wizards/mages so much that it feels easy. The test is located
in the top level of geffen tower. If you didn't go to job 50, you need to
collect 10 blue, 10 red and 10 yellow gemstones first. Sometimes you need to
collect 5 green lives, red bloods, crystal blues and winds of verdure.
The second part is the quiz... there are three versions. I'm not answering
any questions that I feel you should know or are elsewhere in this guide.
But some of them don't make much sense.
Version 1:
Which spell is not a bolt type? Earth
Which is not a wizards specialty? Making alot of money (but we can
Which card is not related to int? Soldier Andre
How many int bonuses at job 40? 5
What equipment a wizard cannot equip? Cap
Version 2:
Which spell is not required to learn firewall? Napalm Beat 4
What is Napalm Beat's damage multiplier? 9 is 1.6x, 10 is 1.7x
Which gem is needed for stone curse? Red
Which spell is required before getting safety wall? Napalm Beat 4
How much SP does level 7 sp regen give you? 21
Damage reduction from energy coat? 18% reduction, 2%sp
Safety Wall Level 7? SP:40, Hits:7
SP for LoV 10? 74
Most effective bolt for Byalan? hint: it's almost all water critters
Version 3:
What drops slotted guard? Ant Egg
Easiest for a mage to handle? Flora
What monster is immune to stone curse? Evil Druid
What is the % damage added if you use wind on level 3 water? 200%
Which will win BDF vs Familiar? BDW (I think)
Which is not a pet? Roda Frog
Which is weak to fire? Mace Goblin
Highest MDEF? Carmel
Different Kind of Monster? Ghostring, NOT SPORE!
Which is not undead? Not sure... Drake and Megalodons are undead though
If you fail, you might get these:
Monster with different attribute? Cornutus
Which doesn't loot? Zerom
Which doesn't recognize casting? Marina
Effective against Marine Sphere? Hint... it's in Byalon
The third section is a combat area... three rooms... all of which are a
bit tricky. I'll list the aggros (with *s) and cast detectors here:
Water Room: Obeaune*, Cornutus, Phen, Shellfish, Vadon
This room isn't hard to beat, but once you kill all the monsters, you have
to beat the "gatekeeper". The problem is that this is a marine sphere that
likes to self destruct. If it succeeds in suicide, you fail the test. Kill
1 hydra first, then kill the marine sphere. You'll need a decent level LB
here (or soul strike). It has 3518hp, and is strong to fire/water.
Earth Room: Mantis*, Orc Warrior*, Bigfoot, Caramel, Giearth,Savage,Vitata
This room is trivial if you have firewall. Otherwise FD+LB should work.
Like the Water room, this room has a gatekeeper, but I think this one's
pretty trivial.
Fire Room: Desert Wolf*,Zerom*,Goblin*,Scorpion*,ElderWillow*,FrillDora
This room is a bit hard simply because of the huge number of aggressives.
There's a neat trick you can use here though even if you don't have a high
level frost diver. None of the first set of creatures inthe room is a
powerful enough fire creature to break a firewall... so a firewall will
stop them, it just won't do the kind of damage it was doing in the earth
room. The Gatekeeper horongs, on the other hand, will require something
else, since they walk right through firewall.
FAILURE: If you fail the test, you will be teleported (and saved) standing
outside of geffen tower. You can go back in and retake the quiz and combat
sections of the test. If you fail 5-6 times, pay careful attention to what
the NPC is telling you... he should give you an option to skip the combat
test if you give him a worn out scroll. Aparently you need to at least
make it as far as the Marine Sphere 5 times before this option appears.
==========================================
4. The essence of mageyness/wizardry
==========================================
Mages work on a very simple principle. We have something to hold the big
mean monster a short distance away from us, and then we cast our hideously
powerful magic. The protection can be a spell we cast on the enemy (Firewall
or Frost Diver), a spell cast on ourselves (Safety Wall), or a tank . I've
summarized this in the past with the saying "A Mage needs some way to hold
back a big nasty thing, and drop magey doom upon its head". One of the tasks
for a low level mage is to rush to level 10 on either FireWall or FrostDiver.
Mages/Wizards require quite a bit of research. You always need to know
which of your spells will be most effective in killing monsters in a
particular area. The chain of strengths Fire->Earth->Wind->Water->Fire->...
should be committed to memory.
Although each mage may have his or her own style... there is a general
philosophy guiding how to level a mage. For the first 30 job levels, mages
hunt non-aggro monsters that are particularly vulnerable to whatever spells
the mage has. Once you've exhausted these options... mages usually hunt in
argiope, moving to the clocktower's alarms and clocks to finish off their
mage levels.
Wizards usually stay in the same place to quickly get a few levels... then
either party, hunt GH, or continue soloing in the CT (boring...).
Mage/Wizard Guide by Ghent
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
=======================
Table of Contents
=======================
1. Version History and Introduction
2. The Stats
3. The Creation
3.1 Noviceness
3.2 The Mage Test
3.2 The Wizard Test
4. The Ethos
5. The Skills
5.1 Mage Skills
5.2 Wizard Skills
5.3 Skills from Cards/Job Skills
6. The Build Themes/Places to hunt
7. The Builds
7.1 Fire/Soul
7.2 Ice/Lightning (a short build)
7.3 Safety Wall
7.4 Party Support (AoE Specialist)
7.5 MS or LoV build
8. A Short Equipment guide
8.1 Basic Equipment
8.2 Other Options
Appendix A. Useful spells to support a mage/wizard
Appendix B. Stuff that iRO doesn't have yet (rumors, etc)
Appendix C. Contacts, Thanks, and Legal Junk
Appendix D. ToDo, and requests
===================================
1. Version History and Introduction
===================================
Version History *=non-public releases
---------------
0.8* July 25, 2003 Preview (Alpha) Release
0.9 Aug 26, 2003 Open Beta 1
0.9b Oct 12, 2003 Open Beta 2 (Updates for Comodo Patch to iRO)
0.9c* Dec 27, 2003 Updated spell descriptions and overviews
1.0 Apr 26, 2004 Updated for SPRegen Patch with Juno
2.0 Jul 24, 2004 Reorganized for clarity, refined several builds
2.0a Jul 26, 2004 Sightrasher description modified,FD->FN typo
2.1 Jul 30, 2004 Added SS&Phen drawbacks, dex/fabre cards(s1ster_ray)
Added Wizard Quest Section, more MS/LoV/SG info
2.1e Aug 11, 2004 Added SG5 & IW variants to 7.4, SS variant to 7.2,
grammar, more mage leveling spots
2.2 Aug 21, 2004 Added Appendix B, heavily edited Appendix A
2.3 Jan 20, 2005 Updated for most recent patches (Niffleheim)
Introduction
------------
Hello,
I decided to write this guide after looking through the various RO guides
and realizing that the mage has the the least informative guides in the game.
Since the mage and wizard classes are the second most knowledge-intensive
classes in the game (behind priests/acolytes), it's rather odd that they
don't have a useful guide.
As a response, I decided to create this guide... please send me any rants
or complaints and (particularly) corrections at the email address under
"Contacts"
This guide is not intended to duplicate the information easily availiable
from many of the fine iRO fansites out there on the net. I intend to only
write about things that an iRO player would need to know if he were new to
mages. If you aren't that familiar with RO, read a general guide first, then
come back to this guide.
Thanks,
Ghent
=================================
2. How the Mage/Wizard Stats work
=================================
There are two stats that directly effect a mage or wizards capabilities: Int
and Dex. In addition to this, many wizards will acquire one of the defensive
stats: Vit or Agi. By far the most common wizard build is to bring your int
to 99, followed by dex to 99. I think at least 95% of wizards are following
that route. This requires you to not put points anywhere else (not a single
point). It also requires you to have started with 9 points in Int and Dex ea.
However, there are other considerations to your stats. Below I describe what
each stat does.
Int
---
The primary mage/wizard stat... int is all powerful. There is nothing a
mage/wizard does that s/he does not do better with more int. Generally
speaking, until your mage's int is at least 70,
DO NOT PUT SKILL POINTS ANYWHERE ELSE!
Even if you intend to "hybrid" your mage... get his int up to 70 before
getting started on the second stat... believe me on this okay?
Int adds to your total sp, your sp regen rate (the regular regen, not the
skill), and the damage your spells do. Every level, both maximum and minimum
MATK go up by 1. In addition, every 5, your max goes up by a large amount,
and every 7, your min goes up by a large amount (usually around 20-30).
Dex
---
This decreases your casting time. Although that sounds wonderful, it isn't
necessary until you have alot of high-casttime spells (as a wizard). To give
you a rough idea, at dex:40 your spells will take around 1/4 less time to
cast. At dex:75 they'll take around 1/2 the time to cast. At 100, they should
take 1/3rd or so. With full dex equipment and a blessing, a 99int, 99dex
wizard should have a dex of 130. That will allow him to cast spells at 8% of
the time it normally takes with a suffragium. (good for MVPing or WoE)
Agi
---
This stat is used in combination with level to determine a chance of dodging
a monster's attacks. In combination with the quagmire wizard spell, this can
be very effective in PvM (player vs monsters). The reason this stat has lost
favor recently is that it is almost completely useless for PvP (such as the
high-level game of WoE). The other problem with Agi is that it is not useful
unless you get large amounts of it. The only real builds involving agi require
at least 70 points, which takes many points away from the cast time-reducing
dex or the damage-increasing int. This contrasts sharply with vit.
Vit
---
Recently, this has become a favorite third stat for wizards intending to MVP
heavily or participate in WoE to a great extent. The reasoning for this has
to do with both the increased hitpoints (+1% per point), and even moreso
with the increased resistance to status effects. Most boss monsters now use
many skills that cause blind, stun or other ailments to effect large areas
around them. In addition, every little bit of resistance to Lex Divina
(Silence) helps in WoE. The other nice thing about vit is that 40 points is
helpful, unlike agi which requires at least 60 before making a noticeable
difference. Usually people will sacrifice 10 points (or so) of int to get the
30 or so vit they want.
Other Stats
-----------
STR and LUK, as far as I can tell... are completely useless to a mage/wiz.
==========================================================
3. A short overview of novice training and becoming a mage
==========================================================
3.1 Novice Training
-------------------
Okay, frankly... being a mage novice sucks... really, really badly.
Starting stats should be pretty obvious, 9 int, give yourself some dex, other
than that, it only helps you while you're a novice. As you're getting your
levels, only put points into int... it starts here.
The first few levels fly by (as they always do). But when you're stuck at
10/8 or so, and everything you can kill gives you < .5% job xp... the world
sucks.
Your options are, get a higher level character to tank you, anything around
level 40 can tank you on Creamy's, and they give 12% job per kill. You can
just slog it out yourself, in which case you'll want to upgrade a main-gouche
to +7 and use that as your weapon, as well as buying a guard and sandals. If
you have a wealthier character, provide your mage-to-be with a Blade +7 and a
few dex cards, and see if you can't buy a tank with your other character.
Sometimes a higher level swordie/knight or theif/assasin will be willing to
tank you on either hode or creamies...
3.2 Becoming a Mage
-------------------
To actually become a mage, you need to get to Geffen and walk into the
Mage's guild (NW Corner). If you are saved in either Morroc, Prontera, or
Payon, it might make this part alot easier. You need to talk to the person in
the back of the room to become a mage... and she will give you a quest. You
can talk to the bookshelf at the north end of the room and learn all the
requirements. You will be asked to provide one of four formula:
1) 2 Jellopy, 3 Fluff, 1 Milk, 1 Payon Solution (Code:8472, Yellow Gemstone)
2) 3 Jellopy, 1 Fluff, 1 Milk, No Solution Needed (Code:3735, Red Gemstone)
3) 6 Jellopy, 1 Fluff, 1 Payon Solution (Code:2750, Blue Gemstone)
4) 2 Jellopy, 3 Fluff, 1 Morroc Solution (Code:5429, 1c Diamond)
Often there are merchants in the room selling the necessary solutions. If
not, you're in for a long walk. I would recommend walking into geffen with
6 Jellopy, 3 fluff, and a milk in the first place, ideally with your save
point being in Payon or Prontera.
To Get the Morroc Solution) Enter Morroc, go to the North-West corner of
Morroc and through the warp. Now walk to the center of this map and you
should find an NPC named some variation on "Pocahontas." She will give you
the Morroc solution.
To Get the payon Solution) Enter Payon, then go to the archer villiage, the
north east exit out of Payon. Once in archer villiage, head for the eastern
path. The NPC should be on the side of the path a bit farther than halfway
up. There are two small lakes in Payon, the NPC is just to the north of the
southern lake.
When you have all the ingredients (except the gemstone), talk to the mixing
machine in the center of the room in Geffen. First it will ask you which
Solution you have brought, if you're mixing #2, just select "Skip Menu". Then
it asks you to enter the type and quantity of each ingredient. When you're
finished, select "Refer to Item List again". Initiate the mix, and keep going
until it asks you for the serial number and which catalyst stone to use.
Although you don't need to bring the gemstone, you DO need to remember which
one to use. The machine will give you an unknown potion, which you will bring
back to the original NPC who gave you the quest, and you will become a mage.
IMPORTANT: You must use the machine relatively quickly... no more than about
10 seconds between each entry. If you do not move fast enough, the box will
just close and you won't become a mage... and you'll have to get more
solution/jellopy/fluff/milk.
NOTE: I have heard there is an occasional bug where people simply cannot
succeed in the mage quest. Gravity said in their rotating FAQ that it was not
enough of a problem to be considered a major bug... if you've built up a
character to be a mage and then this happens, I recommend attempting a
support aco, since the stats would be appropriate... and also,my sympathies.
Your first Few Levels
---------------------
Your first few levels are real simple... whacking a few porings will give
you a job level... use your first 3-4 job levels to get a bolt, and remember
to buy a wand before you get too far away from Geffen. Don't think that it's
too early to plan out your mage.
YOU MUST KNOW WHAT KIND OF MAGE YOU ARE BUILDING, EVEN AT THIS LEVEL!
So if you haven't decided, and you are standing in Geffen after becoming a
mage... logoff, read through this and other FAQs, and decide your path.
3.3 The Wizard Test
-------------------
I find the wizard test rather easy at this point, but that may just be
because I play wizards/mages so much that it feels easy. The test is located
in the top level of geffen tower. If you didn't go to job 50, you need to
collect 10 blue, 10 red and 10 yellow gemstones first. Sometimes you need to
collect 5 green lives, red bloods, crystal blues and winds of verdure.
The second part is the quiz... there are three versions. I'm not answering
any questions that I feel you should know or are elsewhere in this guide.
But some of them don't make much sense.
Version 1:
Which spell is not a bolt type? Earth
Which is not a wizards specialty? Making alot of money (but we can
Which card is not related to int? Soldier Andre
How many int bonuses at job 40? 5
What equipment a wizard cannot equip? Cap
Version 2:
Which spell is not required to learn firewall? Napalm Beat 4
What is Napalm Beat's damage multiplier? 9 is 1.6x, 10 is 1.7x
Which gem is needed for stone curse? Red
Which spell is required before getting safety wall? Napalm Beat 4
How much SP does level 7 sp regen give you? 21
Damage reduction from energy coat? 18% reduction, 2%sp
Safety Wall Level 7? SP:40, Hits:7
SP for LoV 10? 74
Most effective bolt for Byalan? hint: it's almost all water critters
Version 3:
What drops slotted guard? Ant Egg
Easiest for a mage to handle? Flora
What monster is immune to stone curse? Evil Druid
What is the % damage added if you use wind on level 3 water? 200%
Which will win BDF vs Familiar? BDW (I think)
Which is not a pet? Roda Frog
Which is weak to fire? Mace Goblin
Highest MDEF? Carmel
Different Kind of Monster? Ghostring, NOT SPORE!
Which is not undead? Not sure... Drake and Megalodons are undead though
If you fail, you might get these:
Monster with different attribute? Cornutus
Which doesn't loot? Zerom
Which doesn't recognize casting? Marina
Effective against Marine Sphere? Hint... it's in Byalon
The third section is a combat area... three rooms... all of which are a
bit tricky. I'll list the aggros (with *s) and cast detectors here:
Water Room: Obeaune*, Cornutus, Phen, Shellfish, Vadon
This room isn't hard to beat, but once you kill all the monsters, you have
to beat the "gatekeeper". The problem is that this is a marine sphere that
likes to self destruct. If it succeeds in suicide, you fail the test. Kill
1 hydra first, then kill the marine sphere. You'll need a decent level LB
here (or soul strike). It has 3518hp, and is strong to fire/water.
Earth Room: Mantis*, Orc Warrior*, Bigfoot, Caramel, Giearth,Savage,Vitata
This room is trivial if you have firewall. Otherwise FD+LB should work.
Like the Water room, this room has a gatekeeper, but I think this one's
pretty trivial.
Fire Room: Desert Wolf*,Zerom*,Goblin*,Scorpion*,ElderWillow*,FrillDora
This room is a bit hard simply because of the huge number of aggressives.
There's a neat trick you can use here though even if you don't have a high
level frost diver. None of the first set of creatures inthe room is a
powerful enough fire creature to break a firewall... so a firewall will
stop them, it just won't do the kind of damage it was doing in the earth
room. The Gatekeeper horongs, on the other hand, will require something
else, since they walk right through firewall.
FAILURE: If you fail the test, you will be teleported (and saved) standing
outside of geffen tower. You can go back in and retake the quiz and combat
sections of the test. If you fail 5-6 times, pay careful attention to what
the NPC is telling you... he should give you an option to skip the combat
test if you give him a worn out scroll. Aparently you need to at least
make it as far as the Marine Sphere 5 times before this option appears.
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4. The essence of mageyness/wizardry
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Mages work on a very simple principle. We have something to hold the big
mean monster a short distance away from us, and then we cast our hideously
powerful magic. The protection can be a spell we cast on the enemy (Firewall
or Frost Diver), a spell cast on ourselves (Safety Wall), or a tank . I've
summarized this in the past with the saying "A Mage needs some way to hold
back a big nasty thing, and drop magey doom upon its head". One of the tasks
for a low level mage is to rush to level 10 on either FireWall or FrostDiver.
Mages/Wizards require quite a bit of research. You always need to know
which of your spells will be most effective in killing monsters in a
particular area. The chain of strengths Fire->Earth->Wind->Water->Fire->...
should be committed to memory.
Although each mage may have his or her own style... there is a general
philosophy guiding how to level a mage. For the first 30 job levels, mages
hunt non-aggro monsters that are particularly vulnerable to whatever spells
the mage has. Once you've exhausted these options... mages usually hunt in
argiope, moving to the clocktower's alarms and clocks to finish off their
mage levels.
Wizards usually stay in the same place to quickly get a few levels... then
either party, hunt GH, or continue soloing in the CT (boring...).