Sign Up   Sign In   User Control Panel   Add to favourite 

Home Database Market Guide Fun&Screen Avatar Forum
Home > Guide > Magician

Ice/Lightning Mage Guide by RKAddict and LuckStriker

2007-09-26

--------------------------------------------------------------------------------------------------
Table of Contents

I. Why an Ice/Lightening Wizard?

II. FAQ (Frequently Asked Questions)

III. Skill Points

IV. Builds

V. Training

VI. My Build

--------------------------------------------------------------------------------------------------

I. Why and Ice/Lightening Wizard?

I chose an ice/lightening wizard for several reasons. It has more than one attack, so you're not likely to get bored. You can mass kill AND do a lot of single opponent damage, while fire wizards cannot mass kill until 3rd job, and clerics have a low damage rate compared to the other magician classes to single monsters (since they're pretty much stuck with either Magic Claw or Holy Arrow). Ice/Lightning Wizards also have the ability to freeze, which is a huge money-saver, and sometimes even a life-saver.




II. FAQ

Which skill should I go with first, Ice or Lightening?
Cold Beam - You'll make more money with this attack. For one you freeze, so you won't get a lot of bump damage. Secondly, the places you train with using Cold Beam have a good money rate (like Fire Boars or Jr.Cellions/Jr.Lioners), or drop valuable things (Red Drakes drop Steelies).
Thunderbolt �You'll level faster with this attack. Mob attacks almost always let you level faster than one-on-one attacks because it's attacking 6 monsters at once rather than 1 monster at once. You'll probably be at places like Retz or Lorangs for a while getting at least 15%/hr + until your 60's. However, the pot cost is a lot worse than going Cold Beam because you're teleporting around bumping into monsters much more.

Since Thunderbolt uses up lots of money on potions, should I get MP Eater right after it?
Nope. MP Eater should be the last thing you get as an Ice/Lit. No matter where you're training, you'll be using potions, and it'd be a smarter idea to get things that would help you level faster instead. As for getting MP Eater after Thunderbolt, it won't really save you any money at all, considering Retz have 0 mp and Lorangs have 10 mp for you to suck.

Which skill should I put my first sp on?
Most people choose to put their first point on one of two things, MP Eater or Teleport. MP Eater will save a bit of money for you, while Teleport will help you move around faster and train a little bit faster. It doesn't really matter which one you choose, although both will be helpful.

What's the point of Slow?
Slow has been thought of as a useless skill for an I/L magician because we can already freeze. However, it's a better idea to think of it as not necessary rather than useless, because it can be useful in a number of situations.

Slow's uses:
-Boss monsters
-Unfreezable monsters
-Mobs before Ice Strike is actually usable
-Unfreezable mobs
-Sliding monsters
-Easier to use lightning without taking as much bump damage (thanks to platypus for this)

Actual training purposes involve sliding monsters such as DT's, and using ThunderSpear in combination with Slow since it's such a slow technique.

Anyways, if you want to get Slow, many skills can be dropped for it, depending on the person. In my opinion, the three second job skills that can be dropped are Cold Beam, Meditation, and MP Eater. A third job skill that many drop are Thunder Spear. I won't go into too much detail anymore though, so if you want to find out more, use the search function.

What should I get after my first attack? Meditation, Teleport, or another attack?
The most common recommendation in the past was always Meditation, however, things and ideas have changed since then. The only advantage of Meditation is that it's only useful if you're trying to decrease the amount of hits needed to kill a monster. So if you're already one-hitting them, or it'll be quite a while before you can move to a few number of hits, it won't really be useful. If you're funded or LUKless, I really wouldn't recommend Meditation. This is if you're already one-hitting Jr. Lioner/Jr. Cellions or at least two or close-to-two hitting Retz/Lorangs.  

For Cold Beam magicians, I'd recommend getting either Teleport or Thunderbolt after getting Cold Beam instead of Meditation. Even if you're not one-hitting Jr. Cellions/Jr. Lioners yet, you most likely will be before Meditation is even useful. And after that, Meditation will be useless until your 50's, training against Cellions/Lioners or Red Drakes. If you want to maximize the strength of Cold Beam, you could possibly get Teleport first, and then Meditation, so you can move around faster and more easily. If you want a larger of variety of training spots, or faster experience with Thunderbolt after 50, you can go ahead and max out Thunderbolt.

For Thunderbolt magicians, I'd recommend any of the three skills. If you want to maximize the strength of Thunderbolt, you can get Meditation first, to help you get to two hits faster, but if you're already at two hits, or extremely close to getting there, you can go ahead and get Teleport first to make training faster. If you want to get a larger variety of training spots or money, you can max out Cold Beam.

How does MP Eater work with mob attacks?
Basically, MP Eater works with all magic attack skills. But for mob attacks, it works a little differently.

Let's say you're hitting 6 monsters. MP Eater has 6 chances to activate, but the maximum it will active per attack is once. So if out of 6 chances, 3 would technically work, only one will still happen.


III. Skill Points (SP) -

MP Eater: Soak up an enemy's MP after every magic attack until it reaches 0


Code:
Level 1: For every attack, 11% success rate, absorb 21% of the enemy's MaxMP
Level 2: For every attack, 12% success rate, absorb 22% of the enemy's MaxMP
Level 3: For every attack, 13% success rate, absorb 23% of the enemy's MaxMP
Level 4: For every attack, 14% success rate, absorb 24% of the enemy's MaxMP
Level 5: For every attack, 15% success rate, absorb 25% of the enemy's MaxMP
Level 6: For every attack, 16% success rate, absorb 26% of the enemy's MaxMP
Level 7: For every attack, 17% success rate, absorb 27% of the enemy's MaxMP
Level 8: For every attack, 18% success rate, absorb 28% of the enemy's MaxMP
Level 9: For every attack, 19% success rate, absorb 29% of the enemy's MaxMP
Level 10: For every attack, 20% success rate, absorb 30% of the enemy's MaxMP
Level 11: For every attack, 21% success rate, absorb 31% of the enemy's MaxMP
Level 12: For every attack, 22% success rate, absorb 32% of the enemy's MaxMP
Level 13: For every attack, 23% success rate, absorb 33% of the enemy's MaxMP
Level 14: For every attack, 24% success rate, absorb 34% of the enemy's MaxMP
Level 15: For every attack, 25% success rate, absorb 35% of the enemy's MaxMP
Level 16: For every attack, 26% success rate, absorb 36% of the enemy's MaxMP
Level 17: For every attack, 27% success rate, absorb 37% of the enemy's MaxMP
Level 18: For every attack, 28% success rate, absorb 38% of the enemy's MaxMP
Level 19: For every attack, 29% success rate, absorb 39% of the enemy's MaxMP
Level 20: For every attack, 30% success rate, absorb 40% of the enemy's MaxMP


Meditation: Meditate for a bit to temporarily boost up the magic attack of party members around the area


Code:
Level 1: MP -10; Magic Attack +1 for 10 seconds
Level 2: MP -10; Magic Attack +2 for 20 seconds
Level 3: MP -10; Magic Attack +3 for 30 seconds
Level 4: MP -10; Magic Attack +4 for 40 seconds
Level 5: MP -10; Magic Attack +5 for 50 seconds
Level 6: MP -10; Magic Attack +6 for 60 seconds
Level 7: MP -10; Magic Attack +7 for 70 seconds
Level 8: MP -10; Magic Attack +8 for 80 seconds
Level 9: MP -10; Magic Attack +9 for 90 seconds
Level 10: MP -10; Magic Attack +10 for 100 seconds
Level 11: MP -20; Magic Attack +11 for 110 seconds
Level 12: MP -20; Magic Attack +12 for 120 seconds
Level 13: MP -20; Magic Attack +13 for 130 seconds
Level 14: MP -20; Magic Attack +14 for 140 seconds
Level 15: MP -20; Magic Attack +15 for 150 seconds
Level 16: MP -20; Magic Attack +16 for 160 seconds
Level 17: MP -20; Magic Attack +17 for 170 seconds
Level 18: MP -20; Magic Attack +18 for 180 seconds
Level 19: MP -20; Magic Attack +19 for 190 seconds
Level 20: MP -20; Magic Attack +20 for 200 seconds

Teleport: Use the arrow keys to teleport to other places on the same map on a set distance


Code:
Level 1: MP -60; Teleport, with 130 in distance
Level 2: MP -57; Teleport, with 130 in distance
Level 3: MP -54; Teleport, with 130 in distance
Level 4: MP -51; Teleport, with 130 in distance
Level 5: MP -48; Teleport, with 130 in distance
Level 6: MP -45; Teleport, with 130 in distance
Level 7: MP -42; Teleport, with 130 in distance
Level 8: MP -39; Teleport, with 130 in distance
Level 9: MP -36; Teleport, with 130 in distance
Level 10: MP -33; Teleport, with 130 in distance
Level 11: MP -31; Teleport, with 132 in distance
Level 12: MP -29; Teleport, with 134 in distance
Level 13: MP -27; Teleport, with 136 in distance
Level 14: MP -25; Teleport, with 138 in distance
Level 15: MP -23; Teleport, with 140 in distance
Level 16: MP -21; Teleport, with 142 in distance
Level 17: MP -19; Teleport, with 144 in distance
Level 18: MP -17; Teleport, with 146 in distance
Level 19: MP -15; Teleport, with 148 in distance
Level 20: MP -13; Teleport, with 150 in distance


Slow: Temporarily slows down the enemies around you. Can't use it on them twice at once, and only affects 6 enemies per say.


Code:
Level 1: MP -8; Speed -2 for 2 seconds
Level 2: MP -8; Speed -4 for 4 seconds
Level 3: MP -8; Speed -6 for 6 seconds
Level 4: MP -8; Speed -8 for 8 seconds
Level 5: MP -8; Speed -10 for 10 seconds
Level 6: MP -8; Speed -12 for 12 seconds
Level 7: MP -8; Speed -14 for 14 seconds
Level 8: MP -8; Speed -16 for 16 seconds
Level 9: MP -8; Speed -18 for 18 seconds
Level 10: MP -8; Speed -20 for 20 seconds
Level 11: MP -16; Speed -22 for 22 seconds
Level 12: MP -16; Speed -24 for 24 seconds
Level 13: MP -16; Speed -26 for 26 seconds
Level 14: MP -16; Speed -28 for 28 seconds
Level 15: MP -16; Speed -30 for 30 seconds
Level 16: MP -16; Speed -32 for 32 seconds
Level 17: MP -16; Speed -34 for 34 seconds
Level 18: MP -16; Speed -36 for 36 seconds
Level 19: MP -16; Speed -38 for 38 seconds
Level 20: MP -16; Speed -40 for 40 seconds


Cold Beam: Creates a block of ice to fire at an enemy. The ones that are struck temporarily freezes. Damages the fire-based enemies 1.5 times more, where as the ice-based enemies only get half the damage.


Code:
Level 1: MP -12; Basic attack 13, mastery 15%
Level 2: MP -12; Basic attack 16, mastery 15%
Level 3: MP -12; Basic attack 19, mastery 15%
Level 4: MP -12; Basic attack 22, mastery 20%
Level 5: MP -12; Basic attack 25, mastery 20%
Level 6: MP -12; Basic attack 28, mastery 20%
Level 7: MP -12; Basic attack 31, mastery 25%
Level 8: MP -12; Basic attack 34, mastery 25%
Level 9: MP -12; Basic attack 37, mastery 25%
Level 10: MP -12; Basic attack 40, mastery 30%
Level 11: MP -12; Basic attack 43, mastery 30%
Level 12: MP -12; Basic attack 46, mastery 30%
Level 13: MP -12; Basic attack 49, mastery 35%
Level 14: MP -12; Basic attack 52, mastery 35%
Level 15: MP -12; Basic attack 55, mastery 35%
Level 16: MP -24; Basic attack 58, mastery 40%
Level 17: MP -24; Basic attack 61, mastery 40%
Level 18: MP -24; Basic attack 64, mastery 40%
Level 19: MP -24; Basic attack 67, mastery 45%
Level 20: MP -24; Basic attack 70, mastery 45%
Level 21: MP -24; Basic attack 73, mastery 45%
Level 22: MP -24; Basic attack 76, mastery 50%
Level 23: MP -24; Basic attack 79, mastery 50%
Level 24: MP -24; Basic attack 82, mastery 50%
Level 25: MP -24; Basic attack 85, mastery 55%
Level 26: MP -24; Basic attack 88, mastery 55%
Level 27: MP -24; Basic attack 91, mastery 55%
Level 28: MP -24; Basic attack 94, mastery 60%
Level 29: MP -24; Basic attack 97, mastery 60%
Level 30: MP -24; Basic attack 100, mastery 60%


Thunderbolt: Creates an electric force field around the wizard and makes an electric lightening attack on every monster that's within the area.


Code:
Level 1: MP -20; Basic attack 2, mastery 15%
Level 2: MP -20; Basic attack 4, mastery 15%
Level 3: MP -20; Basic attack 6, mastery 15%
Level 4: MP -20; Basic attack 8, mastery 20%
Level 5: MP -20; Basic attack 10, mastery 20%
Level 6: MP -20; Basic attack 12, mastery 20%
Level 7: MP -20; Basic attack 14, mastery 25%
Level 8: MP -20; Basic attack 16, mastery 25%
Level 9: MP -20; Basic attack 18, mastery 25%
Level 10: MP -20; Basic attack 20, mastery 30%
Level 11: MP -20; Basic attack 22, mastery 30%
Level 12: MP -20; Basic attack 24, mastery 30%
Level 13: MP -20; Basic attack 26, mastery 35%
Level 14: MP -20; Basic attack 28, mastery 35%
Level 15: MP -20; Basic attack 30, mastery 35%
Level 16: MP -40; Basic attack 32, mastery 40%
Level 17: MP -40; Basic attack 34, mastery 40%
Level 18: MP -40; Basic attack 36, mastery 40%
Level 19: MP -40; Basic attack 38, mastery 45%
Level 20: MP -40; Basic attack 40, mastery 45%
Level 21: MP -40; Basic attack 42, mastery 45%
Level 22: MP -40; Basic attack 44, mastery 50%
Level 23: MP -40; Basic attack 46, mastery 50%
Level 24: MP -40; Basic attack 48, mastery 50%
Level 25: MP -40; Basic attack 50, mastery 55%
Level 26: MP -40; Basic attack 52, mastery 55%
Level 27: MP -40; Basic attack 54, mastery 55%
Level 28: MP -40; Basic attack 56, mastery 60%
Level 29: MP -40; Basic attack 58, mastery 60%
Level 30: MP -40; Basic attack 60, mastery 60%


IV. Builds
Ice Wizard Build
Lvl 30 - 1 Teleport
Lvl 31 - 3 Cold Beam
Lvl 32 - 6 Cold Beam
Lvl 33 - 9 Cold Beam
Lvl 34 - 12 Cold Beam
Lvl 35 - 15 Cold Beam
Lvl 36 - 18 Cold Beam
Lvl 37 - 21 Cold Beam
Lvl 38 - 24 Cold Beam
Lvl 39 - 27 Cold Beam
Lvl 40 - 30 Cold Beam [MAX]
Lvl 41 - 3 MP Eater
Lvl 42 - 3 Meditation
Lvl 43 - 6 Meditation
Lvl 44 - 9 Meditation
Lvl 45 - 12 Meditation
Lvl 46 - 15 Meditation
Lvl 47 - 18 Meditation
Lvl 48 - 20 Meditation [MAX], 1 Thunderbolt
Lvl 49 - 4 Thunderbolt
Lvl 50 - 7 Thunderbolt
Lvl 51 - 10 Thunderbolt
Lvl 52 - 13 Thunderbolt
Lvl 53 - 16 Thunderbolt
Lvl 54 - 19 Thunderbolt
Lvl 55 - 22 Thunderbolt
Lvl 56 - 25 Thunderbolt
Lvl 57 - 28 Thunderbolt
Lvl 58 - 30 Thunderbolt [MAX], 2 Teleport
Lvl 59 - 5 Teleport
Lvl 60 - 8 Teleport
Lvl 61 - 11 Teleport
Lvl 62 - 14 Teleport
Lvl 63 - 17 Teleport
Lvl 64 - 20 Teleport [MAX]
Lvl 65 - 6 MP Eater
Lvl 66 - 9 MP Eater
Lvl 67 - 12 MP Eater
Lvl 68 - 15 MP Eater
Lvl 69 - 18 MP Eater
Lvl 70 - 20 MP Eater [MAX], 1 Optional Point

Options
-Getting Teleport instead of Meditation right after Cold Beam
-Getting Thunderbolt before Meditation/Teleport right after Cold Beam
-Getting both Teleport and Meditation before Thunderbolt
-Getting Slow instead of MP Eater

Lightening Wizard Build

Lvl 30 - 1 Teleport
Lvl 31 - 3 Thunderbolt
Lvl 32 - 6 Thunderbolt
Lvl 33 - 9 Thunderbolt
Lvl 34 - 12 Thunderbolt
Lvl 35 - 15 Thunderbolt
Lvl 36 - 18 Thunderbolt
Lvl 37 - 21 Thunderbolt
Lvl 38 - 24 Thunderbolt
Lvl 39 - 27 Thunderbolt
Lvl 40 - 30 Thunderbolt [MAX]
Lvl 41 - 3 MP Eater
Lvl 42 - 3 Meditation
Lvl 43 - 6 Meditation
Lvl 44 - 9 Meditation
Lvl 45 - 12 Meditation
Lvl 46 - 15 Meditation
Lvl 47 - 18 Meditation
Lvl 48 - 20 Meditation [MAX], 1 Cold Beam
Lvl 49 - 4 Cold Beam
Lvl 50 - 7 Cold Beam
Lvl 51 - 10 Cold Beam
Lvl 52 - 13 Cold Beam
Lvl 53 - 16 Cold Beam
Lvl 54 - 19 Cold Beam
Lvl 55 - 22 Cold Beam
Lvl 56 - 25 Cold Beam
Lvl 57 - 28 Cold Beam
Lvl 58 - 30 Cold Beam [MAX], 2 Teleport
Lvl 59 - 5 Teleport
Lvl 60 - 8 Teleport
Lvl 61 - 11 Teleport
Lvl 62 - 14 Teleport
Lvl 63 - 17 Teleport
Lvl 64 - 20 Teleport [MAX]
Lvl 65 - 6 MP Eater
Lvl 66 - 9 MP Eater
Lvl 67 - 12 MP Eater
Lvl 68 - 15 MP Eater
Lvl 69 - 18 MP Eater
Lvl 70 - 20 MP Eater [MAX], 1 Optional Point

Options
-Getting Teleport instead of Meditation right after Thunderbolt
-Getting Cold Beam before Meditation/Teleport right after Thunderbolt
-Getting both Teleport and Meditation before Cold Beam
-Getting Slow instead of MP Eater
-Getting Slow instead of Cold Beam (not recommended unless you don't mind sticking with Magic Claw as your one monster damage attack and not having a strong freeze attack until 3rd job)


V. Training
Cold Beam
Lvls 30-34
Green Mushrooms/Horny Mushrooms [Southern Forest IV]
Horny Mushroooms [Ant Tunnel I]
Stirges
Wild Boars [The Land of Wild Boar II] [Land of Wild Boar I]
Trixters

There are a variety of places to train at this level considering your leveling speed is still pretty fast. You can go to the Southern Forest of Ellinia and train on Green Mushrooms and Horny Mushrooms in the trees there, although Ant Tunnel I would probably be a better choice. If you at least two hit Wild Boars, you can also go there; if you one-hit them, it'll be even better experience. I wouldn't recommend Fire Boars yet if you're still three-hitting them. If you're two-hitting them, however, it should be pretty good experience. Trixters in Ludibrium and Stirges in Victoria are also other possible choices. I've kept myself at Ant Tunnel I however until my Cold Beam was strong enough for places like Fire Boars and Jr. Cellions/Jr. Lioners.

Lvls 35-39
Horny Mushrooms/Zombie Mushrooms [Ant Tunnel I][Ant Tunnel IV]
Stirges
Wild Boars [The Land of Wild Boar II] [Land of Wild Boar I]
Fire Boars [Burnt Land 1][Burnt Land 2]
Jr. Cellions [Garden of Red I]
Jr. Lioners [Garden of Yellow I]
Sakura Cellions [Purple Plains 1]

After getting to 35, I've always started training at Fire Boars. Play around to check whether Cold Beam or Magic Claw is doing more damage so you can revise your training strategy there. Another possible choice is Wild Boars (which is also a 30-34 spot). Jr. Cellions/Jr. Lioners are also a good choice, although it'd probably be easier meso-wise training at Fire Boars. Even though Jr. Cellions/Jr. Lioners have better meso drops than Fire Boars, they're much smaller, and the spawn there is even better, although they're much closer together. Because of this, you'll probably get hit a lot, especially if you're still three-two hitting them.

Lvls 40-44
Fire Boars [Burnt Land 1][Burnt Land 2]
Jr. Cellions [Garden of Red I]
Jr. Lioners [Garden of Yellow I]
Sakura Cellions [Purple Plains 1]



Go with whichever you can one-hit. If you can one-hit Fire Boars, it's your best training spot. However, if you can also one-hit Jr. Cellions/Jr. Lioners, that spot will be even better, since the spawn and money is better there. Sakura Cellions is also a decent Cold Beam training spot, and especially great on the wallet.


Lvls 45-49
Fire Boars [Burnt Land 1][Burnt Land 2]
Jr. Cellions [Garden of Red I]
Jr. Lioners [Garden of Yellow I]
Sakura Cellions [Purple Plains 1]
Stone Gollems [Gollem's Temple II]
Fire Boars/Copper Drakes [Dangerous Valley I]
Mateons/Barnards

Although there are other spots to train at, Jr. Cellions and Jr. Lioners are still probably your best spot experience and money-wise. Fire Boars are slightly slower experience. Stone Gollems are slightly worse experience, but definitely a change in scenery. DV1 is one of the few training spots that can match up to Jr. Cellions/Jr. Lioners experience wise, but they're not as good on the wallet. Another possible training spot are Mateons and Barnards in the Omega Sector although I haven't tried them out myself.


Lvls 50-54
Jr. Cellions
Jr. Lioners
Fire Boars/Copper Drakes [DVI]
Cellions
Lioners
Fire Drakes [DV2]
Stone Gollems
Plateons/Barnards/Zetas



By this time, you'll probably have wanted to move on from Jr. Cellions/Jr. Lioners. Stick at Cellions/Lioners if you don't have the accuracy to 100% hit Red Drakes yet, but as soon as you are a high enough level with enough intelligence (which is usually in the early 50's), you can go ahead and go to Red Drakes.



Lvls 55-59
Cellions
Lioners
Fire Boars/Copper Drakes [DVI]
Fire Drakes [DV2]
Mecateons/Ultras/Chief Grays

Lvls 60-69
Cellions
Lioners
Fire Drakes [DV2]
Fire Boars/Copper Drakes [DV1]
Coolie Zombies [Z1-Z4]
Hogul



From the above training spots, I'd really recommend Coolie Zombies. They're faster than Red Drakes experience wise, but they're not as good money-wise (although it's still quite good money). Zombies would probably be more entertaining, if you could manage to find a good party with a person of any class around or above your level.


Thunderbolt
Lvls 30-34
Green Mushrooms/Horny Mushrooms
Horny Mushrooms [Ant Tunnel 1]
Stirges
Wild Boars
Slimes
Trixters

There are a variety of places to train at this level considering your leveling speed is still pretty fast. You can go to the Southern Forest of Ellinia and train on Green Mushrooms and Horny Mushrooms in the trees there, although Ant Tunnel I would probably be a better choice. If you at least two hit Wild Boars, you can also go there; if you one-hit them, it'll be even better experience. I wouldn't recommend Fire Boars yet if you're still three-hitting them. If you're two-hitting them, however, it should be pretty good experience. Trixters in Ludibrium and Stirges in Victoria are also other possible choices. Another possible choice are Slimes. Although they're not that popular anymore (actually, they never were extremely popular), you can still teleport around spamming your Thunderbolt, as soon as it's strong enough to one-hit them (which shouldn't take much time)


Lvls 35-39
Horny Mushrooms/Zombie Mushrooms [Ant Tunnel 1-4]
Stirges
Evil Eyes
Retz
Fire Boars [Burnt Land 1/2]
Bubblefish



Horny Mushrooms/Zombie Mushrooms and Stirges are probably your best training spots for a few levels. If you can train well at Evil Eyes, that's also another good training spot. I'd recommend staying at Evil Eyes or Stirges until you can at least three-hit Retz.

Originally Posted by ThunderStruck
Just a suggestion, low leveled I/L Mages can also train at Bubblefish, there's a map full of them that mob up well near the platform areas. They're also lit weak which is a big bonus, and have almost the exact same stats as Evil eyes and give 52 EXP. If they encounter flower fish, 2 claws should take them out easily.

Lvls 40-44
Evil Eyes
Retz
Lorangs/Lupins [Lorang, Lorang] [Lorang, Lorang, Lorang]
Jr. Cellions
Jr. Grupins
Star Pixies
Jr. Wraiths [B2]
Bubblefish



Retz and Lorangs are probably your best training spots now, they'll be your best experience until your 60's after now.



Quote:
Originally Posted by shadowshardz
Also, I have a new training spot for I/L in their low-mid 4x's assuming they went with thunderbolt first.

Jr. Wraiths.

Great for mobbing, exp is good, but it's reccomended that you have some money, or you would be relying on drops to not lose money. Not that big of a problem though.

Lvls 45-49
Retz
Lorangs [Lorang, Lorang, Lorang]
Mateons/Barnards



Lvls 50-54
Retz
Lorangs [Lorang, Lorang, Lorang]
Hectors
Jr. Yetis
Plateons/Barnards/Zetas

Although Retz and Lorangs are still probably your best training spot, another quite good training spot is Jr. Yetis. They give the same experience-wise if you can get used to the map, but they do more touch damage, so you'll probably be losing more money from them.


Lvls 55-59
Retz
Lorangs [Lorang, Lorang, Lorang]
Hectors
Jr. Yetis
Mecateons/Ultras/Chief Grays

Lvls 60-69
Retz
Lorangs [Lorang, Lorang, Lorang]
Clangs/Torties [Hot Sands]
Jr. Yetis
Coolie Zombies
Wraiths
[Drake's Meal Table]
Wild Kargos/Cold Eyes
Mixed Golems/Dark Stone Golems [Forest of Golems] (thanks to Pardessus)
Cold Eyes/Tauromacis [Sanctuary 2] (thanks to shadowshardz)
Zombie Lupins (thanks to shadowshardz)
Gryphons (thanks to Colbear)



For those that have outgrown Retz and Lorangs, another good training spot, Hot Sands, has appeared. However, I wouldn't recommend this until your mid-late 60's unless you're well funded or luckless. I'd also recommend max Teleport or close-to-max Teleport, since the ideal way to train there is teleporting around the map spamming Thunderbolt.

Quote:
Originally Posted by Pardessus
Can I just add Drakes Meal Table and Wild Kargo's Area as viable training spots for ice/lit wizards in their 60's? It's a touch on the expensive side but good fun with some nice drops, and if you train there with thunderbolt the exp is very very good, about 10% an hour, it's quiet and relatively hacker- free.

Also you can continue with Omega Sector in your 60's, the exp is still quite good with maxed thunderbolt.

Quote:
Originally Posted by shadowshardz
Also guys, add Sanctuary II to the 60-69 list of Thunderbolt (Although you can do it for CB too, since they'll have TB by 6x usually). The exp is really good, just watch out for the Tauros. I might've posted this before, but I don't remember.

Quote:
Originally Posted by Colbear
With the release of new leaf city, I've found that mobbing gryphons are good exp for levels 60-69. My first time there, I was able to get 18% and 270k mesos per hour (at level 66).


V. My Build
For those of you that are interested:


Quote:
Originally Posted by RKAddict
Lvl 30 - 1 Teleport
Lvl 31 - 3 Cold Beam
Lvl 32 - 6 Cold Beam
Lvl 33 - 9 Cold Beam
Lvl 34 - 12 Cold Beam
Lvl 35 - 15 Cold Beam
Lvl 36 - Save SP
Lvl 37 - 21 Cold Beam
Lvl 38 - 24 Cold Beam
Lvl 39 - 27 Cold Beam
Lvl 40 - 30 Cold Beam [MAX]
Lvl 41 - 1 MP Eater, 2 Thunderbolt
Lvl 42 - 5 Thunderbolt
Lvl 43 - 8 Thunderbolt
Lvl 44 - 11 Thunderbolt
Lvl 45 - 14 Thunderbolt
Lvl 46 - 17 Thunderbolt
Lvl 47 - 20 Thunderbolt
Lvl 48 - 23 Thunderbolt
Lvl 49 - 26 Thunderbolt
Lvl 50 - 29 Thunderbolt
Lvl 51 - 30 Thunderbolt [MAX], 3 Teleport
Lvl 52 - 6 Teleport
Lvl 53 - 9 Teleport
Lvl 54 - 12 Teleport
Lvl 55 - 15 Teleport
Lvl 56 - 18 Teleport
Lvl 57 - 20 Teleport [MAX], 2 MP Eater
Lvl 58 - 3 MP Eater, 2 Meditation
Lvl 59 - 5 Meditation
Lvl 60 - 8 Meditation
Lvl 61 - 11 Meditation
Lvl 62 - 14 Meditation
Lvl 63 - 17 Meditation
Lvl 64 - 20 Meditation [MAX]
Lvl 65 - 3 Slow
Lvl 66 - 6 Slow
Lvl 67 - 9 Slow
Lvl 68 - 12 Slow
Lvl 69 - 15 Slow
Lvl 70 - 18 Slow
Lvl 70 - 1 Thunder Spear
Lvl 71 - 3 Ice Strike
Lvl 72 - 6 Ice Strike
Lvl 73 - 9 Ice Strike
Lvl 74 - 12 Ice Strike
Lvl 75 - 15 Ice Strike
Lvl 76 - 18 Ice Strike
Lvl 77 - 21 Ice Strike
Lvl 78 - 24 Ice Strike
Lvl 79 - 27 Ice Strike
Lvl 80 - 30 Ice Strike [MAX]
Lvl 81 - 1 Magic Composition, 2 Amplification
Lvl 82 - 3 Amplification, 1 Booster, 1 Seal
Lvl 83 - 2 Seal, 4 Ampflication, 2 Booster
Lvl 84 - 5 Booster
Lvl 85 - 8 Booster
Lvl 86 - 11 Booster

Latest UPDATE
Key config

Thank you for everyones' comments, inputs, suggestions, and feedback. Especially those with their great eyes catching my mistakes =X.



Hope it helps. Give opinions, too. I am highly open to feedback and criticism.


Table of Contents

I. Intro

II. Squids Route

III. Vikings Route

IV. Gobies Route

V. FAQ

VI. Key Configuration

VII. Credits

Intro

Once you reach level 70, that one point should go into Ice Strike. It is not needed , but it does allow you to have a flashy 3rd job skill to use. You won't be training with Ice Strike yet, so don't get your hopes up early. The range is short and the damage can be seen as unstable as Lucky 7. So for a few more levels, it is highly recommended that you train at places where you can mob, in order to level up quicker. Places such as Hot Sand, Forest of Golem, and Drake's Meal Table have a very good spawn with monsters that give out decent experience points.
Once your Ice Strike reaches level 13, the range and damage will be enough to handle Death Teddies.

Side Note

You can go to certain monsters earlier IF you have Pies (adds 120 magic attack, 100 increase if you use Meditation all the time). Note that these do NOT increase your accuracy in hitting the monsters. So only use them if you want to train faster and can ALREADY hit them. Magic attack does not increase the Mage's accuracy.

As of now, there are 3 efficient places to train at after Death Teddies. The following guides are recommended builds. You can put one attacking skill to show off somewhere in the build and then continue with it. It's YOUR choice, your story. There is NO correct build to follow. Just have fun with it.

Updates

RK and others have said that Gobies is an alternative in the early 8x levels instead of Death Teddies. As suggested in the guide, you can head there at level 81. Yes, level 81. HOWEVER, you need that one point into Seal. It is highly recommended.


The link to his awesome Bone Fish guide.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Sforzando gave an alternative. In the part where it splits between the choices of Slow and Thunder Spear, you can go 10 Thunder Spears or 1 Thunder Spear, 1 Seal, and the rest into Magic Booster. Or you can stick with 10 Thunder Spear. It's your choice.


Squids Route

Pros
Map is easy to get to from town.
You do not have to worry about the squids being vacced as much, since they don't drop ilbis.
Some safe platforms.
Mobs of squids on platforms to Ice Strike.
Their magic attack doesn't hurt as much as other monsters.
Small. Easy to teleport through.
Pot friendly.

Cons
Not many safe spots to stand and Ice Strike without the chance of a squid spawning on you.
Can be boring to some. Since you will be using Ice Strike most of the time, and the rest of the time Cold Beam on solo squids if the spawn is slow.
Not many drops that can sell for more than 1.5m.



This is a build for going to Squids after Death Teddies. You can head over there at around level 85-86 just to be safe and not miss often. You can start leeching off your party members at level 92. Then you can move on to Vikings if you want a different scenario and monster to look at. After that you can go to Gobies.

70-Ice strike (1)
71-Ice Strike (4)
72-Ice Strike (7)
73-Ice Strike (10)
74-Ice Strike (13)
75-Ice Strike (16)
76-Ice Strike (19)
77-Ice Strike (22)
78-Ice Strike (25)
79-Ice Strike (28)
80-Element Amplification (3)
81-Magic Booster (2), Seal (1)
82-Magic Booster (5)
83-Magic Booster (8)
84-Magic Booster (11)
85-Ice Strike (30), Element Amplification (4)
86-Element Amplification (7)
87-Element Amplification (10)
88-Element Amplification (13)
89-Element Amplification (16)
90-Element Amplification (19)
91-Element Amplification (22)
92-Element Amplification (25)
93-Element Amplification (28)
94-Element Amplification (30), Partial Resistance (1)
95-Magic Composition (3)
96-Magic Composition (6)
97-Magic Composition (9)
98-Magic Composition (12)
99-Magic Composition (15)
100-Magic Composition (18)
101-Magic Composition (21)
102-Magic Composition (24)
103-Magic Composition (27)
104-Magic Composition (30)
105-Seal (4)
106-Seal (7)
107-Seal (10)
108-Seal (13)
109-Seal (16)
110-Seal (19)
111-Thunder Spear (3)/Slow (3)
112-Thunder Spear (6)/Slow (6)
113-Thunder Spear (9)/Slow (9)
114-Thunder Spear (12)/Slow (12)
115-Thunder Spear (15)/Slow (15)
116-Thunder Spear (18)/Slow (18)
117-Thunder Spear (21)/Slow (20), Thunder Spear (1)
118-Thunder Spear (24)/Magic Booster (14)
119-Thunder Spear (27)/Magic Booster (17)
120-Thunder Spear (30)/Magic Booster (20)

This is the start of the area people call "Top" in parties.

This is the top platform. As you can see, you are able to stand safely and cast Ice Strike without EVER getting hit from the squids.

Be careful if you want to hit the squids at the bottom. They can spawn right on you!

This next platform is a bit different. In order to hit the squids at the bottom sometimes, you need to do a jumping Ice Strike. What this means is, you swim upwards towards the red box and then cast it. This will allow you to hit both platforms and also continue to hit the bottom platform later.

This is the last part of the "Top" area. The squids can spawn almost anywhere. Be careful.

The beginning of the "Middle" platform

One word: SAFE. Sadly, the range can't hit the squid on the top left even if it comes closer.

If you see a squid spawning right on you, if there is room, teleport either upwards or left. If not, hop on the rope to your right. =]
That concludes the "Middle" area.

The "laid back" area. Usually the lower levels of the party are sent here. Even if you are not in a party, you'll still be here, because there are still mobs.

The "Bottom" part. This part is usually shared with the "laid back" area. Sometimes the squids at the bottom are not fully spawned yet to maximize the Ice Strike mobbing capabilities. So you go here and kill some mobs to create more for the bottom.


Just be careful. Squids MIGHT spawn on you.

Make openings so you can safely stand and cast Ice Strike to hit those squids surrounding you. An opening such as the picture below is good.

That sums up the Squids Route. Be careful for squids that spawn on you and if there is a safe spot with no squids ever spawning there. Use it =]






Vikings Route


Pros
Chance of obtaining Ilbis.
MANY safe platforms to stand and cast Ice Strike.
Can have fun with the strongest, single hitting spell against thunder weak monsters if chosen to put points into.
Can get 63k more exp every 24 hours by doing the Soul Collector's quest.
Can handle top, middle, above bottom easily. Pot friendly at those platforms. Bottom can be handled at later levels.


Cons
Hard to find a map with others that aren't using illegal methods of playing.
Huge vikings. Not easy to teleport through.
Projectiles glitched got fixed.
Long walk to get to if not doored.





This is a build for going to Vikings after Death Teddies. You can start heading to Vikings at around level 85-87 to not miss often. Level 88 is the level where you can leech off your party members. You can move on to Squids for a change of pace. After that, you can be at gobies.

70-Ice Strike (1)
71-Ice Strike (4)
72-Ice Strike (7)
73-Ice Strike (10)
74-Ice Strike (13)
75-Ice Strike (16)
76-Ice Strike (19)
77-Ice Strike (22)
78-Ice Strike (25)
79-Ice Strike (28)
80-Element Amplification (3)
81-Magic Booster (2), Seal (1)
82-Magic Booster (5)
83-Magic Booster (8)
84-Magic Booster (11)
85-Ice Strike (30), Element Amplification (4)
86-Thunder Spear (3)
87-Thunder Spear (6)
88-Thunder Spear (9)
89-Thunder Spear (12)
90-Thunder Spear (15)
91-Thunder Spear (18)
92-Thunder Spear (21)
93-Thunder Spear (24)
94-Thunder Spear (27)
95-Thunder Spear (30)
96-Element Amplification (7)
97-Element Amplification (10)
98-Element Amplification (13)
99-Element Amplification (16)
100-Element Amplification (19)
101-Element Amplification (22)
102-Element Amplification (25)
103-Element Amplification (28)
104-Element Amplification (30), Partial Resistance (1)
105-Seal (4)
106-Seal (7)
107-Seal (10)
108-Seal (13)
109-Seal (16)
110-Seal (19)
111-Magic Composition (3)
112-Magic Composition (6)
113-Magic Composition (9)
114-Magic Composition (12)
115-Magic Composition (15)
116-Magic Composition (18)
117-Magic Composition (21)
118-Magic Composition (24)
119-Magic Composition (27)
120-Magic Composition (30)



The top area. You will not get hit a lot here or ever. You are able to hit both platforms with Ice Strike and will worry about getting hit when you are picking things up.
Don't stand at the blue X. You will be unable to Comp/Spear the vikings if you do.



Above middle. In my opinion, the worst spot for an Ice Mage. It is difficult to navigate around from the left to right platform and vice versa. There are few safe spots and they are very small.




Middle. Simple platform. Use the rope in the middle to your full advantage to dodge the vikings magic attack and to recast booster.




Above bottom. This area, you can attack all THREE platforms with the help of your best friend, Ice Strike.


Bottom. The spot that is the most pot costly, but the most entertaining in my opinion. There are 3 ropes in this area, it is your choice which one to use to come down. Personally, I use the far left one, so I don't have to worry about the left AND right side attacking me.





Gobies Route

Pros
Fast experience.
6 gobies per house if things are well.
DROPS: Avg and above average Blue Scarabs. 87+ weapon attack Fire Arunds. 60% overall armor dex/int. 60% claw attack scroll.
Uses swimming "techniques" such as "Jump Ice Strike" ( Will provide screenshot later )
Uses more than the standard Ice Strike them to death, even though Ice Strike is still being used, other skills are being used, too.
Uses many different skills such as: lightning, seal, magic claw, ice strike and sometimes element composition.
A good motivation route to play.





Cons
Requires to be higher level in order to keep up with the spawn, since it takes 15+ hits at the early level 100's (Assuming not super "godly" gears that 90% of the Ice Mage community can't afford.)
Not pot friendly.
Sometimes the houses will not give 6 gobies. It may give 3, or 2, or even 1...
60% topwear def. 60% pet speed. =.=
Hard to find a party at times.
If you skip cold beam, you will need to wait until lvl 104 for get a better 1 on 1 skill. You will be using magic claw until level 110 on the houses.


This if for those who want to take on Gobies after Death Teddies. You can head there at level 81 when you have one point into seal. It may not be beneficial yet, but you can go there to test. You will most likely stay at Gobies for a long time, but you can head over to Vikings and Squids, too. I can't stress that enough. You will be there for a long time.
I added CrazyMage's input on an alternative route with amp first then seal. Thanks!

70-Ice Strike (1)
71-Ice Strike (4)
72-Ice Strike (7)
73-Ice Strike (10)
74-Ice Strike (13)
75-Ice Strike (16)
76-Ice Strike (19)
77-Ice Strike (22)
78-Ice Strike (25)
79-Ice Strike (28)
80-Element Amplification (3)
81-Magic Booster (2), Seal (1)
82-Magic Booster (5)
83-Magic Booster (8)
84-Magic Booster (11)
85-Ice Strike (30), Element Amplification (4)
86-Element Amplification (7)
87-Element Amplification (10)
88-Element Amplification (13)
89-Element Amplification (16)
90-Element Amplification (19)
91-Element Amplification (22)
92-Element Amplification (25)
93-Element Amplification (28)
94-Element Amplification (30), Seal (2)
95-Seal (5)
96-Seal (8)
97-Seal (11)
98-Seal (14)
99-Seal (17)
100-Seal (19) Partial Resistance (1)
101-Magic Composition (3)
102-Magic Composition (6)
103-Magic Composition (9)
104-Magic Composition (12)
105-Magic Composition (15)
106-Magic Composition (18)
107-Magic Composition (21)
108-Magic Composition (24)
109-Magic Composition (27)
110-Magic Composition (30)
111-Thunder Spear (3)/Slow (3)
112-Thunder Spear (6)/Slow (6)
113-Thunder Spear (9)/Slow (9)
114-Thunder Spear (12)/Slow (12)
115-Thunder Spear (15)/Slow (15)
116-Thunder Spear (18)/Slow (18)
117-Thunder Spear (21)/Slow (20), Thunder Spear (1)
118-Thunder Spear (24)/Magic Booster (14)
119-Thunder Spear (27)/Magic Booster (17)
120-Thunder Spear (30)/Magic Booster (20)


The "Top" area.


Cast seal so both houses are useless.

If a Goby comes up from your party members' houses. Cast Ice Strike to hit both houses and the lone (or multiple) Goby.


Teleport to the left and start Magic Clawing the house to death. At the earlier levels, the success of seal to activate will be lower and the effect will last shorter. Be aware of that and cast Seal multiple times.
*Note* Count how many times it takes you to destroy a Goby House with your magic claw. It will help you in preparation for the swarm of Gobies later.
Ice Strike off the Gobies that spawn out.



Seal the bone fish and lure them to the left with lightning.
Make sure you are standing where my Mage is standing...or else.

It will spawn on you =]
Next platform!




Loads of bonefish here. There are also houses on the far left and right. Use the rope to cast Seal.


Teleport down to the next platform to save time. If you don't have seal, you will be swimming up and down on the right and casting Magic Claw at the same time. The range of this house WILL hit you even if you are at the far end of the platform.

Come to this platform from time to time. The bonefish here takes up some house spawns =]
After that house is gone, climb down the rope and cast Seal on the monsters around you.


Seal the houses and kill off any lone bone fish you see. The reason is because once the house explodes, your Ice Strike will only be able to hit 6 monsters. Those extra bonefish will cause some trouble, because one of the 6 gobies won't be frozen and will swim at you.


Claw house, Ice Strike gobies =]






If there are bone fish in your way, Ice Strike everything. This way when the house blows up, you know you will be able to hit ALL 6 gobies and not have one swim at you.



Skills

As you may have notice, there is a common trend of skill choices for the recommended builds.


Ice Strike at 28. This is due to it reaching its maximum range. Sure, the extra 200 or some damage is nice, but that can hold off to later. Getting important skills early on is wiser. Getting Ice Strike near max as the first skill is due to its mobbing capabilities and freezing abilities. Getting any other skill first, in my opinion, will not allow you to level efficiently. They may be funner to you, but you won't be getting to higher training grounds anytime soon.


Getting 3 Amp. The first 3 points are essential. We want to have access to the other skills early on, so getting 3 first instead of 4 is the way to go. It is an important skill that opens up Magic Booster and Seal.


Getting 1 Seal. Level 1 Seal helps stop the monsters from using their magic attacks on your character with a 38% success rate for 10 seconds. This skill is spammable on ropes. So take advantage of that. It opens up options on where you can train, explore, and even stops those easter eggs from using their magic attacks on you, knocking you off =.=. Seal for the win!


Getting Magic Booster to 11. Level 11 to level 20 is the same in terms of boosting your mages' skills speed. It may get annoying to recast it, but you will learn to recast it when you see a rope nearby. If there aren't any ropes, get used to it =P.


Maxing amp (Not in the case of Vikings route, but very similar.) Amp helps improve ALL of your mages' skills. This allows for faster training and that's always a good thing, right?

Will update this section from time to time.

FAQ

Why think about Slow and not just max Thunder Spear?
Times have change. Back when fourth job was not released, Thunder Spear was the skill to go. With its high damage against single units and the ability to go through walls, there was not much reason not to get it. With the introduction of Chain Lightning , people have been debating whether or not Thunder Spear was a must. Chain Lightning is faster and can hit multiple monsters. However, we do NOT have it yet and it doesn't seem to be one of the first skills Ice Mages would want to max. This is why you can choose between Slow and Thunder Spear in certain sections, or even your own if you wish.




Keyboard Configuration

Some people have been asking on how I set up my keys. Well, here they are.
Laptop (if it makes a difference)


Left hand

Pinky on shift
Ring finger on A (also hits Q, [Seal])
Middle finger on S (hits W, [teleport])
Index finger on D (hits the buffs ( T, R, E [magic guard, booster, meditation] ) Also F [Thunder spear], G [Pink Elixir], B [Magic Claw], V [Ice Strike] and C [Lightning]
Thumb finger on space bar

Right hand

Index finger on Left arrow key.
Middle finger on up arrow key
Ring finger on right arrow key.

Credits and Thanks

Thank to those that have contributed by giving feedback, advice, catching mistakes, giving opinions. alternatives, and being insightful in the thread. (Order of response, no favortism =P)

eggloaf, Diesterntaler, BurninZone0, Sforzando, shadowshardz, iGrandWinner, Pardessus, Platypus, CrazyMage, h232, wazzaaaa, Skye, neutron, SageShadows, Salguod, boyfromsinga, Liralei.

Thanks to those high level mages that created those inspiring movies and made my eyes look like this > "o.o".
RKAddict for inspiring me to make the 3rd job guide =D

Nexon/Wizet
The guide (Phelddagrif) with the Ice Strike build, Comp build, Ludi build?. Changed it into routes instead of skills. Ice Strike should always be first.

 

Copyright(c) 2006-2008 4Maple.com