Magician branch · 1st Job
Magician
Magician, in short
recorded for this site, not from the exportthe exact formulas ›Magic Guard turns most of the damage you take into MP loss, so your blue bar is your health bar.
What it brings3
Magic Guard pays up to 80% of the damage you take out of MP instead of HP.
Magic Claw is two hits of Basic Attack 65 at max, and it is the attack almost every magician carries out of 1st job.
Max MP Increase is +25% max MP, which with Magic Guard up is +25% of your real health.
Watch out for3
- Magic Claw and Energy Bolt come to the same Basic Attack total at max: 130, as two hits of 65 or one of 130.
- Keep Magic Guard up before you keep anything else up.
- INT is the whole stat line for damage and accuracy alike, so nothing about the numbers needs balancing.
Where the points go
- INTmainINT for damage and for accuracy both, so there is no second stat to balance for the numbers - and one for the weapon.
- LUKsecondFor the weapon and nothing else: it adds no damage and no accuracy to a spell.
- never comes back, and what catches people is the requirement on the weapon rather than the damage: the Gear tab prices every rung.
Every Magician skill
iHow to read a skill card
The line under each name is what the skill does at its last rank, read off the row. max N beside the name holds that against what a single point buys, which is the argument for spending the rest of them.
Anywhere on a card opens it, for every rank, its reach and what it rolls. Words like rank, mastery or booster are underlined wherever they are used and carry their own explanation.
You cannot max everything, and nothing in the game says so. For an order to spend them in, take one somebody has played.
Magician builds ›iHow the bill is worked out
One point at the advancement and three a level, until level 30 stops this pool filling. The ranks are every rank the 6 skills hold between them, which is why the two numbers are not the same one counted twice.
Choosing what to leave out is the whole of building this class. The builds page is where somebody else's choice is written down, with the levels they made it at.
Damage2iWhat "Damage" groups together
The tooltip states a damage or healing number. Mostly these are what you press to kill things; one or two are buffs that add damage rather than deal it, which is why the heading says damage and not attacks.
iWhat "Damage" groups together
The tooltip states a damage or healing number. Mostly these are what you press to kill things; one or two are buffs that add damage rather than deal it, which is why the heading says damage and not attacks.
Support & utility3iWhat "Support & utility" groups together
Everything whose tooltip states no damage: buffs, debuffs, movement, summons and doors.
iWhat "Support & utility" groups together
Everything whose tooltip states no damage: buffs, debuffs, movement, summons and doors.
Improved MP Recovery
Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 20%
Always on1iWhat "Always on" groups together
Marked passive in the data. You buy the ranks and never press a key.
iWhat "Always on" groups together
Marked passive in the data. You buy the ranks and never press a key.
Max MP Increase
Max MP +25%
Your path, and where you are on it
- Lv 1Beginnerpassed
- Lv 101st jobyou are here
- Lv 302nd job
- Lv 703rd jobCoT2: From Closed Online Test 2 (Beta 2). Not in the Public Release; kept here as a record.
What the next rungs open
your level 30 fork, and what it commits you toLevel 30 · 2nd Job
Level 70 · 3rd JobCoT2: From Closed Online Test 2 (Beta 2). Not in the Public Release; kept here as a record.
The Public Release has no 3rd job. These are Closed Online Test 2’s, kept so their pages and the builds saved for them still work.
Becoming a Magician
- 1
Reach level 10.
There is no quest to accept and nothing to prepare. Every branch opens at the same level, and until you get there the advisor has nothing to say to you.
The level is not a column on anything - it is in the game's own words. Rain's fifth Maple Island quiz says warriors, thieves, bowmen and magicians "all need to be at least level 10 to advance".
- 2
Go to Ellinia and talk to Grendel the Really Old.
They stand in Magic Library, a short walk from Ellinia itself. Say yes when they ask, and you are a Magician.
Talk to Grendel the Really OldThe advancement is not a quest in this export, so there is no quest page for it. What the export does carry is where this NPC stands, which is the map beside this step, and the level 30 chain the same person runs later, on the 2nd job pages.
You have twenty levels as a Magician before the next decision. The first tab is what to do with them: the points, the order and every skill they buy.
Where to train, 10 to 30
the full levelling guide ›Level 1–10
Maple Island, then the boat. First job at 10.Worth taking on the way: Phil's Call, The Reason Behind the Mushroom Studies, I Need Help on My Homework! · 1,504 EXP between them
Level 11–20
First job skills. The party quest window opens at 21.Worth taking on the way: Jane and the Mushroom, Luke the Security Guy, Talking to Stan · 9,258 EXP between them
Level 21–30
Party quest levels, and the run to the second advancement.Worth taking on the way: Maya's First Collection, Maya's Second Collection, The Magician's Next Journey · 35,480 EXP between them
Ranked by what each map’s own spawn table can produce - spawn points times EXP over the respawn timer, counting only monsters inside the band. It is a ceiling nobody reaches and the right way to compare one map with another. The full levelling guide has every band, every column and the working.
What to wear
the full item browser ›The weapon ladderiHow the ladder was built
Every weapon the class can hold, with everything that is not an upgrade removed: a rung is a weapon that beats anything you could already be carrying at its level, so “gain” is what it adds over the rung above it. Sidegrades and later weaker weapons are left out and the item browser still has them. The ladder starts from level 1 on purpose - the rungs below your level are the ones you arrived holding.
iHow the ladder was built
Every weapon the class can hold, with everything that is not an upgrade removed: a rung is a weapon that beats anything you could already be carrying at its level, so “gain” is what it adds over the rung above it. Sidegrades and later weaker weapons are left out and the item browser still has them. The ladder starts from level 1 on purpose - the rungs below your level are the ones you arrived holding.
Wand5 upgrades
| Lv | Weapon | Magic att | Gain | Speed | Needs | |
|---|---|---|---|---|---|---|
| 10 | 27+18 att | +27 | Normal | INT 20 | 3,000 | |
| 15 | 34+23 att | +7 | Normal | INT 30 | 5,000 | |
| 20 | 41+21 att | +7 | Normal | INT 40 · LUK 10 | 10,500 | |
| 25 | 48+24 att | +7 | Normal | INT 50 · LUK 15 | 13,500 | |
| 30 | 55+27 att | +7 | Normal | INT 60 · LUK 20 | 22,000 |
Staff4 upgrades
| Lv | Weapon | Magic att | Gain | Speed | Needs | |
|---|---|---|---|---|---|---|
| 10 | 24+20 att | +24 | Slow | INT 20 | 3,000 | |
| 15 | 31+25 att | +7 | Slow | INT 30 · LUK 10 | 5,000 | |
| 20 | 38+30 att | +7 | Slow | INT 40 · LUK 15 | 10,500 | |
| 25 | 45+35 att | +7 | Slow | INT 50 · LUK 20 | 13,500 |
Best armour for INT, by slotiHow these were picked
The highest INT in each slot a Magician can wear, then attack, then defence.
Nothing is left out for being low level, because armour does not stop being wearable: the best piece in several of these slots wants half the level of the worst, and the level on each row is when you can put it on.
Where the best piece a male character can wear and the best a female character can wear are two different items, each is listed with its own level and stat.
9 slotsiHow these were picked
The highest INT in each slot a Magician can wear, then attack, then defence.
Nothing is left out for being low level, because armour does not stop being wearable: the best piece in several of these slots wants half the level of the worst, and the level on each row is when you can put it on.
Where the best piece a male character can wear and the best a female character can wear are two different items, each is listed with its own level and stat.
Bottom
two different items, one for each character
CapeDEF +12
Lv 25 ·
EarringMDEF +19
Lv 15 ·
GlovesINT +3
Lv 30 ·
HatINT +3
Lv 30 ·
two different items, one for each character
DEF +44
Lv 10 ·
ShoesINT +1
Lv 28 ·
Top
two different items, one for each character

