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shaiya mage build

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The idea to make this guide came after I finished my Priest guide (which was inspired by two other players [GS]WheresLupers and Aes). While looking in the mage game play help section, I noticed that while there were guides, they were not as all encompassing like the Priest, Fighter and Archer guides we have now. Once again I contemplated undertaking this venture and decided to go ahead and make this guide also :]

I currently have two mages, one NM and one UM, at level 57 and level 16. Just like with my priest, I have constantly sought to find information to help me guide my mages correctly.

Disclaimer: As I have only minimally played on the Fury side, this guide is mainly for the Light Side, though most of the skills and also builds should work for both sides. Also, a vast majority of general information has been taken from my Priest Guide. (yes, I DID plagiarize myself xD)

Note: Originally posted prior to Ep4′s release, I have updated it to include new details. I believe I have added everything in. Please don’t hesitate to let me know if I’m missing something :]

Thanks in advance for reading and I hope this answers any questions you have about the mage class. ^^ Please don’t hesitate to leave questions, comments, concerns or suggestions.

*NOTE: If you use my pictures, PLEASE CREDIT. It took a long time for me to collect them all, so if you would like to use them, just give me a shout before and credit me wherever you post them. Thanks!

A big THANK YOU to:
EasyModePagan (sbr224) and -Tess- (jeejaestitches) – for their info on Luc mages.
[GS]Delaque – for his mount SS.
Aes – once again for his information and SS.
[GS]WheresLupers – for once again putting up with me during this.
MotoKhaos – for correcting UM skill description errors!

Lots and lots of thanks to:
kikix12 – for helping find numerous SS.
Avyn – for his tireless patience with my inane questions and also a lot of the information about Rec Mages.
Theaitetos for all the information about Ep 4 skills/changes and also for not giving up on explaining about Luc mages too.

Other Guides you may find interesting:
Archer – Aes
Fighter – [GS]WheresLupers
Priest – Lady.Sin

Table of Contents
I. Why a Mage – Reasons why you should or should not play this awesome class

II. The Modes – NM and HM and UM, oh my!

III. Builds – To cast? Or to tank?

IV. Skills – Which to get and which to avoid

V. Mobs – How to discern if mobs are harmless or harmful

VI. Elements – Which ones are strong/weak against the others?

VII. Grinding – How to properly level up and which parties are best

VIII. PvP – How to effectively kill those tricky Furies

IX. Armor – Which to get and where to find

X. Weapons – A staff? Or a dagger?

XI. Capes – Not just for superheroes

XII. Mounts – Can’t get around just by foot

XIII. Maps – Where to go and at what level

Why a Mage

Even though I have spent more of my time on my priest, I do have quite a bit of knowledge on mages. True, mages may not be the BEST class to start off on, they still have their indisputable perks.

Pros:
-The Mage commands an impressive range of single-target and AOE elemental skills. With Attribute Remove, neither elemental mob nor armor is safe.
-A mage is one of the main components of the traditional AOE party (mage, def & priest) and as a Healing priest is more common than a Battle priest, the mage will always be needed for his/her spells. Also, a mage, going the route of a REC mage, can replace the tank.
-Can either be a caster or a tank. A REC mage can effectively tank and also lend a helping hand to the casting mage.

Cons:
-Regardless of the build, most mages will need a party to level. Only a rare few of their spells are instant which means soloing will involve a lot of kiting. (Running and casting)
-Mages, like priests, are one of the squishiest classes in the game. This makes them ideal targets in PvP maps and is usually one of the first to be taken out in an ambush. Especially since they have an impressive arsenal of spells and without them, the rest of the party can go down quicker.

*In Ep 4, the level cap between players was removed, so now players in their 50s can easily party with players in their 30s. However, the level cap on the mobs (colors) still holds, so powerleveling is easier, but regular partying with a high level and a low level while still come with mob experience penalties

The Modes

In Shaiya, in addition to having six different classes, there are also 4 different modes at which to play. When you first begin, two modes are available, while the other two remain locked until you reach level 40 on the prior mode. For example, Hard Mode can be unlocked when a Normal Mode character reaches level 40. The highest mode you can achieve is Ultimate mode. All modes end at level 60, excepting Easy Mode.
*Note, new information has been released about levels. In an update patch around episode 4.5, the level cap will be raised to 70. However, this is not due to happen for at least another year or so.

-Easy Mode: Only allows player to reach level 30 and special skills are unattainable in this mode. It does not unlock anything as it merely a tutorial mode. You can safely skip this.

-Normal Mode: This is the mode that everyone normally starts at. When you first begin, it is the highest mode you are allowed to play until you are able to unlock the next mode. In this mode, each level up, you receive 5 stat points and 3 skill points. Since the skill point amount is limited, a thorough perusal of the skills will show you the skills you most need and the ones you can safely bypass. Most NM players want to get to HM as fast as possible and so skim through this class with nary a glance. With the right build, lapis and knowledge, a NM player can be as strong as a HM player. This class can wear armor and wield weapons up the Dread level.

-Hard Mode: This is the second mode and the first to be unlocked. In this mode, each level up, you receive 7 stat points and 4 skill points. You can experiment more freely with your build in this mode. Many players stop at this mode, as they are stronger than NM, but do not have the death penalty like UM. While stronger than NM, this mode requires more experience for each level. At the low levels, you need about 2.5x more exp; this amount grows to approximately 5x more exp at the higher levels. Also, with unlocking HM, you also unlock a few more skills and can also equip Legend armor and weapons.

-Ultimate Mode: Upon reaching level 40 in HM, you have successfully unlocked the highest mode of the game. This mode allows for the strongest characters, aside from one fatal flaw: ONCE YOU DIE, YOU HAVE 180 SECONDS TO BE RESSED OR THAT TOON IS DELETED.
This is not always the case though. There are 4 ways to prevent the deletion of your toon.* For this mode, you receive 9 stat points and 5 skill points each time you level. Certain skills will now become unlocked, such as the coveted level 60 UM skill. A player with this mode can now don Goddess armor and use Goddess weapons.

*They are: Regular Res Rune, Continuous Res Rune, Target Res Rune, or Level 31+ priest with Resurrection level 2. The regular res runes will activate upon your death and will be used up after you are ressed. Conti res runes can be equipped and last a certain amount of time, such as 3 hours or 7/15/30 days. Target res runes are items that a party member can use to resurrect you. A priest with level 2 res (level 31) can resurrect you, but I advise not relying on them as you have a very short time to be ressed.
*Note – In recent months, a new promo has been opened up. This promo costs 7500 AP (approx. $75 dollars) and allows for the resurrection of a killed UM toon. This item has now become a staple in the Web Item Mall and is available at any time for the same price.

Builds

One of the best things about this game is the ability of its players to choose and use different stat builds successfully. There are different builds for either priest path and there are different builds for each mode. Below are the 6 stats and how they affect a player.

-Stats-

Strength: [STR] Physical damage and shooting attacking power increases
For a mage, either casting or tanking, strength is not good. Skip it.

Rec: [REC] Physical defense power, shooting defense power and HP increase
Having a little Rec in a build is a good thing. It adds HP and defense, allowing you to withstand hits better. If you choose a casting mage, depending on your build, you may not need this at all. As for a tank mage, Rec is a definite factor in your build. However, the more Rec you have in your build, the more mobs will aggro to you, even if you aren’t the Tank Mage. So be wary about how much Rec you use in your build.

Intelligence: [INT] Magic attack power increases
For a casting mage, Int is a must. It adds magical attack power, which strengthens the power behind your spells.

Wisdom: [WIS] Magic defense power, magic accuracy, and MP increase
Wis is not as needed as Int as it does not increase damage, but it does adds to your magic defense, increases your MP, and helps make sure all those powerful attacks hit their targets more often. Adding Wis will, however, take away from your top potential damage, so a little bit is good but not too much. In reference to adding to your MP, you can easily link a level 3 mental lapis (or higher) and achieve the necessary MP without taking away from your damage.

Dexterity: [DEX] Physical, shooting attack-power increases slightly. Its rate of evasion, success increase and so does SP.
Just like with strength, Dex isn’t really needed for casting nor tanking. Dex may add to your evasion rate, but at the rate of evasion given, it really isn’t worth it. Skip it.

Luck: [LUC] Shooting attack power, critical hit rate, critical damage, critical evasion rate increase slightly
The higher your luc, the more you crit with your damage. If you go the route of Luc mage, (with 800+ possible stats) the luc count will need to be exactly 475 to achieve damage higher than an Int mage (See Builds for more explanation).

*Note, for leveling – (P) = requires a party, (NP) = does not require a party

For Normal Mode:
Since you are just beginning the game, this is NOT a time to experiment with builds. You’ll be able to do in later modes. You get 5 stat points per level. I recommend the Full Int build.

-Full Int (5) – This is the most common NM build and the safest. It allows you to damage the most and the more you damage, the faster you can kill and your party will level. (P)
-Int/Wis (4/1) – This is a possible build, and really won’t lower your damage a significant amount, at least until higher levels. You will also be able to cast more since Wis adds to your MP count. (P)
-Rec/Int (3/2) – This is the rarest of the NM builds. As a Tank, you’ll be able to solo constantly, though your damage will suffer greatly. This build will allow you to level the fastest through constant soloing. If you don’t like soloing, or really like parties, I discourage you from this build. If you like soloing, or want to get to HM fast, go for this build.( (NP)

For Hard Mode:
In this mode, your options open up a bit more, allow for some experimenting. You can explore your options, testing these builds without the possible death penalty from UM. You get 7 stat points per level. I recommend the full Int or Int/Rec build.

-Full Int (7) – The most common of the HM builds. This allows you to damage the most, but also leaves your without high defense or able to defend yourself effectively. (P)
-Int/Wis (5/2) – This build combines the full damage impact of a NM with a bit of magic defense and MP boost. This would be a good build in PvP, allowing you to act as a normal Caster, while having a bit of defense and also without running out of MP as fast. You also can solo, but it would be a bit slow. (P)
-Int/Rec (5/2) – This build is also viable for PvP, as it allows you to damage competently while also being able to withstand hits better than your full Int counterpart. This build allows for possibly soloing, albeit a bit slow, though a bit faster than Int/Wis as you will be able to withstand more hits. (P/NP)
-Int/Rec/Wis (5/1/1) – This build is somewhat of a hybrid, as it allows mostly for damaging, but also ups your MP count and defense while adding to your HP. In lower levels, I believe, it would not be a problem, but the higher you get, the more you take away from potential damage and also attract mobs with your Rec count. (P)
-Rec/Int (5/2) – This build is similar to the Int/Rec build, though reversed, giving more HP then dmg power. This will allow for faster soloing, just like in NM. (NP)
-Luc Build (no “exact” build) – For this build, up until a certain point, Int builds are more effective and cast more damage. The minimum stat points you need to make this work is 800 points. At this level, when you reach 475 Luc (rest Int), you will effectively out damage an Int mage. No matter if your potential stat points rise above 800, 475 Luc is all you need, no more no less.

For Ultimate Mode:
Finally! A chance to experiment with all possible builds, allowing you to find the one that suits your best. Be wary though, you have the death penalty to think about when trying these builds. You get 9 stat points per level. I recommend the full Int or Int/Rec build

-Full Int (9) – One of the two most common UM builds. This build allows you to damage the greatest, but also forces you to rely on others for your protection. This is the most common PvE Caster build. (P)
-Int/Wis (6/3) – This build combines good damage while adding to you MP count. This could be a good PvP Caster build, though Int/Rec is more recommended. Soloing is possible, but would be slow. (P)
-Int/Rec (6/3)/(5/4) – This build is the second of the two most common UM builds. You can damage sufficiently while having a good amount of defense. This is another common PvP Caster build. Soloing with this build will be fast and effective. You will have 5 powerful instant cast spells (+3 in Ep 4) and with the amount of Rec, will hardly receive much damage. A party with this mage would be difficult, as the mobs would be constantly attracted by the Rec. (P/NP)
-Int/Rec/Wis (7/1/1)(5/2/2) – A hybrid build like in HM, as it allows mostly for damaging, but also ups your MP count and defense while adding to your HP. In lower levels, I believe, it would not be a problem, but the higher you get, the more you take away from potential damage and also attract mobs with your Rec count. (P)
-Luc Build (no “exact” build) – For this build, up until a certain point, Int builds are more effective and cast more damage. The minimum stat points you need to make this work is 800 points. At this level, when you reach 475 Luc (rest Int), you will effectively out damage an Int mage. No matter if your potential stat points rise above 800, 475 Luc is all you need, no more no less.

Remember, these are just suggestions to help you get you on your way as a Mage. Some of these are tried and true builds, while others are still being tweaked. Just remember to watch your health, especially if UM, whenever you try out new builds. Most importantly, have fun!

Skills
*Ep4 Additions added/edited*

-Passive-

Dagger Weapon Power Up
Raises your attack power when a dagger is equipped. I’ve never had this skill, but I’ve been told it really helps when daggers are equipped. Max it with dagger.
Level 1 – Passive ability that raises a player’s attack by 5 when a dagger is equipped (level 5 – 2 pts)
Level 2 – Passive ability that raises a player’s attack by 12 when a dagger is equipped (level 16 – 3 pts)
Level 3 – Passive ability that raises a player’s attack by 20 when a dagger is equipped (level 25 – 4 pts)

Mana Training
Anything that adds to your mana count is good. Max it.
Level 1 – Passive ability that raises the player’s maximum MP by 110 (level 5 – 2 pts)
Level 2 – Passive ability that raises the player’s maximum MP by 255 (level 16 – 3 pts)
Level 3 – Passive ability that raises the player’s maximum MP by 448 (level 25 – 4 pts)

Relax Body
This allows for a faster regen of your HP/MP/SP. Max it.
Level 1 – Passive ability that regenerate HP, MP, and SP by 4% each for 3 seconds during the break (level 6 – 1 pts)
Level 2 – Passive ability that regenerate HP, MP, and SP by 6% each for 3 seconds during the break (level 15 – 2 pts)
Level 3 – Passive ability that regenerate HP, MP, and SP by 8% each for 3 seconds during the break (level 26 – 2 pts)

Backpack Upgrade
More room = more space to hold items. Particularly helpful when grinding in a dungeon or lapis farming for hours. Max it.
Level 1 – Passive ability that raises the limit of purchasing backpacks to 3 (level 12 – 1 pts)
Level 2 – Passive ability that raises the limit of purchasing backpacks to 4 (level 26 – 2 pts)
Level 3 – Passive ability that raises the limit of purchasing backpacks to 5 (level 46 – 2 pts)

Interpretation
This skill will come in handy particularly in PvP and high level maps. Max it.
Level 1 – Allows player to understand 30% of what opponent says (level 13 – 1 pts)
Level 2 – Allows player to understand 60% of what opponent says (level 22 – 2 pts)
Level 3 – Allows the player to understand everything an opponent says (level 51 – 3 pts)

-Basic-

Magic Ball
First skill you start out with. You will be using this a lot, even as your arsenal grows. Max it.
Level 1 – (Magic Ball) Magic that shoots a non-elemental Magic Missile with the player’s magic attack power plus 29 damage (level 1 – 2 pts)
Level 2 – (Magic Arrow) Magic that shoots a non-elemental Magic Missile with the player’s magic attack power plus 60 damage (level 10 – 2 pts)
Level 3 – (Magic Missile) Magic that shoots a non-elemental Magic Missile with the player’s magic attack power plus 118 damage (level 20 – 3 pts)

Body Protector
More defense = lives longer. Max it.
Level 1 – Buff that increases player’s physical defensive power by 12 points and evasion rate against physical attack by 2% for 5 minutes (level 2 – 3 pts)
Level 2 – Buff that increases player’s physical defensive power by 24 points and evasion rate against physical attack by 4% for 5 minutes (level 17 – 4 pts)
Level 3 – Buff that increases player’s physical defensive power by 47 points and evasion rate against physical attack by 7% for 5 minutes (level 34 – 4 pts)

Fire Ball
Good spell when you first start but loses usefulness in higher levels. I’d suggest going no higher than level 2. Max if wanted.
Level 1 – (Fire Ball) Fire magic that wounds a target for the player’s magic attack power plus 51 damage. (level 3 – 2 pts)
Level 2 – (Fire Arrow) Fire magic that wounds a target for the player’s magic attack power plus 103 damage. (level 14 – 3 pts)
Level 3 – (Fire Pole) Fire magic that wounds a target for the player’s magic attack power plus 226 damage. (level 27 – 3 pts)

Magic Root
Great spell for keeping a mob/opponent in a single place while you either run away or cast another spell. Also, stops a mob/enemy in its tracks when attacking your priest or another party member. Max it.
Level 1 – (Magic Root) Earth magic that wounds a target for the player’s magic attack power plus 34 damage and freezes it for 3 seconds. (level 3 – 2 pts)
Level 2 – (Spread Root) Earth magic that wounds a target for the player’s magic attack power plus 80 damage and freezes it for 5 seconds. (level 14 – 3 pts)
Level 3 – (Strike Root) Earth magic that wounds a target for the player’s magic attack power plus 175 damage and freezes it for 7 seconds. (level 27 – 3 pts)

Sonic Bolt
Your first non-casting spell. Great at lower levels and useful at higher levels to finish off a mob/opponent. Max it.
Level 1 – (Sonic Bolt) Wind magic that wounds a target for the player’s magic attack power plus 34 damage with no casting time. (level 3 – 2 pts)
Level 2 – (Sonic Pole) Wind magic that wounds a target for the player’s magic attack power plus 80 damage with no casting time.. (level 14 – 3 pts)
Level 3 – (Sonic Peeler) Wind magic that wounds a target for the player’s magic attack power plus 175 damage with no casting time. (level 27 – 3 pts)

Mana Leakage
This debuff will steal MP from an opponent. Also, you can use this skill to pull mobs to you as a Rec Mage. Max if Rec Mage or wanted.
Level 1 – Debuff that makes an opponent’s MP leak. Affected target will deplete 380 MP over 30 seconds. (level 16 – 3 pts)
Level 2 – Debuff that makes an opponent’s MP leak. Affected target will deplete 630 MP over 30 seconds. (level 28 – 3 pts)
Level 3 – Debuff that makes an opponent’s MP leak. Affected target will deplete 1430 MP over 30 seconds. (level 40 – 3 pts)

Stamina Leakage
Strict PVP skill. Mages do need SP a bit for buffs and if you also have Health Assistant level 3. Max if wanted.
Level 1 – Debuff that makes an opponent’s SP leak. Affected target will deplete 520 SP over 30 seconds (level 16 – 3 pts)
Level 2 – Debuff that makes an opponent’s SP leak. Affected target will deplete 810 SP over 30 seconds (level 28 – 3 pts)
Level 3 – Debuff that makes an opponent’s SP leak. Affected target will deplete 1780 SP over 30 seconds (level 40 – 3 pts)
I’m unsure about the levels, required points and the exact SP depleted. If someone could double check these numbers for me, I’d be eternally grateful!

-Combat-

Fire Thorn
This is really good when you are soloing, but when you are in an AOE party, it WILL attract the mobs off the defender before he has taunted, so be wary of when and when NOT to use it. Max if Rec Mage or wanted.
Level 1 – Protects with Fire Thorns for 5 minutes and wounds any enemy approaching within 4 meters of the player for 8 damage per hit. However, that will only aggravate the monster further. (level 4 – 2 pts)
Level 2 – Protects with Fire Thorns for 5 minutes and wounds any enemy approaching within 4 meters of the player for 25 damage per hit. However, that will only aggravate the monster further. (level 24 – 3 pts)
Level 3 – Protects with Fire Thorns for 5 minutes and wounds any enemy approaching within 4 meters of the player for 65 damage per hit. However, that will only aggravate the monster further. (level 44 – 4 pts)

Fire Bush (AOE)
Great spell to use while soloing. As long as the mobs touch the fire, they will get damage no matter how far they go from the fire circle. Also effective at killing invisible mobs that you cannot see, while others can. Max if wanted.
Level 1 – (Fire Bush) Magic that grows Fire Bushes 6 meters around the player for 12 seconds. Once affected, enemies will gain 32 damage per hit for 12 seconds. (level 8 – 3 pts)
Level 2 – (Fire Curtain) Magic that grows Fire Bushes 8 meters around the player for 12 seconds. Once affected, enemies will gain 50 damage per hit for 12 seconds. (level 23 – 3 pts)
Level 3 – (Fire Wall) Magic that grows Fire Bushes 10 meters around the player for 12 seconds. Once affected, enemies will gain 80 damage per hit for 12 seconds. (level 33 – 4 pts)

Rock Mountain (AOE)
Good AOE spell to have in the beginning, but Earthquake and Earth Spikes outdamage it. Has the fastest cast of all 3 earth AOEs. Max then restat or only get level 1.
Level 1 – (Rock Mountain) Earth magic that drops an avalanche 14 meters around the target. Deals damage equal to the player’s magic attack power plus 69 damage and pauses it for 1 second. (level 8 – 3 pts)
Level 2 – (Mountain Strike) Earth magic that drops an avalanche 14 meters around the target. Deals damage equal to the player’s magic attack power plus 181 damage and pauses it for 2 second. (level 23 – 3 pts)
Level 3 – (Mountain Drive) Earth magic that drops an avalanche 14 meters around the target. Deals damage equal to the player’s magic attack power plus 305 damage and pauses it for 3 second. (level 33 – 4 pts)

Storm (AOE)
Until you get Lightning Bolt at level 21, this is your fastest casting AOE spell. Even with Lighting and later Turbulence in your arsenal, Storm is a highly effective spell. I dare say it’s the most used spell out of all, due to its fast casting and extremely short recharge. Max it.
Level 1 – (Storm) Wind magic that creates a Storm 14 meters around the target, dealing the player’s basic attack power. (level 8 – 3 pts)
Level 2 – (Wild Storm) Wind magic that creates a Storm 14 meters around the target, dealing the player’s basic attack power plus 181 damage. (level 23 – 3 pts)
Level 3 – (Gale) Wind magic that creates a Storm 14 meters around the target, dealing the player’s basic attack power plus 305 damage. (level 33 – 4 pts)

Stamina Slug
This skill is only usable if you run up and jab someone with your weapon. At that point, you will probably be killed. Skip it.
Level 1 – Absorbs 474 SP from an opponent with a 75% success rate. Only usable with melee attacks. (level 13 – 3 pts)
Level 2 – Absorbs 785 SP from an opponent with a 75% success rate. Only usable with melee attacks. (level 29 – 4 pts)
Level 3 – Absorbs 1100 SP from an opponent with a 75% success rate. Only usable with melee attacks. (level 44 – 4 pts)

Mana Slug
Strict PVP skill. Although MP is your lifeblood, this is only usable with physical attacks and as a mage, you want to damage from afar. Skip it.
Level 1 – Skill that absorbs 700 MP from an opponent’s wound. Only usable with melee attacks (level 13 – 3 pts)
Level 2 – Skill that absorbs 1500 MP from an opponent’s wound. Only usable with melee attacks (level 29 – 4 pts)
Level 3 – Skill that absorbs 2000 MP from an opponent’s wound. Only usable with melee attacks (level 44 – 4 pts)
I’m unsure about the levels, required points and the exact MP depleted. If someone could double check these numbers for me, I’d be eternally grateful!

Sustain Doom
I’ve always liked this spell, even at low levels. It eats away at the mob/opponents hp while you bombard it with other spells. Also good at preventing Assassins from stealthing. Max if Rec Mage or wanted.
Level 1 – Magic that gradually wounds the target for 728 damage over 18 seconds. (level 19 – 3 pts)
Level 2 – Magic that gradually wounds the target for 1080 damage over 18 seconds. (level 35 – 3 pts)
Level 3 – Magic that gradually wounds the target for 2100 damage over 18 seconds. (level 53 – 3 pts)

Meteor (AOE)
As your ONLY fire AOE (for NM and HM), this will be particularly helpful against wind mobs. Although with AR level 2, this becomes obselete. Max if wanted.
Level 1 – (Meteor) Fire magic that crashes Meteors 10 meters around the target. It deals the player’s magic attack power plus 124 damage and a total damage of 60 points over 12 seconds. (level 21 – 4 pts)
Level 2 – (Meteor Shower) Fire magic that crashes Meteors 12 meters around the target. It deals the player’s magic attack power plus 200 damage and a total damage of 100 points over 12 seconds. (level 31 – 4 pts)
Level 3 – (Meteor Strike) Fire magic that crashes Meteors 14 meters around the target. It deals the player’s magic attack power plus 302 damage and a total damage of 152 points over 12 seconds. (level 41 – 4 pts)

Earthquake (AOE)
Good earth AOE to have in your mid-levels, although Earth Spikes outdamages it. Causes more damage than Rock Mnt, but costs more mp and has the longest cast. Has the best debuff of all Earth AOEs. Max then restat or if wanted.
Level 1 – (Earthquake) Earth magic that creates an Earthquake and deals the player’s magic attack power plus 187 damage. It affects 10 meters around the target and stuns for 3 seconds. (level 21 – 4 pts)
Level 2 – (Earthquake Shock) Earth magic that creates an Earthquake and deals the player’s magic attack power plus 301 damage. It affects 12 meters around the target and stuns for 3 seconds. (level 31 – 4 pts)
Level 3 – (Revolution Earthquake) Earth magic that creates an Earthquake and deals the player’s magic attack power plus 455 damage. It affects 14 meters around the target and stuns for 3 seconds. (level 41 – 4 pts)

Lightening Bolt (AOE)
Also a non-casting spell, it joins Turbulence and Storm as the top three to be cast. Max it.
Level 1 – Wind magic that creates Lightening and deals the player’s magic attack power plus 161 damage. It affects 10 meters around the target with no casting time. (level 21 – 4 pts)
Level 2 – Wind magic that creates Lightening and deals the player’s magic attack power plus 277 damage. It affects 12 meters around the target with no casting time. (level 31 – 4 pts)
Level 3 – Wind magic that creates Lightening and deals the player’s magic attack power plus 432 damage. It affects 14 meters around the target with no casting time. (level 41 – 4 pts)

Flame Choir (HM+)
Hellfire does better damage, especially since it’s a DOT spell. Skip it.
Level 1 – Fire magic that deals the player’s magical attack power plus 1101 damage. (level 38 – 4 pts)
Level 2 – Fire magic that deals the player’s magical attack power plus 1564 damage. (level 48 – 5 pts)
Level 3 – Fire magic that deals the player’s magical attack power plus 2108 damage. (level 58 – 5 pts)

Earth Choir (HM+)
If you have the points, get this. Best of all three choirs to have. Max it (if possible).
Level 1 – Earth magic that deals the player’s magical attack power plus 1101 damage. (level 38 – 4 pts)
Level 2 – Earth magic that deals the player’s magical attack power plus 1564 damage. (level 48 – 5 pts)
Level 3 – Earth magic that deals the player’s magical attack power plus 2108 damage. (level 58 – 5 pts)

Storm Choir (HM+)
You have 3 wind spells already (4 for UMs), with faster casting times. Skip it.
Level 1 – Wind magic that deals the player’s magical attack power plus 1101 damage. (level 38 – 4 pts)
Level 2 – Wind magic that deals the player’s magical attack power plus 1564 damage. (level 48 – 5 pts)
Level 3 – Wind magic that deals the player’s magical attack power plus 2108 damage. (level 58 – 5 pts)

-Special-

Support Spell
This increases your magic attack and also regenerates your MP. Max it.
Level 1 – Party buff that increases magical attack power of party members within 100 meters of the player by 15 points. 1% of total MP will be regenerated every 3 seconds. (level 7 – 2 pts)
Level 2 – Party buff that increases magical attack power of party members within 100 meters of the player by 40 points. 2% of total MP will be regenerated every 3 seconds. (level 39 – 3 pts)
Level 3 – Party buff that increases magical attack power of party members within 100 meters of the player by 80 points. 3% of total MP will be regenerated every 3 seconds. (level 54 – 4 pts)

Attribute Remove
At first I didn’t see a need for this, but when you are grinding against any mob other than earth, you can remove their element (single target then AOE) and hit them with your wind spells. Max it.
Level 1 – Removes the target’s elemental defense for 1 minute with a 60% success rate. (level 9 – 3 pts)
Level 2 – (AOE) Removes elemental defense of enemies within 10 meters of the target for 1 minute a with 80% success rate. (level 43 – 5 pts)

Potential Motive
This will save your LIFE. If your HP dips below a certain %, all spell cool downs will be wiped for 1 minute, allowing you to spam Turbulence for example. Max it.
Level 1 – Passive ability that clears the recharge time of magic that takes less than 500 seconds when HP falls below 10 % (level 17 – 1 pts)
Level 2 – Passive ability that clears the recharge time of magic that takes less than 500 seconds when HP falls below 17 % (level 29 – 2 pts)
Level 3 – Passive ability that clears the recharge time of magic that takes less than 500 seconds when HP falls below 25 % (level 50 – 3 pts)

Diversion
Converts all your SP into MP. Gives you MP, but no SP to buff. Though you don’t need SP as often as a mage, this will definitely come in handy if your pots are on recharge, though I’ve never used it. Max if wanted.
Level 1 – Skill that diverts all the player’s SP to refill 715 MP (level 18 – 3 pts)
Level 2 – Skill that diverts all the player’s SP to refill 1619 MP (level 37 – 4 pts)
Level 3 – Skill that diverts all the player’s SP to refill 2582 MP (level 57 –5 pts)

Health Assistant
This will also save your LIFE. It will eat away at you MP/SP before eating away at your HP. Max to level 2, so you can still use your SP to buff.
Level 1 – Ability that will consume SP first and then HP for damage the player receives for 1 minute (level 18 –4 pts)
Level 2 – Ability that will consume MP first then HP for damage the player receives for 1 minute (level 29 – 5 pts)
Level 3 – Ability that will consume MP first, followed by SP, and then HP for damage the player receives for 1 minute (level 47 – 6 pts)

Earth Spikes (AOE)
This does the most damage of all Earth AOEs, but it’s debuff doesn’t effect some mobs. Even without its debuff, I find I can kill them faster with this skill. Max it.
Level 1 – Earth magic that raises spikes from under the ground 10 meters around the target. It deals the player’s basic magic attack power plus 352 points of damage. The affected targets becomes unconscious for 3 seconds. (level 30 – 6 pts)
Level 2 – Earth magic that raises spikes from under the ground 12 meters around the target. It deals the player’s basic magic attack power plus 472 points of damage. The affected targets becomes unconscious for 3 seconds. (level 42 – 7 pts)
Level 3 – Earth magic that raises spikes from under the ground 14 meters around the target. It deals the player’s basic magic attack power plus 669 points of damage. The affected targets becomes unconscious for 3 seconds. (level 52 – 8 pts)

Turbulence
As an instant cast, this will be one of your fastest and most damaging AOE spells. After getting level 1, when you level to 37/47(NM), 38/48(HM), or 39/49(UM), begin saving your skill points so you can easily level this spell up at the next tier. Max it.
Level 1 – Wind magic that creates Turbulence 10 meters around the target. It instantly deals the player’s basic magic attack power plus 426 points of damage. (level 30 – 6 pts)
Level 2 – Wind magic that creates Turbulence 12 meters around the target. It instantly deals the player’s basic magic attack power plus 700 points of damage. (level 42 – 7 pts)
Level 3 – Wind magic that creates Turbulence 13 meters around the target. It instantly deals the player’s basic magic attack power plus 987 points of damage. (level 52 – 8 pts)

Confusion
At the moment, this is really only useful in PvP and half as useful as any skill in there. Skip it.
Level 1 – Non-elemental magic that puts an area within 10 meters of the player in Confusion and attacks with basic magic attack power plus 315 points of damage. REC, DEX, WIS of the affected targets will decrease by 150 points for 12 seconds. (level 32 – 7 pts)
Level 2 – Non-elemental magic that puts an area within 14 meters of the player in Confusion and attacks with basic magic attack power plus 546 points of damage. REC, DEX, WIS of the affected targets will decrease by 200 points for 12 seconds. (level 46 – 8 pts)
Level 3 – Non-elemental magic that puts an area within 18 meters of the player in Confusion and attacks with basic magic attack power plus 735 points of damage. REC, DEX, WIS of the affected targets will decrease by 250 points for 12 seconds. (level 55 – 9 pts)

Hellfire
This spell combines fire damage plus damage over time, so it’s like you are casting two spells at once. Max it.
Level 1 – Fire magic that attacks an opponent with the player’s magic attack power plus 530 damage, and deals another damage of 396 over 18 seconds. (level 34 – 6 pts)
Level 2 – Fire magic that attacks an opponent with the player’s magic attack power plus 850 damage, and deals another damage of 642 over 18 seconds. (level 45 – 7 pts)
Level 3 – Fire magic that attacks an opponent with the player’s magic attack power plus 1178 damage, and deals another damage of 954 over 18 seconds. (level 56 – 8 pts)

Flite
It is really only good at the Destiny level with the 1 minute counter, but since it can be dispelled, it’s practically a waste. It will only be good if you catch a solo opponent unawares. Skip it.
Level 1 – (Flite) Magic that puts the target to death after 5 minutes. (level 36 – 5 pts)
Level 2 – (Crisis) Magic that puts the target to death after 3 minutes. (level 47 – 6 pts)
Level 3 – (Destiny) Magic that puts the target to death after 1 minute. (level 57 – 7 pts)

Reap and Sow (HM+)
While the 3x and 4x your magic attack seem fantastic, it spends all your MP, leaving you practically defenseless, especially if you are out of pots. Skip it.
Level 1 – Wounds the target for 3 times the player’s magic attack power by spending all his MP. Its effect is limited to some Monsters. (level 49 – 8 pts)
Level 2 – Wounds the target for 4 times the player’s magic attack power by spending all his MP. Its effect is limited to some Monsters. (level 59 – 9 pts)

-UM Skills-

Nemesis
Although it does not have a 100% success rate, at 85%, this spell is more often then not going to succeed. With no cast time and almost 2k damage at its final stage, it will take a chunk out of any opponent’s health. Max it.
Level 1 – Deals 277 damage with an 85% success rate. (level 11 – 4 pts)
Level 2 – Deals 866 damage with an 85% success rate. (level 32 – 5 pts)
Level 3 – Deals 1936 damage with an 85% success rate. (level 55 – 5 pts)

Kamain Breath
Before only a UM skill, now HM mages can get this. The small range combined with less than half damage decreases the value of this skill. Max if wanted.
Level 1(HM) – Magic that decreases max HP of enemies within 8 meters of the target by 43%. Its effect is limited to some Monsters (level x – x pts)
Level 2(UM) – Magic that decreases max HP of enemies within 15 meters of the target by 87%. Its effect is limited to some Monsters (level 60 – x pts)

-Ep4 Skills-
*Though this skills are in game, I have not yet been able to use them nor see them in action. All suggestions are based on skill descriptions.
Flame/Wind/Earth Shock have a range of 8 meters

Flame Shock (UM)
This spell appears to be similar to Hellfire. Max if wanted.
Level 1 – Deals 551 extra damage plus your Magic Attack Power instantly with powerful fire magic and additional 236 damage every 3 seconds over 21 seconds. It has shorter range than other spells. (level 35 – 5 points)
Level 2 – Deals 918 extra damage plus your Magic Attack Power instantly with powerful fire magic and additional 393 damage every 3 seconds over 21 seconds. It has shorter range than other spells. (level 55 – 4 points)

Wind Shock (UM)
Yet another instant wind spell to add to your arsenal, but this lowers the attack speed. Max if wanted.
Level 1 – Deals 414 extra damage plus your Magic Attack Power instantly with powerful wind magic and reduces Attack Speed drastically for 10 seconds. It has shorter range than other spells. (level 35 – 5 points)
Level 2 – Deals 690 extra damage plus your Magic Attack Power instantly with powerful wind magic and reduces Attack Speed drastically for 15 seconds. It has shorter range than other spells (level 55 – 4 points)

Earth Shock (UM)
This appears to be like Earthquake without the AOE. It is, however, spammable. Max if wanted.
Level 1 – Deals 289 extra damage plus your Magic Attack Power instantly with powerful earth magic and stuns the target for 2 seconds. It has shorter range than other spells. (level 35 – 5 points)
Level 2 – Deals 459 extra damage plus your Magic Attack Power instantly with powerful earth magic and stuns the target for 3 seconds. It has shorter range than other spells. (level 55 – 4 points)

Maseuteori Staff
It improves the speed of casting with a staff. Max it.
Level 1 – Increases speed at which you can cast using a staff (Level 25 – 6 points)

Evasion
I suppose the best use of this is when you are in PvP and running away. It’s free, so having it does no harm. Max if wanted. –Alliance of Light Only–
Level 1 – Sacrifices remaining SP and MP to increase chance to evade against physical and ranged attacks by X% for X seconds. (Level 1 – 0 points)
Level 2 – Sacrifices remaining SP and MP to increase chance to evade against physical and ranged attacks by 180% for 20 seconds. (Level 20 – 0 points)
Level 3 – Sacrifices remaining SP and MP to increase chance to evade against physical and ranged attacks by 240% for 30 seconds. (Level 40 – 0 points)

Town Portal
Ports you to the nearest town. /town still works, however it stays at 10 seconds while level 3 of this is only 8 seconds. It’s also free. Max it.
Level 1 – Transports you to the nearest town in 10 seconds. (Level 1 – 0 points)
Level 2 – Transports you to the nearest town in 9 seconds. (Level 20 – 0 points)
Level 3 – Transports you to the nearest town in 8 seconds. (Level 40 – 0 points)

-Ep4 Skill Changes-

-Kamain Breath – Level 1 is now available for HM; Also is demoted to 8 meter AOE and only decreases 43% of the opponents HP
-Flame/Earth/Storm Choir – Recharge time is decreased from 300 seconds to 45 seconds
-Diversion – Recharge time is decreased from 600 seconds to 300 seconds
-Confusion – Cast down is decreased from 3 seconds to 1.5 seconds

Mobs Colors

As you grind your way through the levels, the mobs you can attack will have different levels. These levels are shown through the color of their names.

-White: Many levels below your level. You will receive no exp for killing these.

-Light Blue: Several levels below you. You will receive little exp for killing these.

-Dark Blue: Reasonably easy to kill but you will receive semi-ok exp.

-Green: The mob is right about your level. These mobs are good to grind on for NM or easy HM.

-Yellow: These mobs are 2-3 levels above your level and you will receive good exp. These are the best mobs for HM/UM.

-Orange: 4-5 levels above you. These mobs are harder to kill, but you will receive better exp than yellow mobs.

-Red: These mobs are 5-6 levels above your level. Even with your growing impressive arsenal, you will have difficult time killing these mobs, even more so if they are elemental and you do not have Attribute Remove. Great exp if you succeed.

-Purple: These mobs are practically impossible to kill, especially if they are elemental. If you succeed though, you will receive amazing exp.

-Gray: Don’t even bother with these mobs. There are so far above your level, they can practically kill you just with a look. Even if you do manage to kill them, there is an exp penalty and you will receive none.

Elements

Just like in the real world, in the world of Shaiya there are four elements. Each has its strength and weakness against the other elements. The strength/weakness line up is fire > wind > earth > water > fire.
When you first click on a mob to attack, it’s name, HP and element will appear in you target bar. Like so:


-Non-Elemental
This has no element so attacks will all be the same no matter the element of your attack.


-Earth
This element is strong against water mobs (or water elemental armor) but weak against wind.


-Fire
This element is strong against wind mobs (or wind elemental armor) but weak against water.


-Water
This element is strong against fire mobs (or fire elemental armor) but weak against earth.


-Wind
This element is strong against earth mobs (or earth elemental armor) but weak against fire.

In addition to mobs being elemental, your armor can become elemental also through the use of elemental lapis. There is an offensive and defensive lapis for each element.

The Defensive elemental lapis can only be linked into a chest piece while the Offensive elemental lapis can only be linked into a weapon. All “eles” have 24% chance to link at full bless, but that is bumped up to 48% with a 2x Linking Hammer and 50% with the use of an Op Linking Hammer.

How to Grind

For a mage, while there are two ways to go, there is really only one way to grind for the Caster path and one way for the Tank path. The only time both paths have the same grinding strategy is in the lower levels when you are more inclined to solo.
*In episode 4, a new way to party has become available. The "perfect party" is a full party of 7 players. In Ep 3, it would have severely decreased the exp, but now, you get a "PP" experience bonus, which doubles the exp you receive from the death of one mob.

-Caster:

Just like the other parties, you will first start off soloing. Unless you are starting a HM/UM mage with your guild/friends, you will mostly likely solo until about level 15 or so, when you first venture into Cornwell’s Seal (dungeon). As a mage, the typical party you will be invited to is an AOE party. You, as a mage, will be the main damage dealer in the party (unless there is also a fighter), so make sure you pay attention. Also, keep one eye on the priest. More often then not, they are pure Healers and will depend on their party members to keep them alive. Your Roots spell will come in handy with this, particularly when a spare mob is after the priest.
*IMPORTANT – learn the cast mark for taunt ASAP! Nothing irritates a party faster than a trigger-happy mage. The cast mark for taunt is a gold circle that shrinks into itself. If need be, ask for the defender to show you the Taunt cast mark before you start.

As a Caster, you will have the opportunity to be in 3 different party sets. There is the AOE party, the Duo party, or the Random party
~AOE – stands for Area of Effect and consists of the priest, defender and mage classes. This party, depending on the mobs they are after, can be as small as one priest, one defender and one mage, or as big as one priest, one defender and five mages. As the mage, your job is to kill the mobs, fast and effective. Make sure you know the element of the mobs and what spells will damage the most. If you are level 43+, you can easily use you Attribute Remove AOE and then use your wind spells. Biggest thing is to PAY ATTENTION TO TAUNT. Like I said above, the party will potentially die and surely get irritated if you cast too quickly. Make sure you know taunt and WAIT until the defender casts it. If you are ever unsure, it is better to ask and wait for an answer, then to just take a chance and cast too early.
~Duo – In this party it will either be you and a defender or you and a priest. This party can go fast (def + mage) or a bit slow (priest + mage). The first is an abbreviated AOE party and with no priest, make sure to kill the mobs as fast as you can. Sure the defender may have extensive HP and defense, but he/she could still lose HP and get several DOTs (damage over time spells) cast on him/her. For the mage/priest combo, this will usually consist of collecting a 2-4 mobs and kiting and casting. A mage/priest combo is better suited for a Rec mage.
~Random – This party usually consists of a random mix of members, such as two archers, a fighter, a priest and you. In a party like this, the fighter would take the role of the defender. Since his/her HP is not as high as a defender, make sure you keep a close eye on him/her and be prepared to cast your spells at a moment’s notice.

*A good rule to follow is to stand in the doorway of a room (if you are in a dungeon) and inch up, if need be, until you can safely cast while staying safe yourself.
Also, in any party, as a mage, you are one of the heaviest damage dealers, so make sure you pay attention and most of all, WAIT FOR TAUNT!

-Tank:

Unlike a Caster, as a Tank, you have to ability to either party with other players or solo your way through the levels. Depending on the party you are in, you will either assume the role of a def or dual role as a mage and def.

As a Rec Mage, the skills you have can also be interpreted in a defenders way. For example, two mage skills can easily translate to the tank skill “Panic.” These two skills are Mana Leakage (which uses no SP) or Attribute Remove. Both of these spells will call the mobs over to you, just like Panic to a Tank. While Tanking, be sure to use Fire Thorn, as this will keep the mobs on you as you are constantly dealing damage to them. When you first get your AOEs (level 8 ) you can use your wind spell, Storm, as your “taunt.” You can switch it to Lightening then Turbulence as you level up.
*Important! – When grinding as a Tank mage, you CANNOT just stand there and let the mobs hit on you until the other mage kills them. You do not have any extra defense from a shield or passive skills/buffs. While tanking, you will be required to kite until the mobs are done. Kiting is when you run around in a circle (as to not lose the mobs) to prevent them from all beating up on you. You will still get a hit here or there, but mostly the mobs will be running and not able to hit you. You gather, taunt then kite, else you will die and the mobs will come after your party member(s).
When grinding solo, patience is KEY. Your damage will be minimal, so you will be slowly grinding away at the mobs HP. A Rec mage is possible, but it takes a long time and a lot of patience. Grinding in dungeons is also discouraged as a Rec Mage.

As a Tank, you will have the opportunity to be in 2 different party sets. There is the AOE party and the Duo party.
~AOE Party – Most AOE parties are the same, consisting of a priest, a mage and a defender. In this instance, you will be taking the place of the defender. As a tank mage, you can also cast spells on the mobs if the Int mage is having difficulty killing them.
~Duo Party – This can either be done with a mage or a priest. With the mage, you will take the sole role as the defender. With the priest, you will take the dual role as a defender AND mage. Though with the priest, if it is a Battle priest, your main role will be the defender, sometimes helping out with a spell here or there. I believe the mage/priest duo would be a bit harder, as you are pulling a dual role as both mage and tank (unless they are a battle priest). Though both are hard, it is fast leveling as there are only two in your party and it is an AOE party.

*Remember to be wary of AOE debuffs as they do seriously affect your casting. Keep plenty of dispelling pots in your inventory, especially if you are duoing with another mage.

PVP
*Note – Even before skills and such get changed in Ep 4, mages are not the best in PvP. Sure their AOEs may be good, but the other classes are far more effective. Also, this was the hardest section as I had the least amount of information. If anyone can give me a few tips or point me in the right direction, I would greatly appreciate it :]

As a mage, just like with grinding, in PvP, you have the possibility to either be a Caster (who is rather squishy) or a semi-casting mage (Tank), who could possibly serve as a diversion and/or trap. The three PvP zones are both similar and different. The three zones are:

~Delphinian Fortress (1-15)
~Cantabilian (Blessian) Fortress (20-30)
~D-Water Borderland (Karis) (1-60)

-Caster:

You first begin your PvP experience in the 1-15 zone, like most everyone else. As a Int Caster, the biggest asset you can bring is you AOEs and your Roots. The AOEs will hit multiple Fury members and your Roots spell will be useful in stopping one in his/her tracks. In this zone, the lines are drawn very clearly, making it easy to stay in the back and cast without fear of being attacked. It may be a bit hard to get a party when you are first starting, but once you do, be sure to stay close to your party members. A widespread party gains no kills. Most players in this zone are heavily nossed and the more die-hard 1-15 PvPers usually have well-lapised gear. As for a Luc Caster, you really wouldn’t succeed well in Delphinian, so I would skip it, or go Int for 1-15 then restat to Luc later, if that is what you want. (For more information, please visit this thread)

In the second zone, as an Int Caster, once again, your best assets are your AOEs and Roots. Remember to keep close to your party and keep your buffs up to date. As for a Luc Caster, just like in 1-15, unless you can get the best gear and lapis it extremely well, Luc mages will fall short here also. Players are not often as buffed as in 1-15, but their armor is extremely well lapised, which boosts their attack and defense greatly.

In the final zone, 1-60, as a Caster, your AOEs and instant cast spells will be the most important. Two earth spells to have are Roots and Earth Spikes. Roots will hold the enemy in place for a few seconds, while Spikes can stun more than one, if they are close together. If you are UM, Kamain Breath will be a skill you’ll want to get. Nossing occurs the least in this zone, but armor will be well-lapised. Be sure to stay close to your party and keep your buffs up.

-Tank:
*Though you are free to do so, I highly discourage you from attempting to PvP as a Rec mage. I would suggest skipping PvP until the final zone.

You first begin your PvP experience in the 1-15 zone, like most everyone else.
A good idea would be to lapis your armor and weapon with INT and REC. Lapising it this way will make it hard for the opposing faction to kill you and also allows you to damage them more effectively than they can damage you. Even still, a Rec mage seems to be more suited to PvE than PvP.

In the second zone, as a Tank, since many are extensively lapised here, you also will need the best gear and the best lapis. Like in the 1-15 section, a Rec mage seems out of place in PvP and does not appear to have the best luck at acquiring kills.

In the final zone, 1-60, as a Tank, you are very powerful here. By this time, your REC lapis count has almost doubled, depending on your armor and lapising techniques, so you have quite a bit of HP for the opposing faction to eat through before they can kill you.
As a Tank, although your casting damage is not great, you can still damage and delay opponents enough to cause them grief. Be sure to stick close to your party and keep your buffs up to date.

Armor

Finally, we get to the pretty clothing! (All Helm SS come directly from Aes, I hold no claim to them).

First off, there are 7 levels of armor that can be worn. Note, some modes can only wear up to a certain level of armor. The 7 levels are as follows:
~Regular: This armor has 0 slots for lapis and can be attained from merchants in various cities across the maps. These also drop from mobs and I would suggest hanging onto them, at least until you can get the slotted armor to replace them. For selling, NPC them as most players will not buy unslotted armor.
~Noble: This armor has 1 slot for lapis and can be attained from either quests or mob drops in Cornwell Dungeon. Aside from AP promo items, this armor is the best you can get for 1-15 PvP.
~Worship: This armor has 2 slots for lapis and can be attained (rarely) from Graveyard Loca or Asmo* (both in Cornwell Dungeon) or in Fedion Dungeon.
~Heroic: This armor has 3 slots for lapis and can be attained (rarely) from Graveyard Loca (in Cornwell Dungeon), Fedion Dungeon or Maitreyan Dungeon. If possible to attain, this armor is the best for 20-30 PvP.
~Dread: This armor has 4 slots for lapis and can be attained from the Dread Quests, Ajuha (Fedion Dungeon) and mini-bosses in Maitreyan Dungeon. This is the highest set of armor a NM can wear.
~Legend: This armor has 5 slots for lapis and can be attained from Ankylul* (Maitreyan) or in Stable Erde/Deep Desert maps. This is the armor that most HM/UM players will use as Goddess is extremely rare. This armor is colored differently than Dread and is easily recognized. This is the highest set of armor a HM can wear.
~Goddess: This armor has 6 slots for lapis and can be attained from Freezing Mirage, Cloron Dragon (Cloron’s Lair) or Cryptic Throne Bosses. It appears drastically different than any other armor, colored different and appearing to be the set of armor right below it. (Goddess Anor appears to be Goddess Sephiroth). This is the highest set of armor a UM can wear.

*Note, these are quest bosses and farming them can result in a ban. If you are going to try to kill him, make sure you have the quest or your party members have the quest

-Under Armor

-Cotton Armor

Cotton Gauntlets
Level 2
Regular: Bought from merchant in Beika or Aelbeageu.
Noble: Obtained from Map 1 quest.

Cotton Boots
Level 3
Regular: Bought from merchant in Beika or Aelbeageu.
Noble: Obtained from “Batan’s Armor” quest.

Cotton Pants
Level 4
Regular: Bought from merchant in Beika or Aelbeageu.
Noble: Obtained from “Kei’s Armor” quest.

Cotton Armor
Level 5
Regular: Bought from merchant in Beika or Aelbeageu.
Noble: Obtained from Map 1 quest.

-Dendron Armor

Dendron Gauntlets
Level 8
Regular: Bought from merchant in Keolloseu.
Noble: Obtained from Map 1 quest.

Dendron Boots
Level 9
Regular: Bought from merchant in Keolloseu.
Noble: Obtained from a Zombie quest, received west of Keolloseu, at the Tower, will give these as a reward.

Dendron Pants
Level 10
Regular: Bought from merchant in Keolloseu.
Noble: Obtained from Dwarf quest, received northwest of Keolloseu, at Antaraks Farm, will give these as a reward. (2-part quest)

Dendron Armor
Level 11
Regular: Bought from merchant in Keolloseu.
Noble: Obtained from “Robbed Woodpile” quest, received northwest of Keolloseu, at Arbor Farm. Obtain 15 woodpiles instead of the 5 required in order to receive this armor.

-Quine Armor

Quine Gauntlets
Level 15
Regular: Bought from merchant in Keolloseu.
Noble: Obtained from Vagabond Big Brown Bears quest.

Quine Boots
Level 16
Regular: Bought from merchant in Keolloseu.
Noble: Obtained from Map 1 quest.

Quine Pants
Level 17
Regular: Bought from merchant in Keolloseu.
Noble: Obtained from Map 1 quest.

Quine Armor
Level 18
Regular: Bought from merchant in Keolloseu.
Noble: Obtained from Map 1 quest.

-Tathar Armor

Tathar Gauntlets
Level 22
Regular: Bought from merchant in Keolloseu or Arktuis Vill.
Worship: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin, and also from Asmo.
Heroic: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin, and also from Asmo.

Tathar Boots
Level 23
Regular: Bought from merchant in Keolloseu or Arktuis Vill.
Worship: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin, and also from Asmo.
Heroic: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin, and also from Asmo.

Tathar Pants
Level 24
Regular: Bought from merchant in Keolloseu or Arktuis Vill.
Worship: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin, and also from Asmo.
Heroic: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin, and also from Asmo.

Tathar Armor
Level 25
Regular: Bought from merchant in Keolloseu or Arktuis Vill.
Worship: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin, and also from Asmo.
Heroic: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin, and also from Asmo.

-Loxe Armor

Loxe Gauntlets
Level 29
Regular: Bought from merchant in Arktuis Vill, Silvaren, and Apulune.
Worship: Obtained from mobs in Fedion Dungeon.
Heroic: Unknown at the moment.
Dread: HM/UM quest only. Kill the mob priest “Julia Dillun” until she drops “Poemas Mandolin”. She can be found on the island in the lake to the south east of Arktuis Vill. Once you receive the drop, it should take you back to Haldeck where the NPC Poema will continue your quest. If too low for the quest, keep the mandolin and level up a few more levels before clicking on it again.

Loxe Boots
Level 30
Regular: Bought from merchant in Silvaren and Apulune.
Worship: Obtained from mobs in Fedion Dungeon.
Heroic: Unknown at the moment.
Dread: HM/UM quest only. Kill the mobs “Sealakel Fighter” until they drop the “Monkey Skull”. They are just south of Arktuis Vill. Once you receive the drop, click on it and the quest will start automatically. If too low for the quest, keep the trunk and level up a few more levels before clicking on it again.

Loxe Pants
Level 31
Regular: Bought from merchant in Silvaren and Apulune.
Worship: Obtained from mobs in Fedion Dungeon.
Heroic: Unknown at the moment.
Dread: HM/UM quest only. Kill the “Orc Robber” until they drop the “Empty Trunk”. They can be just east of Arktuis Vill, on the path. Once you receive the drop, click on it and the quest will start automatically. If too low for the quest, keep the trunk and level up a few more levels before clicking on it again.

Loxe Armor
Level 32
Regular: Bought from merchant in Silvaren and Apulune.
Worship: Obtained from mobs in Fedion Dungeon.
Heroic: Unknown at the moment.
Dread: HM/UM quest only. Kill the sealakel Priest Dempnum until it drops the “Lens Bow”. He is among the Sealakel Fighters just south of Arktuis Vill. Once you receive the drop, it should take you to the NPC Lens will continue your quest. If too low for the quest, keep the bow and level up a few more levels before clicking on it again.

Loxe Helm
Level 30
Regular: Obtained from the level 29 quest in Arktuis Vill. Collect 30 spirit cores for the helm. Spirit cores can be found from the Sealakels just south of the town or the Goblin camp to the southeast.
Dread: This item can only be obtained from AP events and is particularly wanted for 20-30 PvP.

-Wilarin Armor

Wilarin Gauntlets
Level 36
Regular: Bought from merchant in Apulune and Karis Castle.
Heroic: Obtained from mobs in Fedion Dungeon.
Dread: This armor drops from Ajuha, a mini-boss in the bottom of Fedion Dungeon

Wilarin Boots
Level 37
Regular: Bought from merchant in Apulune and Karis Castle.
Heroic: Obtained from mobs in Fedion Dungeon.
Dread: This armor drops from Ajuha, a mini-boss in the bottom of Fedion Dungeon

Wilarin Pants
Level 38
Regular: Bought from merchant in Apulune and Karis Castle.
Heroic: Obtained from mobs in Fedion Dungeon.
Dread: This armor drops from Ajuha, a mini-boss in the bottom of Fedion Dungeon

Wilarin Armor
Level 39
Regular: Bought from merchant in Apulune and Karis Castle.
Heroic: Obtained from mobs in Fedion Dungeon.
Dread: This armor drops from Ajuha, a mini-boss in the bottom of Fedion Dungeon.

Wilarin Helmet
Level 37
Regular: Obtained from the level 36 quest in Silvaren. Collect 30 nightmare cores for it. These cores drop from most Map 3 mobs.

-Fiddess Armor

Fiddess Gauntlets
Level – x
Regular: Does not exist.

Fiddess Boots
Level – x
Regular: Does not exist.

Fiddess Pants
Level 40
Regular: This armor is two-slotted but does not carry the Worship name. It appears the same as Wilarin armor except in shades of brown and yellow. This drops from the mini-bosses in Maitreyan Dungeon and in Cloron’s Lair.

Fiddess Armor
Level 40
Regular: This armor is two-slotted but does not carry the Worship name. It appears the same as Wilarin armor except in shades of brown and yellow. This drops from the mini-bosses in Maitreyan Dungeon and in Cloron’s Lair.

-Sephiroth Armor

Sephiroth Gauntlets
Level 43
Regular: Bought from merchant in Apulune and Karis Castle.
Heroic: Obtained from mobs in Maitreyan Dungeon and Cloron’s Lair (level 1)
Dread: Obtained from the mini-bosses in Maitreyan Dungeon.
Legend: Unknown at the moment.
Goddess: Unknown at the moment.

Sephiroth Boots
Level 44
Regular: Bought from merchant in Apulune and Karis Castle.
Heroic: Obtained from mobs in Maitreyan Dungeon and Cloron’s Lair (level 1)
Dread: Obtained from the mini-bosses in Maitreyan Dungeon.
Legend: Unknown at the moment.
Goddess: Unknown at the moment.

Sephiroth Pants
Level 45
Regular: Bought from merchant in Apulune.
Heroic: Obtained from mobs in Maitreyan Dungeon and Cloron’s Lair (level 1)
Dread: Obtained from the mini-bosses in Maitreyan Dungeon.
Legend: Obtained from the boss of Maitreyan, Ankylul. This boss is a quest boss, so farming him will result in a ban. Make sure to have at least one player in your party who needs the quest.
Goddess: Obtained from the dragon form of Freezing Mirage. He is located in a big lagoon, south of Arktuis Vill and just west of the lighthouse. He is extremely difficult to kill so I suggest making a full party of level 60’s before attempting to kill him.

Sephiroth Armor
Level 46
Regular: Bought from merchant in Apulune.
Heroic: Obtained from mobs in Maitreyan Dungeon and Cloron’s Lair (level 1)
Dread: Obtained from the mini-bosses in Maitreyan Dungeon.
Legend: Obtained from the boss of Maitreyan, Ankylul. This boss is a quest boss, so farming him will result in a ban. Make sure to have at least one player in your party who needs the quest.
Goddess: Obtained from the dragon form of Freezing Mirage. He is located in a big lagoon, south of Arktuis Vill and just west of the lighthouse. He is extremely difficult to kill so I suggest making a full party of level 60’s before attempting to kill him.

Sephiroth Helm
Level 44
Regular: Obtained from the level 43 quest in the Huigronn Stronghold on Map 3. Collect 30 pint cores for it. They drop from most Map 3 mobs.
5-Slot: While it has 5 slots, this is NOT a legend helm. It can be worn by NM players and offers no MP/SP/HP or defense stats. It is only available from AP promos.

-Legend Sephiroth Armor

Sephiroth Gauntlets
Level 43
Legend: Unknown at the moment.

Sephiroth Boots
Level 44
Legend: Unknown at the moment.

Sephiroth Pants
Level 45
Legend: Obtained from the boss of Maitreyan, Ankylul. This boss is a quest boss, so farming him will result in a ban. Make sure to have at least one player in your party who needs the quest.

Sephiroth Armor
Level 46
Legend: Obtained from the boss of Maitreyan, Ankylul. This boss is a quest boss, so farming him will result in a ban. Make sure to have at least one player in your party who needs the quest.

-Goddess Sephiroth Armor

Credit to Padmapadma!

Sephiroth Gauntlets
Level 43
Goddess: Unknown at the moment.

Sephiroth Boots
Level 44
Goddess: Unknown at the moment.

Sephiroth Pants
Level 45
Goddess: Obtained from the dragon form of Freezing Mirage. He is located in a big lagoon, south of Arktuis Vill and just west of the lighthouse. He is extremely difficult to kill so I suggest making a full party of level 60’s before attempting to kill him.

Sephiroth Armor
Level 46
Goddess: Obtained from the dragon form of Freezing Mirage. He is located in a big lagoon, south of Arktuis Vill and just west of the lighthouse. He is extremely difficult to kill so I suggest making a full party of level 60’s before attempting to kill him.

-Anor Armor

Anor Gauntlets
Level 50
Regular: Obtained from mobs in Aquilus Tor.
Heroic: Obtained from mobs in Elemental Cave, Cloron’s Lair and Cave of Stigma.
Dread: Obtained from mobs in Cave of Stigma.
Legend: Obtained from the boss of Maitreyan, Ankylul. This boss is a quest boss, so farming him will result in a ban. Make sure to have at least one player in your party who needs the quest.
Goddess: Unknown at the moment.

Anor Boots
Level 51
Regular: Obtained from mobs in Aquilus Tor.
Heroic: Obtained from mobs in Elemental Cave, Cloron’s Lair and Cave of Stigma.
Dread: Obtained from mobs in Cave of Stigma.
Legend: Obtained from the boss of Maitreyan, Ankylul. This boss is a quest boss, so farming him will result in a ban. Make sure to have at least one player in your party who needs the quest.
Goddess: Unknown at the moment.

Anor Pants
Level 52
Regular: Obtained from mobs in Aquilus Tor.
Heroic: Obtained from mobs in Elemental Cave, Cloron’s Lair and Cave of Stigma.
Dread: Obtained from mobs in Cave of Stigma.
Legend: Obtained from the Cloron Troll (mini boss) or the chests that drop after the Cloron Dragon or the Freezing Mirage Dragon is killed.
Goddess: Obtained from the Cryptic Throne bosses. The Cryptic Throne in the same lagoon as Freezing Mirage and only opens after FM has been killed.

Anor Armor
Level 53
Regular: Obtained from mobs in Aquilus Tor.
Heroic: Obtained from mobs in Elemental Cave, Cloron’s Lair and Cave of Stigma.
Dread: Obtained from mobs in Cave of Stigma.
Legend: Obtained from the Cloron Troll (mini boss) or the chests that drop after the Cloron Dragon or the Freezing Mirage Dragon is killed.
Goddess: Obtained from the Cryptic Throne bosses. The Cryptic Throne in the same lagoon as Freezing Mirage and only opens after FM has been killed.

Anor Helm
Level 50
Regular: Obtained from the level 50 quest in Apulune near the docks to the east. Collect 3 level 3 endure lapis and 15 Dark Mage Stones for it. The level 3 endure lapis can be found from 1-60 PvP mobs or in the Dungeons (D1 or D2). The Black Mage Stones can be found in Karis and also dropped from the Beholders in Aquilus Tor.

-Legend Anor Armor

Anor Gauntlets
Level 50
Legend: Obtained from the boss of Maitreyan, Ankylul. This boss is a quest boss, so farming him will result in a ban. Make sure to have at least one player in your party who needs the quest.

Anor Boots
Level 51
Legend: Obtained from the boss of Maitreyan, Ankylul. This boss is a quest boss, so farming him will result in a ban. Make sure to have at least one player in your party who needs the quest.

Anor Pants
Level 52
Legend: Obtained from the Cloron Troll (mini boss) or the chests that drop after the Cloron Dragon or the Freezing Mirage Dragon is killed.

Anor Armor
Level 53
Legend: Obtained from the Cloron Troll (mini boss) or the chests that drop after the Cloron Dragon or the Freezing Mirage Dragon is killed.

-Goddess Anor

Anor Gauntlets
Level 50
Goddess: Obtained from the Cryptic Throne bosses. The Cryptic Throne in the same lagoon as Freezing Mirage and only opens after FM has been killed.

Anor Boots
Level 51
Goddess: Obtained from the Cryptic Throne bosses. The Cryptic Throne in the same lagoon as Freezing Mirage and only opens after FM has been killed.

Anor Pants
Level 52
Goddess: Obtained from the Cryptic Throne bosses. The Cryptic Throne in the same lagoon as Freezing Mirage and only opens after FM has been killed.

Anor Armor
Level 53
Goddess: Obtained from the Cryptic Throne bosses. The Cryptic Throne in the same lagoon as Freezing Mirage and only opens after FM has been killed.

-Ophiston Armor

*Ophiston looks exactly the same at the noble, dread and legend levels. There is no distinctive color differences (For more information, see this thread)

Ophiston Gauntlets
Level 55
Regular: Unknown at the moment.
Noble: Obtained from the Troll mobs in Stable Erde, or Scorpion Mobs in Deep Desert.
Dread: Obtained from the Troll mobs in Stable Erde, or Scorpion Mobs in Deep Desert.
Legend: Obtained from the Troll mobs in Stable Erde, or Scorpion Mobs in Deep Desert.

Ophiston Boots
Level 56
Regular: Unknown at the moment.
Noble: Obtained from the Troll mobs in Stable Erde, or Scorpion Mobs in Deep Desert.
Dread: Obtained from the Troll mobs in Stable Erde, or Scorpion Mobs in Deep Desert.
Legend: Obtained from the Troll mobs in Stable Erde, or Scorpion Mobs in Deep Desert.

Ophiston Pants
Level 57
Regular: Unknown at the moment.
Noble: Obtained from the Scorpion Mobs in Deep Desert.
Dread: Obtained from the Scorpion Bosses in Deep Desert. The Scorpion bosses are significantly harder then the Troll bosses needed for the top, which means Legend and Dread Ophiston pants are expensive and rare.
Legend: Obtained from the Scorpion Bosses in Deep Desert. The Scorpion bosses are significantly harder then the Troll bosses needed for the top, which means Legend and Dread Ophiston pants are expensive and rare.

Ophiston Armor
Level 58
Regular: Unknown at the moment.
Noble: Obtained from the Troll bosses in Stable Erde.
Dread: Obtained from the Troll bosses in Stable Erde.
Legend: Obtained from the Troll bosses in Stable Erde.

Weapons

Here begins the section of weapons. As a mage, you can either equip a staff or a dagger. A staff is more powerful, but has more of a pause between castings. A dagger is, on average, a bit less powerful, but the time between each cast is shortened.

Just like with Armor, there are 7 levels of weapons that can be found in the maps:
~Regular: These weapons have 0 slots for lapis, add 0 stats, and can be attained from merchants in various cities across the maps. These also drop from mobs and I would suggest hanging onto them, at least until you can get the slotted armor to replace them. For selling, NPC them as most players will not buy unslotted weapons.
~Noble: These weapons have 1 slot for lapis, add 6 stats, and can be attained from either quests or mob drops in Cornwell Dungeon. These weapons are the best you can get for 1-15 PvP.
~Worship:These weapons have 2 slots for lapis, add 12 stats, and can be attained (rarely) from Graveyard Loca or Asmo* (both in Cornwell Dungeon) or in Fedion Dungeon.
~Heroic: These weapons have 3 slots for lapis, add 18 stats, and can be attained (rarely) from Graveyard Loca (in Cornwell Dungeon), Fedion Dungeon or Maitreyan Dungeon.
~Dread: These weapons have 4 slots for lapis, add 24 stats, and can be attained from the Dread Quests, Ajuha (Fedion Dungeon) and mini-bosses in Maitreyan Dunegon. This is the highest level of weapons a NM can wield.
~Legend: These weapons have 5 slots for lapis, add 30 stats, and can be attained from Ankylul* (Maitreyan) or in Stable Erde/Deep Desert maps. This is the weapon level that most HM/UM players will use as Goddess is extremely rare. These weapons glow blue, indicating their level to other players. These are the highest weapons a HM can wield.
~Goddess: These weapons have 6 slots for lapis, add 36 stats, and can be attained from Freezing Mirage, Cloron Dragon (Cloron’s Lair) or Cryptic Throne Bosses. These weapons glow red, indicating their level to other players. These are the highest weapons a UM can wield.

*Note, these are quest bosses and farming them can result in a ban. If you are going to try to kill him, make sure you have the quest or your party members have the quest

* Also a few SS and some information came from KataraOfWater. Thanks! (SS/Info from Katara are marked by a single asterisk)
**Just want to point out that about half of the screenshots of these weapons came from Aes’s Mage guide, as did a lot of the information. Thanks a bunch Aes! (SS/Info from Aes is marked with a double asterisk)

Staffs


Light Staff
Level 1
Regular: Can be purchased in Aelbeageu or drops from mobs (also comes equipped when you first begin).
Noble: Obtained from mob drops in the northern part of Map 1.


Holy Staff
Level 6
Regular: Can be purchased in Aelbeageu or drops from mobs.
Noble: I believe you receive this from a quest.


Cross Staff
Level 11
Regular: Can be purchased in Keolloseu or drops from mobs.
Noble: I believe you receive this from a quest.


Absorption Staff
Level 16
Regular: Can be purchased in Keolloseu or drops from mobs.
Noble: Obtained from mob drops in Cornwell Ruin and also obtained as a quest reward (Kail’s Cloron Lair Quest – credit to Garnet420!)


Sage Staff
Level 21
Regular: Can be purchased in Keolloseu or drops from mobs.
Noble: Obtained from mob drops in Cornwell Ruin.
Worship: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin.
Heroic: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin.


Wind Storm
Level 25
Epic Weapon: Obtained from the Level 25 Epic Quest in Map 2. Glows orange. Has no slots but comes with +20 Int and +10 Wis.


Sapphire Rose
Level 26
Regular: Can be purchased in Arktuis Vill.
Worship: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin.
Heroic: Rarely from the Cornwell Ruin boss, Asmo.*
* This is a quest boss and farming him will result in a ban. Make sure you or one of your party members have this quest.


Eagle Saint
Level 31
Regular: Drops from mobs in Map 2. Also can be bought in Apulune from Weap Merch.
Worship: Drops from Mobs in beginning of Fedion Dungeon.
Heroic: Drops from mobs in back of Fedion dungeon. **
Dread: Drops from the boss of Fedion, Ajuha. **


Success Edge
Level 36
Regular: Can be purchased in Silveran.
Worship: Unknown at the moment.
Heroic: Drops from Mobs in Fedion Dungeon.
Dread: Unknown at the moment.


Rachroma Sche
Level 40
Dual-Slotted: Does not carry the Worship name though. Appears the same as the Sapphire Rose, except it glows orange. Drops from the mini bosses in the top level of Maitreyan Dungeon.


Stars Edge
Level 40
4-Slotted: Does not carry the Dread name though. This drops in from mobs in Pandorashys(Skulleron). Looks like a blue Success Edge.


Rising Phoenix
Level 41
Regular: Unknown at the moment.
Heroic: Drops from mobs in Maitreyan Dungeon.
Dread: Unknown at the moment.


Deadly Elven Aqua Staff
Level 45
Epic Weapon: Obtained from the Level 45 Epic Quest in Map 2. Glows blue. Has no slots, but comes with Water Element. I believe when you change the element on the staff, the glow changes also.


Kysyo Phoenix
Level 45
4-Slotted: Does not carry the Dread name though. This drops in from mobs in Pandorashys(Skulleron). Looks like a blue Lost Brahma.


Lost Brahma
Level 45
Regular: Unknown at the moment.
Heroic: Drops from mobs in Cloron’s Lair.
Dread: Drops from the mobs in the Cloron Troll room. **
Legend: Drops from Cloron Troll and Cloron dragon boxes. **
Goddess: Drops from Freezing Mirage dragon. **


Tensyo
Level 50
4-Slotted: Does not carry the Dread name though. Drops only from the Cloron Dragon. Looks like a purple Lost Brahma. **


Draconic Staff
Level 56
5-Slotted: Does not carry the Legend name though. Drops from bosses in Cryptic Throne, which opens after the Freezing Mirage dragon form is killed. **


Tiamat
Level 59
5-Slotted: Does not carry the Legend name though. Drops from bosses in Cryptic Throne, which opens after the Freezing Mirage dragon form is killed. **

Daggers


Short Sword
Level 1
Regular: Can be purchased in Aelbeageu or drops from mobs.
Noble: Obtained from mob drops in the northern part of Map 1.


Steel Short Sword
Level 5
Regular: Can be purchased in Aelbeageu or drops from mobs.
Noble: Obtained from mob drops in the northern part of Map 1.


Light Short Sword
Level 11
Regular: Can be purchased in Keolloseu or drops from mobs.
Noble: I believe you receive this from a quest.


Justice
Level 17
Regular: Can be purchased in Keolloseu or drops from mobs.
Noble: Obtained from mob drops in Cornwell Ruin.
Worship: Unknown at the moment. **


Ganesha
Level 23
Regular: Can be purchased in Keolloseu or drops from mobs.
Noble: Unknown at the moment.
Worship: Rarely drops from Graveyard Loca, a mini-boss outside Asmo’s room in Cornwell Ruin. Also you receive one from a quest.
Heroic: Rarely from the Cornwell Ruin boss, Asmo.*
* This is a quest boss and farming him will result in a ban. Make sure you or one of your party members have this quest.


Absaras
Level 29
Regular: Unknown at the moment.
Worship: Drops from Mobs in beginning of Fedion Dungeon.
Heroic: Drops from mobs in back of Fedion dungeon. **


Queen Mab
Level 35
Regular: Can be purchased in Silveran.
Heroic: Drops from Mobs in Fedion Dungeon.
Dread: Unknown at the moment.


Gesowopu
Level 39
4-Slotted: Does not carry the Dread name though. This drops in from mobs in Pandorashys(Skulleron). Looks similar to a blue Queen Mab.


Karma Samsara
Level 41
Regular: Weapon Merchant in Apulune.
Heroic: Drops in Cloron’s Lair (c1).
Dread: Unknown at the moment.
Legend: Unknown at the moment, but the only two known in existence belong to KataraOfWater and Enigma


Façade Blade
Level 45
4-Slotted: Does not carry the Dread name though. This drops in from mobs in Pandorashys(Skulleron). Looks likes a pink Karma Samsara.


Red Blood
Level 46
Regular: Weapon Merchant in Apulune
Heroic: Drops from mobs in Cloron’s Lair.
Dread: Drops from the mobs in the Cloron Troll room. **
Legend: Drops from Cloron Troll and Cloron dragon boxes. **
Goddess: Drops from Freezing Mirage dragon. **


Ninez
Level 50
4-Slotted: Does not carry the Dread name though. Drops only from the Cloron Dragon. Looks like a blue Red Blood. **


Gold Hope
Level 55
3-Slotted. Does not carry the Heroic name though Drops from the bosses in the Elemental Cave and also from the Cloron Troll. Looks like a Queen Mab except it glows orange. **


Elysium
Level 55
3-Slotted: Does not carry the Heroic name though. Drops from the bosses in the Elemental Cave and also from the Cloron Troll. Looks like a Karma Samsara except it glows orange. **


Lumi’s Tear
Level 56
5-Slotted: Does not carry the Legend name though. Drops from bosses in Cryptic Throne, which opens after the Freezing Mirage dragon form is killed. **


Cultist’s Blade
Level 59
5-Slotted: Does not carry the Legend name though. Drops from bosses in Cryptic Throne, which opens after the Freezing Mirage dragon form is killed. **

Capes

Capes, or mantles, are not just pretty decorations. They also add stats such as int, wis, and MP. There are 10 capes that a mage can possible wear; 6 for NM and 4 for HM/UM.
*I do not have the screenshots for the NM 31 cape (Int, Wis or Luc), the NM 44 capes (Int or Wis & info) nor the 52 Wis cape. If anyone can provide me with these, I would be very grateful.

For Normal Mode:

-Oracular Cape – Level 31 and adds 10 Wis, 31 HP, 61 MP, 2 Def and 4 Res
*Can be bought for 40 million gold at the Cape NPC in Apulune

-Brilliant Cape – Level 31 and adds 10 Int, 31 HP, 61 MP, 2 Def and 4 Res
*Can be bought for 40 million gold at the Cape NPC in Apulune

-Lucky Cape – Level 31 and addss 10 Luc, 31 HP, 61 MP, 2 Def and 4 Res
*Can be bought for 40 million gold at the Cape NPC in Apulune

-Wis Cape – Level 44 and adds 13 Wis.

-Int Cape – Level 44 and adds 13 Int

-Cape of Judgment – Level 52 and adds 17 Wis, 52 HP, 101 MP, 4 Def and 9 Res
*Can be found in players’ shops in Apulune.


-Cape of the Sagacity – Level 52 and adds 17 Int, 52 HP, 101 MP, 4 Def and 9 Res
*Can be found in players’ shops in Apulune.

For Hard/Ultimate Mode:
These cape SS come from Aes (no claim) and even though they are on archers, the capes are race-specific and will look the same on mages


-Cape of the Pristine – Level 33 and adds 11 Int, 11 Wis, 33 HP, 65 MP, 2 Def and 5 Res
*Can be found in players’ shops in Apulune.


-Cape of the Incorruptible – Level 41 and adds 13 Int, 13 Wis, 41 HP, 80 MP, 3 Def and 6 Res
*Can be found in players’ shops in Apulune.


-Cape of the Virtue – Level 48 and adds 16 Int, 16 Wis, 48 HP, 94 MP, 3 Def and 8 Res
*Can be found in the Item mall (in game and on site) or players’ shops in Apulune.


-Cape of Sanctity – Level 54 and adds 18 Int, 18 Wis, 54 HP, 105 MP, 4 Def and 10 Res
*Can be found in the Item mall (in game and on site) or players’ shops in Apulune.

Mounts

Mages, along with the other Elven classes, can ride big cats as mounts. They can be ridden at different levels depending on your mode. There are 7 mounts that can be ridden.

For Normal Mode:


-Leopard
This will be the first mount you can get and use and is known as the NM regular mount. You must be at least level 40 to ride it. It can be bought at the Mount Merchant (Stardust Knights Area of Apulune) for 11 million gold. This mount is NOT tradable and seats only ONE.


-Red Leopard
This mount is the NM rare mount and can only be obtainable through AP Promos or from a player’s shop in Apulune. The level to ride it is also level 40 and the price of this mount will vary. This mount IS tradable and seats only ONE.

For Hard Mode:


-Silver Lion
This is the HM regular mount and the one most used. You must be at least level 50 to ride it. It can be bought at the Mount Merchant (Stardust Knights Area of Apulune) for 75 million gold. This mount is NOT tradable and seats TWO.


-Red Lion
This mount is the HM rare mount and can only be obtainable through AP Promos or from a player’s shop in Apulune. The level to ride it is also level 50 and the price of this mount will vary. This mount IS tradable and seats TWO.


-White Lion
This mount is the HM uber mount and can only be obtainable through AP Promos or from a player’s shop in Apulune. The level to ride it is level 50 and the price of this mount will vary. This mount IS tradable and seats TWO.

For Ultimate Mode:


-Land Phoenix
This mount is the UM mount and can only be obtainable through AP Promos or from a player’s shop in Apulune. The level to ride it is level 58 and the price of this mount will vary. This mount IS tradable and seats TWO.

There is also a special mount that was released during Christmas. This mount is a reindeer mount and can be ridden at level 28 and does not have a mode cap.


-Reindeer
This mount can only be obtainable from a player’s shop in Apulune. The price of this mount will vary and it IS tradable and seats only ONE.

Maps


Erumana/Erina (Map 1)
This is the first map you appear on and will stay until approximately level 20/21. As a mage you will begin in the Elven town of Aelbeageu. From there, you will head west to Beika, then generally south as you level up. Keolloseu is the capital city and here you will find gates/gatekeepers that will transport you to other cities/maps. As you level you will receive quests, which are marked by yellow dots, both in your radar and bigger map (viewable by pressing “M”). Once quest requirements are met, a blue dot will appear and this will indicate where you can turn the quest in.
There are two Dungeons on this map, Cornwell’s Ruins and Cloron’s Lair. You will be able to grind in Cornwell, but will not be able to go into Cloron until at least level 38 minimum. You can start in Cornwell at about level 15 and continue on until max level 21, though exp will be low.
Once you hit level 38, you can return to Map 1 and visit Cloron’s Lair. Be sure to join a party before attempting the dungeon. As with all dungeons, players gather either right outside or right inside, looking for parties. Cloron Dragon resides in the bottom of the Lair and once killed, drops legend armor and high level weapons. It is best to only try to kill him with multiple full parties of high-level players, 55+ at the minimum.
The first zone for PvP (level 1-15) is located on this map, though a portal in Keolloseu. Most players there will be level 15, well-lapised and frequently nossed. It may be a bit hard to get a party when you are first starting, but once you do, be sure to stay close to your party members. (For more information, see the “PvP” or “PvP Map” section).
Map 2 can be gotten to by the portal in the Southwest corner, in Cornwell Forest.


Willieoseu (Map 2)
The first way you enter this map is through the Northeast portal, in Haldeck Farms (all other times, you can return by portals in Arktuis or Silvaren). On this map, you will work your way due west, then south and southeast. The main city on this map is Arktuis Vill, with the southern city of Silveran being almost as popular. From level 20 or so until about level 30, you will reside in the northern part of the map, grinding on mobs outside and inside Fedion Dungeon. As the mobs in Fedion are harder than the mobs outside, I would suggest waiting until mid to upper 20s before attempting this dungeon. It is in the north section of this map, that you will receive two or the three important quests that are given on this map. The first of which is your level 25 Epic Quest. You will receive this quest at level 25 and once completed with reward you with an impressively statted weapon. (See “Weapon” section for more information). The other important quest is actually a series of quests, known as the Dread Quests. You will be able to begin these four quests in the late 20s. (See “Armor” section for more information). Once you level into your 30’s the grinding areas to the south open up to you.
Once you level to mid-30s, you can head into Maitreyan Dungeon, located smack dab in the middle of the map. Just like Fedion, the mobs inside Maitreyan are harder than the mobs outside. Deep inside this dungeon, the 45 epic quest boss, Ankylul, resides. Once you level to 43, the final important quest of this map will appear in Silveran. This quest, unfortunately, will have you running all over the three main maps, gathering supplies to hand in for the reward. The final reward for this quest is the 45 epic staff, which is called the “Deadly Elven Aqua Staff” It gives the element of Water, which now gives you command over all four elements. (See “Weapon” section for more information).
Also on this map, is a portal to the second PvP (level 20-30) map. This portal is set in the middle of Arktuis Vill (see the “PvP” or “PvP Map” section for more information).
Lastly, the hardest bosses reside on this map. In the lagoon in the western part of the map, the elf/dragon boss Freezing Mirage lives. It is not recommended to attempt to kill him without multiple full parties of level 58+ (58 being the very lowest). He drops the highest level of armor and his spawn time is 1 week. After Mirage is killed, the portal behind him will open and lead to Cryptic One’s Throne. This is home to the hardest bosses of the game. Do NOT attempt without some serious backup!
Map 3 can be gotten to by the portal in the south, south of Silvaren.


Adellia (Map 3)
The first way you enter this map is through the North portal, in Meia Forest. (all other times, you can return by portals in Stronghold or Presya). In the east is Presya Manor, which is where you will receive a few quests. Due south is the main town of this map: Huigronn Stronghold. Two gatekeepers here will port you to numerous places. This is the only place you can access Pandorashys. While grinding, you will work you way south to Stronghold, then west then southeast and southwest. You can stay on this map, grinding though levels 35 to 50. Once you reach level 50, you can head to Pando or through the southern portal, to Karis, which leads to D2, the Jungle and Desert Maps. There is one Dungeon on this map, the Cave of Stigma, which is located in the northwest. It is a high level dungeon whose named mobs drop level 5 lapis and should only be attempted by levels 55+. The mobs that surround the named mobs however, can be attempted at a lower level and drop Dread armor.
D-Water Borderland can be gotten to by the portal in the Southeast, in Argates Supply Base


Pandorashys(Skulleron)
Most commonly referred to as Pando, this map can be reached through the gatekeeper in Stronghold. The mobs located here can keep you busy to level 58, though compared to the mobs in the jungle or desert maps they give low exp. In Pando, you will receive 3 Broken Lapis quest (Red, Blue and Yellow) at levels 50, 52/53 and 55, respectively. These quests will reward you with either a Level 4, Level 5 or Level 6 Lapis. You will need to obtain the Vail Distinguishment Mark from the monkeys just west of the town to begin each quest. Each quest requires only 10 pieces, but many players believe that the more you collect, the better lapis you get. This is actually untrue. I have completed the red, collecting 14 pieces, the blue lapis quests, collecting 36 and the yellow, collecting 20. I received a Level 6 Toxin for the first, Level 5 REC for the second and a Level 6 Slumber for the third. The amount of how many pieces you collect (as long as it is over 10) does not matter, as the reward is random.


Apulune
Here is where you can buy and sell to other players. To buy, merely click on a sitting player, then right click and “View Market.” This will open up their shop, allowing your browse with ease. To sell, find a place and sit down. Press “B” and click on “Individual Market.” Drag your items into your shop, title the shop then press “Open Shop.” While in your shop form, you cannot do anything else, other than talk. Most players set up their shops while they sleep or set up two accounts on two computers so their seller toon can sell while their main toon can easily continue to grind. It is here, in the shops way to the east near the docks that you receive the quest for the Anor Helm.
*Important! Be sure to triple check your prices before you open your shop. You may accidentally have added or subtracted a 0 from your price, making it either too expensive (which won’t sell) or too cheap (which will sell fast and for a lot less than you want it to).

PvP Maps


Delphinian Fortress (1-15 PvP)
This is the 1-15 PvP zone. It can be reached from the portal near the Blacksmith of Keolloseu. A few quests can be achieved here but beware of the opposing faction if you intend to complete them. There is one alter to fight over.


Blessian Fortress (20-30 PvP)
This is the 20-30 PvP zone. It can be reached from the portal in the middle of Arktuis Vill. There is one alter to fight over. Also, in this zone is the Dungeon of Pharos. This is an excellent place to grind in the early 20s without fear of the opposing faction attacking. The boss, Pharos, also drops good weapons. She IS a quest boss, which farming will only gain you a ban, so be sure that you or a party member has the quest.


D-Water Borderland(1-60 PvP)
This is the 1-60 PvP zone. In addition to PvP, level 3 lapis can be farmed from the main mobs and level 3 & 4 lapis can be farmed in the main dungeons (D1 and D2). Just like out in the main map, you run the risk of running into members of the opposing faction in D1 and D2. The only boss in the game that drops Elemental lapis resides in the bottom of D2. There are seven altars to fight over.

*Note – Once Ep 4 content is installed in the game, the Jungle and Desert Maps will no longer be dependant on specific relics each faction owns. They will be open all the time for both side


Stable Erde (Jungle/Dino Map)
This is one of two maps that only are accessible based on how many relics in Karis your faction owns. These maps are great for high level grinding, but beware, as they are also PvP maps. In order to enter Stable Erde, the Alliance must own the following Relics: Medius, Lucifera, and Entis. This map is accessible to the opposing faction also but only when they own certain relics. Possession of these maps frequently switch back and forth between the Alliance and the Union. Like DD1 and DD2, this is a PvP map, so be sure to keep an eye on your radar.
This map, along with the desert, is the only place that drops Dual Lapis. The Strength, Wise and Intelligence dual lapis drop from the dinosaurs, crocodiles, and turtles mobs. High-level armor also drops on this map from the troll mobs and the troll bosses. The troll mobs drop level 56 noble, dread, or legend boots and the troll bosses drop level 58 noble, dread, or legend tops, though very rarely. One troll boss is located on the peninsula north of the Darkfear Troll Base while the other is located on the inland island west of Caelum Sacra.


Deep Desert 1
This is the second of two maps that only are accessible based on how many relics in Karis your faction owns. These maps are great for high level grinding, but beware, as they are also PvP maps. In order to enter Deep Desert, the Alliance must own the following Relics: Medius, Flagrans, and Entis. This map is accessible to the opposing faction also but only when they own certain relics. Possession of these maps frequently switch back and forth between the Alliance and the Union. Like the jungle and DD2, this is a PvP map, so be sure to keep an eye on your radar.
This map, along with the jungle, is the only place that drops Dual Lapis. The Rec, Dexterity and Luck dual lapis drop from the Desert Larvae, Spiders and Scorpians. High-level armor also drops on this map from the scorpion boss. Located in the far south, he can drop level 58 noble, dread, or legend pants, though very rarely. All the way in the west is a portal to Deep Desert 2 (DD2).


Deep Desert 2
This is the second part of the Deep Desert Map. When you enter, it will be in the top right corner, but you will have to head south to the portal to exit this map, other than using /town. In this map there are the small scorpion and caterpillar mobs, along with zombies, plants, and a few mini-bosses near Aedes Sacra. I would advise to hold off on grinding here until at least level 56+. The mobs here drop the somewhat useless accessory lapis, so many people merely grind here for leveling, as opposed to obtaining valuable drops. Like the jungle and DD1, this is a PvP map, so be sure to keep an eye on your radar.


Credits go to Madam.Sin.

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