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shaiya pagan guide

This guide is meant to be a guide only, nothing is absolute. Feel free to experiment. My hopes are that it will stop people from making the most fundamental mistakes, and to help people get an idea on how to build a mage character. My experience comes from playing Shaiya China, and of course, closed beta. This guide is pretty long, so use the overview and skip to the section you want to read ^^

Note: There is no difference between mages and pagans, except that one’s elf and the other is vail.

Overview of Contents:
Stats
Builds
Int-mage
Rec-mage
Luck-mage
Leveling
Skills
Skill Recommendations
Items
Mobs
PvP Strategies

Stats in Shaiya

Strength(str) – phys. atk [useless for mages]
Rec. Defense(rec) – phys. defense, ranged defense, every rec pt adds 5 hp <— the red bar
Intelligence(int) – mag. atk
Wisdom(wis) – mag. defense, mag. hit rate, every wis pt adds 5 mp <— the blue bar
Dexterity(dex) – evasion, hit rate, every dex pt adds 5 stamina point <— the yellow bar
Luck(luck) – range atk, crit rate, max crit dmg

easy mode (max lvl 30), every lvl = 3 skill pts, 5 stat pts
normal mode, every lvl = 3 skill pts, 5 stat pts
difficult mode, every lvl = 4 skill pts, 7 stat pts
ultimate mode, every lvl = 5 skill pts, 9 stat pts
lvl 50 normal char is required to unlock difficult mode, lvl 50 difficult char required to unlock ultimate mode

for every lvl a mage gains, 1 int is automatically added

Builds:

Remember, builds are not absolute. It’s all about playing the character most suitable to your style. Also, characters don’t have to be pure. If you accidentally put a few points into dex, luck, or whatever, the character is not ruined! Just no points into str =P. Sometimes, mixed stats work out to be the best. The two recommended types of mages for NORMAL mode are the int-mage and rec-mage. Types for difficult mode: int, rec, hybrid. The types recommended for ultimate modes are int, luck, hybrid.

The point of normal mode is to get a character to lvl 50. Int mage most efficiently serves this purpose, particularly w/ defender. Rec mages lvl fast too, and it’s better for soloing. Shaiya only truly begins in difficult mode =)

Int-mage

Pros: Very high atk, fast lvling
cons: Very low hp, low evasion, low hit rate
Recommended path of lvling: solo or preferably, party with a defender and grind on yellow/orange mobs, or even red if you’re in higher modes. When you’re partying w/defender, make sure that he/she has properly lured mobs before you atk, or else mobs will switch target.
Stats: Pure int, or add in some wis in a 4:1 ratio. You can stop adding wis when you find that you have enough mp to use. Eventually there is a passive that add mp, as well as a skill that converts sp to mp. Pure ints will find themselves drinking lots of mp pots before lvl 25ish due to not enough mp. So therefore, some wis will save you money at early lvls as well. *I personally recommend adding some wisdom!
Later on: do 6:1 (wis), 5:2 (1 wis, 1 rec), or 7:2 (1 wis, 1 rec)

Rec-mage

Pros: high defense, high hp, money-maker, good for soloing
Cons: medium atk
Recommended path of lvling: solo on green mobs that use PHYS. atk (attempting to fight mobs that use mag. atk will be terrible), lure lots of them (at least 5+), you’ll barely take any dmg, then run, then release your AoE skills. the skill fire thorn will help out a lot, because it aggros mobs, and they will take dmg every time they hit you while fire thorn is active. you’ll lvl almost as fast as a pure int. don’t party, it will only reduce exp gained. green mobs won’t cost you much in terms of pots, and you’ll get lots of money off them. use the money to buy a really good weapon to increase your atk.
Stats: Mostly rec, some int/wis. 4:1
Difficult mode: 6:1 (int/wis), 5:2 (1 int, 1 wis) – this build not recommended for ultimate mode

Luck mage
- an interesting build. I’ve heard about its power at later levels, so I put it here as an option. This build is more for later modes when you want to do a different build for fun and power ^^
Pros: amazing crits! highest atk
Cons: slow lvling
Recommended path of lvling: go int-mage or rec-mage, then buy an item mall product that resets stats. or if you don’t want to spend the money, it’s a very slow grind on blues/greens. the amazing crits and misses don’t really show till high lvls. for example, when you have 300 luck pts, your crit rate is only about 50%, but with 400 luck pts, crit rate is almost 80%. so before you crit all the time, you’re weaker than int, rec mages. you also need really good gear in order to lvl decently.
Stats: Mostly luck, some int/wis. You need 500 luck pts at least, preferably a little more w/ lapis to be a decent luck mage. Also get at least 80 wis either thru stats or lapis. works out best in ultimate mode, 6:3 or 7:2

Hybrid mages
- a personal combination of stats that you prefer – works best for difficult/ultimate mode
popular types are int/rec, and int/luck. There’s always a few wis pts tossed in there, but very little.

Intuitively, a dex-mage makes sense – dodge rate, right? But this is actually a really crappy build, because everything is low. Low atk, low hp, low mp, low mag. hit rate. Finally, since like luck pts, you need a ton of dex pts to actually dodge a certain % — again, very bad lvling too

Leveling:

In general, mages should kite, especially at early levels. I see the new mages standing there and trying to tank mobs. Nooo! You should cast, cast again, run away if mob is near or hits you, then cast again. Particularly as a ranged class, distance is important. Eventually, rec-mages don’t have to care anymore; they can tank somewhat. Shaiya is also not a potting game. Pots have 30 second delay time, so it’s heals, and then you can’t heal again until 30 secs later. Be prepared, and drink that pot as soon as you feel some pressure. Don’t wait. Another general thing some people don’t realize is that you can jump and swim in the game. When trying to get to your favorite grind spot, save time by jumping over things or swimming.

There’s a lot of complaint going on about skill interruptions and mages being a weak class. Before you complain, you should reflect first ^^ Except doing PvP, PvE should be no problem for you~

Are you picking the mob in the most strategic location?
Int-mages, always pick the most isolated and distant one, to allow for maximum number of casts and to avoid AoE’s surrounding mobs. Rec-mages, cast your AoE’s into most crowded place, but, you should not run into most crowded area.
My skills keep getting interrupted/ I don’t have enough time to cast my spells?
Remember, skills mostly interrupt by either 1)a mob hitting you, or 2)you run before the skill finishes casting. Avoid doing either, and if surrounded by lots of mobs, keep an eye on the hp bar and run in circles. A higher level technique is to dogde- double hitting S (dodge back), Q (dodge left), E (dodge right).
Mobs get too close before I kill them?
Take note of elemental resistance! Use the skills that deal most damage on a particular mob. Finally, know the cast times of your spells! Cast the one that takes the longest first (when you have max distance), and the instant one last.

Skills:

Passives:





Relax Body
lvl 1 [1 sp] at char lvl 6– hp, sp, mp regen increased by 4%
lvl 2 [2 sp] at char lvl 15 — 6%
lvl 3 [2 sp] at char lvl 26 — 8%


Interpretation
lvl 1 [1 sp] at char lvl 13 — 30% proficiency in language of other side
lvl 2 [2 sp] at char lvl 22 — 60% proficiency
lvl 3 [2 sp] at char lvl 51 — 100% proficiency

Basic:

Magic Ball
lvl 1 [2 sp][20 mp][24 m distance] at char lvl 1 — basic dmg + 29 additional dmg
lvl 2 [2 sp][45 mp][24 m distance] at char lvl 10 — basic dmg + 60
lvl 3 [3 sp][90 mp][24 m distance] at char lvl 20 — basic dmg + 118
1 sec cooldown, lvl 1 – 1s cast time, lvl 2 – 0.5s, lvl 3 – instant
Body Protection
lvl 1 [3 sp][60 mp] at char lvl 2 — adds 12 to defense, 2% evasion, 5 min duration
lvl 2 [4 sp][250 mp] at char lvl 17 — adds 24 to def., 4% evasion
lvl 3 [4 sp][460 mp] at char lvl 34 — adds 47 to def., 7% evasion
300 sec cooldown
Fire Ball
lvl 1 [2 sp][38 mp][24 m distance] at char lvl 3 — fire dmg + 51 additional dmg
lvl 2 [3 sp][72 mp][25 m distance] at char lvl 14 — fire dmg + 103
lvl 3 [3 sp][116 mp][26 m distance] at char lvl 27 — fire dmg + 226
1 sec cooldown, 1.5 sec cast time
Ensnare Roots
lvl 1 [2 sp][80 mp][24 m distance] at char lvl 3 — earth dmg + 34 additional dmg + 3 sec root
lvl 2 [3 sp][110 mp][24 m distance] at char lvl 14 — earth dmg + 80 + 5 sec root
lvl 3 [3 sp][181 mp][24 m distance] at char lvl 27 — earth dmg + 175 + 7 sec root
lvl 1 – 30s cooldown, lvl 2 – 25s, lvl 3 – 20 s
Sonic Pole
lvl 1 [2 sp][80 mp][24 m distance] at char lvl 3 — wind dmg + 34 additional dmg
lvl 2 [3 sp][110 mp][24 m distance] at char lvl 14 — wind dmg + 80
lvl 3 [3 sp][181 mp][24 m distance] at char lvl 27 — wind dmg + 175
30 sec cooldown, instant cast
Mana Leakage
lvl 1 [3 sp][90 mp][24 m distance] at char lvl 16 — drains target of 380 mp over 30s
lvl 2 [3 sp][130 mp][24 m distance] at char lvl 28 — drains target of 630 mp over 30s
lvl 3 [3 sp][275 mp][24 m distance] at char lvl 40 — drains target of 1420 mp over 30s

Combat:

Fire Thorns
lvl 1 [2 sp][30 mp][self] at char lvl 4 — for a duration of 5 min, every mob within 4 m will aggro and suffer 8 dmg for every hit
lvl 2 [3 sp][110 mp][self] at char lvl 24 — for a duration of 5 min, every mob within 4 m will aggro and suffer 25 dmg for every hit
lvl 3 [4 sp][250 mp][self] at char lvl 44 — for a duration of 5 min, every mob within 4 m will aggro and suffer 65 dmg for every hit

Fire Wall
lvl 1 [3 sp][60 mp][self] at char lvl 8 — for 12 sec, every mob within 6 m will aggro and suffer 32 dmg for every hit
lvl 2 [3 sp][150 mp][self] at char lvl 23 — for 12 sec, every mob within 8m will aggro and suffer 50 dmg for every hit
lvl 3 [4 sp][175 mp][self] at char lvl 33 — for 12 sec, every mob within 10 m will aggro and suffer 80 dmg for every hit

Rock Mountain
lvl 1 [3 sp][90 mp][24 m] at char lvl 8 — earth dmg to target + 14 m area surrounding target, additional 69 dmg + 1 sec root
lvl 2 [3 sp][225 mp][24 m] at char lvl 23 — earth dmg to target + 14 m area surrounding target, additional 181 dmg + 2 sec root
lvl 3 [4 sp][350 mp][24 m] at char lvl 33 — earth dmg to target + 14 m area surrounding target, additional 305 dmg + 3 sec root

Storm
lvl 1 [3 sp][120 mp][24 m] at char lvl 8 — wind dmg to target + 14 m AoE, additional 69 dmg
lvl 2 [3 sp][300 mp][24 m] at char lvl 23 — wind dmg to target + 14 m AoE, additional 181 dmg
lvl 3 [4 sp][460 mp][24 m] at char lvl 33 — wind dmg to target + 14 m Aoe, additional 305 dmg
Instant cast

Nemesis (ultimate mode)
lvl 1 [4 sp][75 mp][24 m] at char lvl 11 — instant 277 dmg to target, 85% success
lvl 2 [5 sp][300 mp][24 m] at char lvl 32 — instant 866 dmg to target, 85% success
lvl 3 [5 sp][430 mp][24 m] at char lvl 55 — instant 1936 dmg to target, 85% success

Sustain Doom
lvl 1 [3 sp][315 mp][17 m] at char lvl 19 — 728 dmg over 18 secs
lvl 2 [3 sp][645 mp][17 m] at char lvl 35 — 1080 dmg over 18 secs
lvl 3 [3 sp][2100 mp][17 m] at char lvl 53 — 2100 dmg over 18 secs

Stamina Slug
lvl 1 [3 sp][100 mp][2 m] at char lvl 13 — drains target of 474 stamina pt, 75% success
lvl 2 [4 sp][200 mp][2 m] at char lvl 29 — drains target of 785 sta pt, 75% success
lvl 3 [4 sp][400 mp][2 m] at char lvl 44 — drains target of 1100 sta pt, 75% success

Meteor
lvl 1 [4 sp][270 mp][24 m] at char lvl 21 — fire dmg, 10 m AoE, additional 124 dmg, as well as 60 dmg over 12 s
lvl 2 [4 sp][430 mp][24 m] at char lvl 31 — fire dmg, 10 m AoE, add. 200 dmg + 100 dmg over 12 s
lvl 3 [4 sp][625 mp][24 m] at char lvl 41 — fire dmg, 10 m Aoe, add. 302 dmg + 152 dmg over 12 s

Earthquake
lvl 1 [4 sp][270 mp][24 m] at char lvl 21 — earth dmg, 10 m AoE, additional 187 dmg + 3s root
lvl 2 [4 sp][430 mp][24 m] at char lvl 31 — earth dmg, 12 m AoE, add. 301 dmg + 3s root
lvl 3 [4 sp][625 mp][24 m] at char lvl 41 — earth dmg, 14 m Aoe, add. 455 dmg + 3s root

Lightning
lvl 1 [4 sp][297 mp][24 m] at char lvl 21 — wind dmg, 10 m AoE, additional 161 dmg
lvl 2 [4 sp][473 mp][24 m] at char lvl 31 — wind dmg, 12 m AoE, add. 277 dmg
lvl 3 [4 sp][687 mp][24 m] at char lvl 41 — wind dmg, 14 m Aoe, add. 432 dmg
instant cast, 30s cooldown

Fire Choir (difficult mode)
lvl 1 [4 sp][900 mp][24 m] at char lvl 38 — fire dmg + additional 1101 dmg
lvl 2 [5 sp][1200 mp][24 m] at char lvl 48 — fire dmg + add. 1564 dmg
lvl 3 [5 sp][1500 mp][24 m] at char lvl 48 — fire dmg + add. 2108 dmg

Earth Choir (difficult mode)
lvl 1 [4 sp][900 mp][24 m] at char lvl 38 — earth dmg + additional 1101 dmg
lvl 2 [5 sp][1200 mp][24 m] at char lvl 48 — earth dmg + add. 1564 dmg
lvl 3 [5 sp][1500 mp][24 m] at char lvl 48 — earth dmg + add. 2108 dmg

Wind Choir (difficult mode)
lvl 1 [4 sp][900 mp][24 m] at char lvl 38 — wind dmg + additional 1101 dmg
lvl 2 [5 sp][1200 mp][24 m] at char lvl 48 — wind dmg + add. 1564 dmg
lvl 3 [5 sp][1500 mp][24 m] at char lvl 48 — wind dmg + add. 2108 dmg

Special:

Support spell
lvl 1 [2 sp][110 mp][70 sta] at char lvl 7 — all party members within 100 m will receive +15 magic atk. bonus, when sitting, additional recovery of 1% of mp value every 3 seconds; duration of 10 minutes
lvl 2 [3 sp][580 mp][170 sta] at char lvl 39 — all party members within 100 m will receive +40 magic atk. bonus, when sitting, additional recovery of 2% of mp value every 3 seconds; duration of 10 minutes
lvl 3 [4 sp][760 mp][225 sta] at char lvl 54 — all party members within 100 m will receive +80 magic atk. bonus, when sitting, additional recovery of 3% of mp value every 3 seconds; duration of 10 minutes
1 sec cooldown


Remove Attribute
lvl 1 [3 sp][50 mp][10 sta][24 m distance] at char lvl 9 — removes elemental attribut of mob for 1 minute, 60% chance of success
lvl 2 [5 sp][280 mp][45 sta][24 m distance] at char lvl 43 — removes elemental attribut of all mobs within in 10 m range for 1 minute, 80% chance of success
1 sec cooldown


Potential Motive
lvl 1 [1 sp][passive] at char lvl 17 — when hp under 10%, will activate every 3 minutes, all spells w/ cooldown times of less than 500 secs will become available for use, 30 sec duration
lvl 2 [2 sp][passive] at char lvl 29 — when hp under 17%, will activate every 3 minutes, all spells w/ cooldown times of less than 500 secs will become available for use, 30 sec duration
lvl 3 [3 sp][passive] at char lvl 50 — when hp under 25%, will activate every 3 minutes, all spells w/ cooldown times of less than 500 secs will become available for use, 30 sec duration

Diversion
lvl 1 [3 sp][0 mp][all sta][self] at char lvl 18 — converts all stamina into 715 mp
lvl 2 [4 sp][0 mp][all sta][self] at char lvl 37 — converts all stamina into 1619 mp
lvl 3 [5 sp][0 mp][all sta][self] at char lvl 57 — converts all stamina into 2582 mp
600 sec cooldown

Health Assistant
lvl 1 [4 sp][30 mp][80 sta][self] at char lvl 18 — when attacked, damage will be subtracted from stamina first, then hp, 60 sec duration
lvl 2 [5 sp][70 mp][120 sta][self] at char lvl 29 — when attacked, damage will be subtracted from mp first, then hp, 60 sec duration
lvl 3 [6 sp][120 mp][170 sta][self] at char lvl 47 — when attacked, damage will be subtracted from mp first, then stamina, finally hp, 60 sec duration
300 sec cooldown

Earth Spikes
lvl 1 [6 sp][585 mp][24 m] at char lvl 30 — all targets within 10 m range will be dealt basic dmg, 352 additional dmg, and 3 sec stun
lvl 2 [7 sp][854 mp][24 m] at char lvl 42 — all targets within 12 m range will be dealt basic dmg, 472 additional dmg, and 3 sec stun
lvl 3 [8 sp][1173 mp][24 m] at char lvl 52 — all targets within 14 m range will be dealt basic dmg, 669 additional dmg, and 3 sec stun
1 sec cooldown

Turbulence
lvl 1 [6 sp][643 mp][24 m] at char lvl 30 — all targets within 10 m will be dealt basic dmg and 462 additional dmg
lvl 2 [7 sp][939 mp][24 m] at char lvl 42 — all targets within 12 m will be dealt basic dmg and 700 additional dmg
lvl 3 [8 sp][1380 mp][24 m] at char lvl 52 — all targets within 14 m will be dealt basic dmg and 987 additional dmg
30 sec cooldown

Hellfire
lvl 1 [6 sp][585 mp][24 m] at char lvl 34 — target will be dealt basic fire dmg, 530 additional dmg, and 264 dmg slowly dealt in 18 secs
lvl 2 [7 sp][854 mp][24 m] at char lvl 45 — target will be dealt basic fire dmg, 850 additional dmg, and 426 dmg slowly dealt in 18 secs
lvl 3 [8 sp][1173 mp][24 m] at char lvl 56 — target will be dealt basic fire dmg, 1178 additional dmg, and 594 dmg slowly dealt in 18 secs
1 sec cooldown

Confusion
lvl 1 [7 sp][675 mp][24 m] at char lvl 32 — attribute-less spell, results in confusion in mobs 10 m range around caster, deals 315 dmg, results in sta, dex, and int lowered by 150 pts for 12 secs
lvl 2 [8 sp][1100 mp][24 m] at char lvl 46 — attribute-less spell, results in confusion in mobs 14 m range around caster, deals 546 dmg, results in sta, dex, and int lowered by 200 pts for 12 secs
lvl 3 [9 sp][1425 mp][24 m] at char lvl 55 — attribute-less spell, results in confusion in mobs 18 m range around caster, deals 735 dmg, results in sta, dex, and int lowered by 250 pts for 12 secs
300 sec cooldown

Flite
lvl 1 [5 sp][630 mp][24 m] at char lvl 36 — marks a target for death, target will die in 5 min, some mobs are immune
lvl 2 [6 sp][900 mp][24 m] at char lvl 47 — marks a target for death, target will die in 3 min, some mobs are immune
lvl 3 [7 sp][1200 mp][24 m] at char lvl 57 — marks a target for death, target will die in 1 min, some mobs are immune
1800 sec cooldown

Reap and Sowe (difficult)
lvl 1 [8 sp][all mp][220 sta][24 m] at char lvl 49 — uses up all mp to deal dmg 3 times magic atk, some mobs immune
lvl 1 [9 sp][all mp][260 sta][24 m] at char lvl 59 — uses up all mp to deal dmg 4 times magic atk, some mobs immune
900 sec cooldown

Kamain’s Breath (ultimate)
lvl 1 [9 sp][3400mp][24 m] at char lvl 60 — attacks all enemies within 15m range, dmg dealt is 87% of stamina, some mobs are immune
1200 sec cooldown

Secret Technique (difficult)

Skill Recommendations:

These recommendations are mainly for normal mode. In difficult/ultimate mode, you have more sp, so this becomes less significant. Some skill names change after lvl 1, eg magic ball >> magic arrow >> magic missile. Just look at the picture ^^ When I say meh, you can pass or get 1 level to try it out, and again, it matters less in later modes.

Passives: Dagger power up – (useless, unless you plan on using daggers)
Mana training – adds mp, max
Relax body – improves hp/mp/sp recovery rate (lvl 2, or max if u have the sp)
Backpack – adds inventory space (get lvl 1, maybe lvl 2, depends on need)
Interpretation – allows you to understand language of other side (useless)

Basic: Magic ball – max (good finishing skill)
Body protection – max
Fireball – lvl 1
Sonic pole- lvl 2 or 3
Ensnare Roots – if you like to pk, max this
Mana Leakage – useless

Combat: Fire thorn – rec-mages, max this skill. Int-mages, stay away!
Fire wall – useless, rec-mages – lvl it if u have sp
Storm – max
Rock Mountain- lvl 2
HP drain – meh, 75% success rate btw
Nemesis (ultimate mode) – good pk skill, only 85% success rate though, if you get it, then max it, no point in getting only lvl 1 or 2
Doom – meh, low dmg over time – get it in later modes though
Meteor – lvl 1 or 2 (some ppl love the dmg, while others hate the cast time)
Earthquake – lvl 1 or 2
Lightning – max
Fire choir, Wind choir, Earth choir (difficult mode) – these 3 skills all do high dmg, but they have 4 sec cast time and 300 sec refresh time before you can cast them again. So they’re only good for 1 hitting things, or pking. Most people max 1, and get lvl 1 of another one. – Use in conjunction w/ ensnare roots.

Special: potential – max
diversion – converts sp to mp, lvl 2
Health Assistant – lvl 1, or max if you pk
Hellfire – free choice, a decent AoE – if you get this, then skip the fire/wind/earth song spells
Earth Split – free choice, decent AoE – if you plan on getting this, then skip Earthquake
Turbulence – max
Flite – useless, 1800 sec delay way too long, and it doesn’t work on a lot of things
confusion – meh
attribute remove – removes elem. resis, some ppl love it, some ppl find it utter waste of sp, when maxed, 80% chance of success
support spell – lvl 2
reap and sowe (difficult mode) – good final pk hit
Secret Technique (difficult mode) – turns everyone in your party except your self invisible, bad skill lol, the mage should not become a target XD
Kamain’s Fury (ultimate mode) – =)

Items:

A mage can equip either a staff or daggers.

Normal mode — staff for sure
Later modes — staff w/ wisdom lapis, or dagger w/ int lapis

A dagger hits lower dmg, but it’s faster and misses less. Remember… you’re still casting spells w/ a dagger.

The better the gear, the more slots it has for you to seal in lapis. mages should focus on wis, rec, and dex lapis. tailor needs to individual builds – accentuate your strength, hide your weakness.

Speaking of slotted items…

Normal – no slots
Noble – 1 slot
Worship – 2
Heroic – 3
Dread – 4
Legend – 5
Goddess – 6

Mobs:

White – 6 or more levels -, no exp
Light Blue – 4 or 5 levels -, low exp
Blue – 2 or 3 levels -, some exp
Green – your level +/- 1, decent exp
Yellow – 2 or 3 levels +, good exp
Orange – 4 or 5 levels +, better exp
Red – 6 or 7 levels +, great exp
Pink – 8 or 9 levels +, amazing exp
Grey – 10 or more levels +, suicide!

Most mobs except for the undead have elemental resistance.

fire >> wind >> earth >> water >> fire

PvP Strategies

In my opinion, mages are more of a PvE class that is also amazingly effective in group PvP. Stay behind everyone else, unleash crazy AoE’s, and be aware of assassins and hunters. The mage, unfortunately, does not do well in individual PvP.

Vs. Priest/Oracle – not much strategy, just hit them with your highest hitting spells, and try to root them. They will throw spells back at you. Priests/oracles have tons of wisdom, so you do low dmg on them, takes very long time to bash their hp. How much wis and hp each party has determines how long the fight will last. Sad thing to say, but you will probably lose. In fact, you can even try switching to daggers and stab them instead because some of them have so much wisdom that your spells just doesn’t do much.

Vs. Ranger/Assassin – ouchie. Ranger/Assassins are probably the best classes for PvP. They interrupt your skills, can make you faint (status effect), kick you, and be invisible and stalk you. You can only run… and they even have a skill that boosts speed. boohoo. Just don’t let them get close to you, root them, etc. It all depends on how well you use your PvP skills. You do have some chance against them.

Vs. Archers/Hunters – pretty bad as well =( they have this skill that drains your mana. And then you’re kinda screwed. However, if they don’t drain your mana, then you have a chance! (because some of them save their skill points, and don’t bother to lvl that skill =P) Run close to them! Because ranged dmg gets reduced to almost half when you’re standing right next to them. Then root, and bash them like crazy.

Vs. Fighter/Warrior – the second their name appears, runaway! then root, hellfire, all 3 wind spells (instant cast ones), while you run some more to give yourself possible another chance to repeat aforementioned spells. It all depends on keyboard control ^^


Credits go to aerialwings.


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