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Complete Guide for Ice/Lightening mages from levels 1-120


Complete Guide for Ice/Lightening mages from levels 1-120

Contents

1. Getting Started in Maple Story 1-8
a) The dice roll
b) AP point build
c) Training for a beginner
d) Maple Island Quests
e) To Victoria!
f) The job advancement

2. The Magician 8-30
a) SP Build
b) Training Areas for a Magician
c) Quests
d) Equipment
e) The 2nd Job advancement

3. The Wizard 30-70
a) SP Build
b) Training areas for Wizards
c) Quests
d) Equipment
e) The other islands?
f) The 3rd job advancement

4. The Mage 70-120
a) SP Build
b) Training areas for Mages
c) Quests
d) Equipment
e) Zakum?
f) The 4th job advancement?

5. Potions

1. Getting Started in Maple Story!

a) The Dice Roll.

Right, you have downloaded Maple Story as an exe. from www.mapleglobal.com I hope, and have made an NX games account, you have

logged in and chosen your world* and a channel (doesn't matter what channel) and have started to create a new character.

Pick your name, hair, eyes, starting weapon (These are all up to you, do what you want) and then you will see a Dice on the right hand side,

by clicking this dice, you can generate stats.

As a magician, you will need INT and LUK, so for your starting roll, try and get a:

4 STR
4 DEX (Ideal stats)

or

5 STR
4 DEX

or

5 DEX
4 STR

The reason we do this is because, all the stats add up to 25 to start with, so with 4,4 STR and DEX, you will have an INT and LUK that are

high.

* Worlds, there are 5, Scania, Bera, Broa, Windia and Khaini, I advise you to play on Broa or Windia, maybe Khaini but there are quite a lot

of hackers there. Not Scania or Bera, they are too crowded already.

b) AP point Build

As a magician-to-be, you will need mainly INT and some LUK, your LUK needs to be +3 your level! So put 5 points into INT every level up

until your LUK is +3 your level, then put 4 INT 1 LUK every level to balance it out, LUK is needed to wear most magician equipments. E.G.

At level 8 you should have 11 LUK, and the rest of the points in INT.

DO NOT BE TEMPTED TO PUT POINTS IN STR OR DEX TO HELP YOU THROUGH THE EARLY LEVELS, you will regret this once you

become a Magician.

c) Training for a Beginner

Sorry, but as a character with low STR, you will be stuck on Green and Blue Snails on Maple Island until level 8.

Snail Hunting Ground I, II and III are the best, stay there until level 8 before going to Victoria (see 1, e)

d) Maple Island Quests

There are several Maple Island quests.

Out of all of them, here are the ones I recommend you do:

Sera's Mirror
Pio's Recycling Goods
Mia's Training part 1
Rain's Maple Quiz
Nina and Sen's Dinner menu
Please bring this letter to Lucas
Todd's how to hunt

e) To Victoria!

By now you should have 150 mesos, go to SOUTHPERRY and take the boat to Victoria by talking to Captain Shanks. You will arrive in Lith

Harbour! Walk to the cabin next to Jane the Alchemist and talk to the guy in it he asks you if you want to learn about the towns in Victoria

island, or if you want to go somewhere else, choose the latter and choose Ellinia, you get a 90%
discount because you are a beginner.

d) The job advancement

Once in Ellinia, go to the top of the town and into the "Magic Library" talk to Grendel the really old and he will advance you as a magician.

2. The Magician 8-30

a) SP Build

After the advancement, you will get 1 SP, this stands for Skill Point, once you become a magician, you can access your skill book and look at

the skills, you get 3 points every level up.

MP Recovery: Increases the rate your MP recovers per 10 seconds (Passive)
Max MP Increase: Improves how much MP you gain at each level up (Requires 5 MP Recovery) (Passive)
Magic Guard: At level 20: 80% of HP damage is used up on MP. (Support)
Magic Armour: At 20: Increases weapon defence by 40. (Support) (Needs 5 Magic Guard)
Energy Bolt: At level 20: Basic Attack 50
Magic Claw: At level 20: Basic Attack 80 (Attacks with 2 claw swipes at 40 attack each)

Here is the build for magicians, there is only one.

8 1 Energy Bolt
9 3 MP Recovery
10 2 MP Recovery, 1 Max MP Increase
11 3 Max MP Increase
12 3 Max MP Increase
13 3 Max MP Increase
14 3 Magic Claw
15 3 Magic Claw
16 3 Magic Claw
17 3 MP Recovery
18 3 MP Recovery
19 3 MP Recovery
20 1 MP Recovery, 2 Magic Claw
21 3 Magic Claw
22 3 Magic Claw
23 3 Magic Claw
24 3 Magic Guard
25 3 Magic Guard
26 3 Magic Guard
27 3 Magic Guard
28 3 Magic Guard
29 3 Magic Guard
30 2 Magic Guard,1 Magic Armour

b) Training Areas for Magicians

8-10: Red Snails, Blue Snails and slimes at Right around Lith Harbour.
10-(16-18): Slimes at Tree that Rose I or the Slime Tree
(16-18)-20: Orange Mushrooms, Red Snails and Shrooms at Mushroom Garden
20-25: Pigs and Ribbon Pigs at Pig Beach.
25-30: Kerning PQ or Horny Mushrooms.

c) Quests

I will not list ALL the quests, I will only tell you ones you DEFINETLY should do, the vital ones.

I'm Bored (Level 10)
Maya and the Weird Medicine (Level 15)
Alex The Runaway Kid (Level 20)
Jane And The Wild Boar (Level 25)
Mystery of Niora Hospital (Level 25)
Mr. Wetbottom's Secret Book (Level 30)
The series of Quests involving "Moppie" (Level 30)
The Missing Mechanical Parts (Level 30)
Cleaning Up Eos Tower (Level 30)
Cleaning Up The Inner Parts Of Eos Tower (Level 30)
Cleaning Up The Outer Parts Of Eos Tower (Level 30)
Toy Soldier's Walnut (Level 25)
Dollhouse (Level 25)
All of the "Polluted" and "Danger" Quests.

 

d) Equipment

These are only the guidelines, you don't have to get all of this, you probably won't be able to afford all of them if you are unfunded.

The numbers in brackets show the level req.

If you lay your hands on a +1 INT Black Bandana, keep it till 25, if you get a +2 INT one, keep it till 30.

8-13

Grey or Blue Training Shirt (8) Black/Green Armine (8)
Grey or Blue Training Pants (8) Black/Green Armine Skirt (8)
Wooden Wand (8)
Wooden Staff (10)
Brown Apprentice Hat (10)
Basic Boots (10)
Stolen Fence, Pan lid when you can afford it (5, 10)

13-18

Beige Plain Robe (13) Purple Arriane (13) and Purple Arriane Skirt (13)
Dark/Blue/Green/Orange/Pink Conehat (15)
Hardwood Wand (13)
Sapphire/Emerald Staff (15)
Black/Beige Nitty (15)
Lemona (15)
Amethyst Earrings/One Side Only Earrings (15)

18-23

Black Split Piece (18) Black Split (18)
Black Split Piece Pants (18) Black Split Skirt (18)
Metal Wand (18)
Old Wooden Staff (20)
Green Wizardy Hat (20)
Purple Morrican (20)
Purple/Blue/Red Jewellery Boots (20)
Mystic Shield (22) If you can afford

23-28

White Doros Robe (23) Brown Doroness Robe (23)
Ice Wand (23)
Wizard Staff (25)
Silver/Black/Gold Windshoes (25)
Brown Bamboo Hat (25)
I don't recommend the 25 gloves, keep the 20 ones, if you still have Lemona, you could get these, but it will probably be easier to keep the

Lemona.
Gold Rings/Red Cross Earrings (25)
Old Raggedy Cape (25)

28-33

Black/White Wizard Robe (28) Purple Fairy Robe (28) and Purple Fairy Robe Skirt (28)
Mithril Wand (28)
Black Magicshoes (30)
Black/Blue Lutia if you didn't get Purple Morrican (30)
Green/Brown Jester (30)
Emerald Earrings/Lightening Earrings/Star Earrings (30)
Cricle Winded Staff (30) *

* This weapon is quite expensive for this level, if you find one, us it, if you don't, just skip it

e) The 2nd Job Advancement

Once you get to level 30, head over to the Magic Library at Ellinia, and talk to Grendel, he will give you a letter and tell you to go and see

the Magician Job Instructor, who is at the top of "Forest North of Ellinia" Talk to him and he will take you to special map, you need to kill

Curse Eyes and Horned Mushrooms to collect 30 Dark Marbles, the monsters will give 0 exp and do more damage than usual.

Once you have collected the 30 Dark Marbles, talk to the NPC in the map and then you will receive a Proof of a Hero, give this to Grendel

and he will advance you!

Now you can choose:

Cleric, good party skills, get rich later on, picked for PQs a lot, various areas of grinding.
Fire/Poison Wizard, more training places, more damage than Cleric and Ice/Lit, No mob skill till 3rd job.
Ice/Lightening Wizard, ability to freeze, good mob attack, grind period from 60-75.

This guide will now be focusing on ICE/LIGHTENING WIZARD, if you decided to become a Cleric or Fire/Poison Wizard, then stop

reading this guide and find one for your class.

(Well, the Quest and Equipment sections will still be helpful ^^)

 

3. The Wizard (30-70)

a) The SP Build(s)

The skills.

MP Eater: At 20, 30% Success rate, absorb 40% of enemies max MP after each attack. (Passive)
Meditate: At 20, Magic Attack of the party members in the map +20. (Needs 3 MP Eater) (Support)
Teleport: At 20, Teleport 150 in distance in a direction of your choice. (Support)
Slow: At 20, Speed of Monsters around you - 40 for 40 seconds. (Needs 5 Teleport) (Support)
Cold Beam: At 30, Basic Attack 100, freezes enemy for 2 seconds, applies 1.5x damage to Fire Based Monsters (e.g. Fire Boars) (Active)
Thunderbolt: At 30, Basic Attack 60, hits 6 monsters around you, applies 1.5x damage to Water based Monsters (e.g. Lorangs) (Active)

You get 1 SP when you become a Ice/lightening Wizard (I/L Wiz.) use this on TELEPORT.

This is the build I took, one of many.

30 1 Teleport
31 3 Cold Beam
32 3 Cold Beam
33 3 Cold Beam
34 3 Cold Beam
35 3 Cold Beam
36 3 Cold Beam
37 3 Cold Beam
38 3 Cold Beam
39 3 Cold Beam
40 3 Cold Beam
41 3 Thunderbolt
42 3 Thunderbolt
43 3 Thunderbolt
44 3 Thunderbolt
45 3 Thunderbolt
46 3 Thunderbolt
47 3 Thunderbolt
48 3 Thunderbolt
49 3 Thunderbolt
50 3 Thunderbolt
51 3 MP Eater
52 3 MP Eater
53 3 MP Eater
54 3 MP Eater
55 3 MP Eater
56 3 MP Eater
57 2 MP Eater, 1 Meditate
58 3 Meditate
59 3 Meditate
60 3 Meditate
61 3 Meditate
62 3 Meditate
63 3 Meditate
64 1 Meditate, 2 Teleport
65 3 Teleport
66 3 Teleport
67 3 Teleport
68 3 Teleport
69 3 Teleport
70 2 Teleport, 1 Slow

This is an alternate build.

30 1 Teleport
31 3 Cold Beam
32 3 Cold Beam
33 3 Cold Beam
34 3 Cold Beam
35 3 Cold Beam
36 3 Cold Beam
37 3 Cold Beam
38 3 Cold Beam
39 3 Cold Beam
40 3 Cold Beam
41 3 MP Eater
42 3 Meditate
43 3 Meditate
44 3 Meditate
45 3 Meditate
46 3 Meditate
47 3 Meditate
48 2 Meditate, 1 Thunderbolt
49 3 Thunderbolt
50 3 Thunderbolt
51 3 Thunderbolt
52 3 Thunderbolt
53 3 Thunderbolt
54 3 Thunderbolt
55 3 Thunderbolt
56 3 Thunderbolt
57 3 Thunderbolt
58 2 Thunderbolt, 1 MP Eater
59 3 MP Eater
60 3 MP Eater
61 3 MP Eater
62 3 MP Eater
63 3 MP Eater
64 3 MP Eater
65 1 MP Eater, 2 Teleport
66 3 Teleport
67 3 Teleport
68 3 Teleport
69 3 Teleport
70 3 Teleport

If you wanted to, you could max Thunderbolt in place of Cold Beam, but I don't recommend it.

Another build is the same as the above one, but swap Meditate and MP Eater, and then you could swap MP Eater for Teleport. So teleport

is maxed 2nd, some of my friends have done this.

b) Training Areas

If you maxed Cold Beam first, which I recommend, here are the 30-70 training places.

30-31: Kerning PQ
31-35: Wild Boars at Land of the Wild Boar I or II, Zombie Mushrooms in the Ant Tunnel or Cicles or Krappi in Aqua Road
35-40: Fire Boars or Jr Lioners/Cellions
40-51: Ludibrium PQ or continue with Jr Lioners/Cellions, also Platoon Chronos are ok exp around 45 if you don't have time for a PQ.
51-52: Many people go straight to Cellions/Lioners (The big ones at Garden of Red/Yellow II) but actually, if you have a Red Whip and

some speed pills, maybe a Icarus 2, then Jr Lioners and Cellions are the best exp, attacking them with a Red Whip.
52-55: Cellions/Lioners
55-70: Red Drakes at Dangerous Valley II
60-70: Alternatively to Red Drakes, Coolie Zombies are good, I trained here from 60-65, then back to Red Drakes for 4 levels, then the last

level at Coolies.

If you maxed Thunderbolt first.

30-31: Kerning PQ
31-35: Wild Boars at Land of the Wild Boar I or II, Zombie Mushrooms in the Ant Tunnel or Cicles or Krappi in Aqua Road
35-40: Thunderbolt the Evil Eyes in the Dungeon. Or Thunderbolt Bubblefish in Big Fish Valley, or the Ratz in Eos Tower.
40-51: Ludibrium PQ or Lorangs, or Fly Eyes in "The Dangerous Cave" in Aqua Dungeon
51-52: Note, if you maxed Cold Beam second, then just start at the ice training places now, but if you have chosen to max Meditate before
Cold Beam; train on Lorangs still.

52-when cold beam is maxed: Lorangs still, maybe Clangs.
Once Cold beam is maxed, start at Red Drakes, and then maybe Coolies at 60.

c) Quests

Same as before, here are the vital quests.

Icarus's Hang Glider (Level 32)
A Delivery To A Lost Time (Level 33)
The Clocktower Headache (Level 34)
Rowen the Fairy And The Cursed Dolls (Level 35)
Eos Tower Threatened! (Level 35)
Icarus And The Balloon (Level 37)
The Clock Workers' Batteries (Level 39)
Jane the Alchemist I, II and III (Level 40)
To The New World (Level 40)
Mac The Mechanic's Maintenance Manual (Level 40)
Peace At Eos Tower (Level 40)
Icarus And The Flying Pill (Level 42)
The Alligators At The Swamp (Level 52)
Ronnie and the fairy抯 building a new house I,II,III and IV (Level 55)
Looking for Book of Ancient (Level 55)
Missing Hella (Level 55)
Spiruna and the Black Crystal (Level 55)
Scadur the Hunter (Level 55)
The Four Wisemen of Victoria Island (Level 55)
Alcaster And The Dark Crystal (Level 60)
Nick, the Son of Scadur the Hunter (Level 65)
Scadur's New Fur Coat (Level 60)
Mason the Collector (Level 60)
Free Spirit (Level 62)
Hughes's Hobby (Level 35)
Hughes's Weird Invention (Level 35)
A Nutritious Snack For Husky (Level 40)

All of the "Polluted" and "Danger" Quests.

d) Equipment

33-38

Blood/Dark Chaos Robe (33) Red/Black Amoria Top and Red/Black Amoria Skirt (33)
Wizard Wand (33)
Sapphire Earrings/Cat's Eye (35)
Dark Noel (35)
I don't recommend the level 35 shoes.
If you got a Green Jester, keep it, if you got a different Jester, get a Green Matty (35)
Maple Staff (35) Only if you find a quite cheap one.
Esther Shield (33) Get this eventually, even if not until 5x, get one.
Petal Staff (35) *

* This weapon is quite expensive for this level, if you find one, us it, if you don't, just skip it

38-50

Green/Red/Dark Starlight (38) Red/Dark/Brown Moonlight (38)
Fairy Wand (38) or Crystal Wand (38) If you got a Maple Staff, miss this out.
White Guiltian (40)
Dark Moon Shoes (40)
Dark Arten (40)
Blue Moon Earrings (40)
Icarus Cape (42)
Maple Lama Staff (43)
Arc Staff (45) If you got a Lama staff, miss this.
Cromi (48) If you got a lama staff, miss this, if you got a decently scrolled Arc Staff, miss this.
Dark/White/Orange Calas (48) Orange/White/Dark Calaf (48)
Pansy Earrings (45) Up to you, most female characters get these, male characters choose not too, for obvious reasons.
Hall Staff (40) *

* This weapon is quite expensive for this level, if you find one, us it, if you don't, just skip it

50-60

Dark/Aqua Golden Circlet (50)
I kept my level 40 shoes and gloves until 60, but if you want: Dark Pennance (50) Green Gold Winded Shoes (50)
Skull Earrings/Red Hearted Earrings (50)
Red/Green/Black/Blue/White Napolean (50)
Thorns (55) < Make it in ludibrium.
Crystal Flower Earrings/Holy Cross Earrings (55)
Dark/White/Red/Blue Justice Cape (55) Unless an earlier cape is scrolled for INT.
Dark/White Anakamoon (58) Dark/White Anakarune (58)
Evil Tale (58) If you happen to find one at Red Drakes, scroll it and use it.

 

60-70

Dark/White Seraphis (60)
Dark Manute (60)
Blue/Orange Goldrunners (60)
Pink Flowered Earrings (60)
Black/Blue/White/Red Magic Cape (60) Unless an earlier cape is scrolled for INT.
Evil Wings (65) < NOTE: Only if you find them, or if you managed to get insanely rich and can afford them.
Black/Blue/White/Red Gaia Cape (65) Unless an earlier cape is scrolled for INT
Gold Drop Earrings (65) If you find/buy for cheap then keep them for quite a while, maybe 80.
Angel Wings (68) This is good to buy instead of Evil Wings if you have a lot of money, but can't afford to scroll a staff.

Brown/Dark Requiem? Brown/Dark Requirre (68) Now, many people keep their same "INT as a Requiem/Requirre"

Anakamoons/Anakarunes until 78, because they don't want to spend 2 million on a Brown Requiem or like 6 million on a Dark Requiem

(Broa Prices) I bought a 6 INT (above avg) Dark Anakamoon and I will keep it until 78.

e) The Other Islands?

During this stage, you will be going to some of the other islands/areas:

Ossyria: Orbis

Town in the clouds!

Catch the boat from Ellinia, it leaves every 15 mins starting on the hour, and the journey takes 10 mins, you will arrive in Orbis city.

Here you can gain access to maps where things like Jr Lioners/Cellions are.

Ossyria: El Nath

Snow!

Go down the 20 floored Orbis Tower, El Nath is out of bounds for less than 50s as a General rule, (not officially)

Here you can gain access to many things, most of them being STRONG against Ice, so we don't bother with most of them, but if you carry on

walking right of El Nath, you will come across Coolie Zombies eventually. ( Half way to Coolie Zombies is a gate, only level 50+ can pass

it) If you KEEP on going, you will come across El Nath: Lava, I will talk about this place in the 4th Section.

Ludibrium: Ludibrium

Toy Town!

Here is the second PQ for 35-51, and things like Platoon Chronos and a variety of quests.

Ludibrium: Omega Sector

Aliens!

Nice change-of-training for 4x and 5x, most of the quests are a waste of time though.

Aqua Road.

Nice for lower level Lit mages, and some O.k quests, and quite fun to swim around

Aqua Dungeon

90+ only, Sharks, Squids and Bone Fish, not too good for IL, good for Priests and Pizards.

f) The third job advancement

Requirement: Level 70

Go to El Nath - Chief's Residence and talk to Roberia, she will tell you to go and talk to Grendel, do so, he will tell you you need to defeat

his "other self" make your way to The door of dimension in the Forest of Evil II, once you have defeated Grendel's other self, you will get a

black charm, trade this with Grendel for a Necklace of Strength. You will need a refined DARK CRYSTAL for this part. Go back to El Nath

and talk to Roberia again, she will send you to the Holy Stone, go to Holy ground at the snowfield which is situated at the top of Sharp Cliff

II, give the stone your Crystal and answer 5 easy questions, you will get the Necklace of Wisdom, go back to El Nath and give this to

Roberia, she will then advance you, and give you 1 SP and 5 AP!

Congrats! You are now a Ice/Lightening MAGE, yeah so once you have finished your celebratory dance, read the next section!

4. The Mage 70-120

a) SP Build

Partial Resistance: Level 20: 70% resistance against ice/lightning attacks (Passive)
Element Amplification: Level 30: MP -200%; Magic attack +135% (Support)
Ice Strike: Level 30: MP -50; Basic attack 90, mastery 60%, attack range 200%
Thunder Spear: Level 30: MP -24; Basic attack 170, mastery 60%
Seal: Level 20: MP -30; 95% success rate for 20 seconds
Spell Booster: Level 20: HP -30, MP -25; Casting speed +2 for 200 seconds
Magic Composition: Level 30: MP -22; Basic attack 140, mastery 60%, freezes enemy for 2 seconds

These are from other ice/lit mages I know, so of course I will add more when the time comes.

Build A - My one

Max Ice Strike (80)
3 Element Amplification(81)
11 Spell Booster (85)
3 Seal (86)
Max Magic Composition (96)
Max Element Amplification (106)
Max Thunder Spear(116)
12 Seal (120)

Build B

Max Ice Strike (80)
Max Element Amplification (90)
11 Spell Booster (95)
Max Thunder Spear (105)
Max Magic Composition (115)
15 Partial Resistance (120)

Build C

Max Ice Strike (80)
3 Element Amplification (81)
11 Spell Booster (85)
1 Seal (85)
Max Thunder Spear (95)
Max Element Amplification (104)
Max Magic Composition (114)
Max Seal (120)

 

These are the most common ones, but feel free to play around, I advise 3 points into Seal soon after you max your first attack.

(Note, Partial Resistance sucks, why would you be fighting monsters that attack with Ice/Lit?)

b) Training Areas

For Build A

70-75: Coolie Zombies or Wraiths/Jr Yetis with Thunderbolt
75-85: Death Teddies and Buffoons
85-95: Viking Parties and Bains
95+: Viking Parties, Gigantic Spirit Vikings and Bains

For Build B

70-75: Coolie Zombies or Wraiths/Jr Yetis with Thunderbolt
75-85: Death Teddies
85-95: Bains and Viking Parties.
95+: Vikings and Gigantic Spirit Vikings.

For Build C

70-75: Coolie Zombies or Wraiths/Jr Yetis with Thunderbolt
75-85: Death Teddies
85-95: Vikings
95+: Vikings and Gigantic Spirit Vikings.

 

c) Quests

Only 3 70+ Quests so far, do them all.

The Binding (Level 84)
The Soul Collector (Level 85)
The Blocked Ocean (90)

d) Equipment

70-80

Blue/Dark Infinium Circlet (70) Many people decide to keep a 5 INT Seraphis instead of a circlet.
Dark Lorin (70)
Gold/Brown Lapiz Sandals (70)
Metal Silver Earrings (70)
Half Earrings (75)
Dark Ritual (75) If you see somebody with Thorns still, like me, don't say "omg u noob" take pity on them, it means they couldn't
afford/find one
Dark/Blue Enigmatic (78) Dark/Purple Enigma (78)
Phoenix Wand (78) This is cheaper than DR, and a good alternative to hunt/buy instead of DR.

80-90

Dark/Blue/Purple Galaxy (80)
Dark Clarity (80)
Dark Enigma Shoes (80)
Metal Heart Earrings (80)
Strawberry Earrings (85)
Kage (85) Same note as Dark Ritual
Magicodar (88) I doubt it, very rare, only dropped by Zakum and Gatekeepers
Dark/Red Fury Coat (88) Dark/Red Fury Coat (F) (88)

90-100

Dark/Red/Green Sage (90)
Red Neli Shoes (90) These are rare, you might as well keep the level 80 shoes
Rose Earrings (90)
Dimon Wand (98) Eh? Yes you may go Eh? These are not out yet, but are on various websites, expect them soon.

The level 90 hat, 98 robes and 95 weapon are not out yet.

Same with the 100 hat, gloves and shoes.

e) Zakum?

Good ol' Zakum. Zakum can be found at the end of the Cave of Trials, In order to obtain access to Zakum's Altar and fight Zakum, you

must do 3 quests, once all the people in the party planning to try and kill this mighty god, one person can summon it. During the fight

nobody else may enter the Altar. Zakum has 8 arms which all do different things, they must all be destroyed before attacking the First body,

after the First body is down, the second body must be defeated, then Zakum resorts to his Final Body, if you manage to destroy this, then

Zakum will drop a series of 80 and 90 weapons and 3 Zakum Helms.

The Zakum quests.

1) You need a party for this, and you need to talk to your 3rd Job Advancement person before attempting the quests, talk to Adobis in The

Door to Zakum, he will send you to "Unknown dead Mine" There are a series of areas here, you must collect 7 keys from by hitting boxes in

these areas, but sometimes Potions, Money or even Monsters may come out of the boxes. You can also collect 30 Paper Documents to get 5

Dead Mine scrolls for each of your party members.

2) A jump quest, simply talk to Adobis after doing the first one and complete both sections of "A breath of Lava"

3) All you need to do is collect 30 Zombie's Lost gold tooth from Minor Zombies.

ATTEMPING THE ZAKUM QUESTS IS POSSIBLE FROM 50+, BUT I DO NOT RECCOMEND ACTUALYL TRYING TO TAKE ON

ZAKUM UNTIL LEVEL 100+

f) The 4th job advancement?

Arch Mage

This takes place at level 120, it is not out yet, but make sure you do not use SP gained from 121+. Save these and you will be allowed to use

them when the 4th job comes out on 4th job skills.

5) Potions

An e-mail from Havareiku:

"hi, im going to take your I/L guide at best interest right now and i was wondering, what kind of potions do you use/ how many do you use per training session at red drakes and coolies. cause sometimes people might buy 100 mana elixers and they heal only 300 and blah blah blah. so please include how many of what potion, will it cost alot, how long will it last (in % terms) and thats about it! THANKS SO MUCH im not going training until i get an answer! :D"

Answer:

Hai, thanks for your interest in my guide, potions entirely depend on your level and training place.

E.g. I use Red Bean Sundaes (2000 mp) and White Potions (300 HP), 100 of the former and 200 of the latter will last me about 15-20%. But once you get to level 75 and start training on higher level stuff, it is imperitive that you use Elixirs or Power Elixirs, I usually carry about 100 of these and they last 40% or so.

For Red Drakes and Coolies, I used Mana Elixirs and White Potions, and because I was at Coolies, I alsways bought in Bulk of about 500 each, this would probably last me an entire level.

The reason I didn't use Pure Waters is because while at Coolies I was VERY poor, and thus couldn't afford to bulk buy Pure Waters.

The concept of potions is a tough one, and it depends entirely on the player on which ones they use, get what suits your economic and convienence needs, e.g. Red Bean Sundaes are not available in Victoria Island, so while at Red Drakes.

I hope this answers your question.



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