Thursday, October 28, 2010

Maplestory Aran Class Skill Build/Guide

AP Distribution

You can choose either to add strength (key stat) or Dexterity (Accuracy).

Regular

Aran are very similar to Warriors. However since they depend on large combos for more powerful attacks, Arans should have at least 2.0–2.2 times more DEX than their level to hit stronger monsters with ease, so if you are at level 25 you should have at least 50–55 DEX. Add everything else to STR.

They do not require INT or LUK. Adding to them is an absolute waste of AP.

Most AP goes into STR and DEX. If you apply your stats correctly, you should have enough accuracy and power to defeat monsters slightly above your level. However, you will deal less damage than a DEX-less Aran, though it will be cheaper to fund a normal Aran compared to a DEX-less one.

Note: Since the Aran quests are required to kill monsters that are similar to your level, or higher, the accuracy gained from DEX helps Aran complete advancement quests (skill and job) more quickly.

DEX-less Aran

DEX-less Arans are a real challenge, and trying this will require a large amount of money. Being DEX-less means that you're putting a lot of your AP into STR and you shouldn't have any dex (it should equal 4).

Since an Aran cannot possibly attack strong monsters without accuracy, instead of adding AP into DEX (which gives 0.8 accuracy per point), you will need a lot of equips that are scrolled to add DEX or accuracy. This requires a lot of luck, since scrolls can fail and sometimes destroy your equipment. The lower the success rate of the scroll, the higher the stat boost from said scroll. It's a trade off that could end up costing you a lot for nothing at all. On a side note, since none of the Aran's pole arms require dex, having equipment that adds accuracy is better then having items that have DEX.

Another downfall to a DEX-less Aran is that the combo system is based on hitting the monsters. If you miss when fighting high level monsters because the lack of DEX, your combo will not go up, and the large amount of combo based attacks cannot be used.

If this is done successfully, a DEX-less Aran will deal much more damage compared to a regular build.

Low DEX Aran

Low DEX Arans are for semi-funded people. You cap your DEX from 20-60. Low DEX Arans do more damage than a regular build Aran but MAY do less damage than a DEX-less Aran depending if you're funded or not. This build is recommended for those who have a stable amount of money and want to do higher damage than normal.

First job

Unlike other jobs, most Aran skills require you to press certain keys to attack. This is the main Aran SP build.

Once you've advanced to Aran, you will not have all the skills available. You will need to complete quests to obtain the Combo Ability and Polearm Booster skill. The list of levels, below, denotes what skills should be added at what levels. An italicized name represents the time at which the skill becomes maxed.

  • Level 10: Double Swing 1 (+1)
  • Level 11: Double Swing 4 (+3)
  • Level 12: Double Swing 7 (+3)
  • Level 13: Double Swing 10 (+3)
  • Level 14: Combo Ability 3 (+3)
  • Level 15: Combo Ability 6 (+3)
  • Level 16: Combo Ability 9 (+3)
  • Level 17: Combo Ability 10 (+1) / Combat Step 2 (+2)
  • Level 18: Combat Step 3 (+1) / Double Swing 12 (+2)
  • Level 19: Double Swing 15 (+3)
  • Level 20: Double Swing 18 (+3)
  • Level 21: Double Swing 20 (+2) / Combat Step 4 (+1)
  • Level 22: Combat Step 5 (+1) / Polearm Booster 2 (+2)
  • Level 23: Polearm Booster 5 (+3)
  • Level 24: Polearm Booster 8 (+3)
  • Level 25: Polearm Booster 11 (+3)
  • Level 26: Combat Step 8 (+3)
  • Level 27: Combat Step 11 (+3)
  • Level 28: Combat Step 14 (+3)
  • Level 29: Combat Step 15 (+1) / Polearm Booster 13 (+2)
  • Level 30: Polearm Booster 16 (+3)
At level 30 you will have

Double Swing and Combo Ability have to be at their maximum levels, because some of the second job skills require them to be maxed. Polearm Booster from 15–20 does not increase the effectiveness of the skill; it only increases the duration of the buff and reduces the cost of MP and HP. Therefore, it is more effective to add SP to Combat Step up to level 15 (max). Alternatively, you can max Polearm Booster to increase the duration by an additional 40 seconds while reducing the cost by 10 MP and 10 HP.

Second job

Once you completed your second job advancement, you will not have all the skills available since there are special quests that will give you the necessary skills.

  • Level 30: Triple Swing 1 (+1)
  • Level 31: Triple Swing 3 (+2) / Polearm Mastery 1 (+1) (Quest)
  • Level 32: Polearm Mastery 4 (+3)
  • Level 33: Polearm Mastery 7 (+3)
  • Level 34: Polearm Mastery 10 (+3)
  • Level 35: Polearm Mastery 13 (+3)
  • Level 36: Polearm Mastery 16 (+3)
  • Level 37: Polearm Mastery 19 (+3)
  • Level 38: Triple Swing 6 (+3)
  • Level 39: Triple Swing 7 (+1) / Save SP (+2)
  • Level 40: Save SP (+3)
  • Level 41: Save SP (+3)
  • Level 42: Save SP (+3)
  • Level 43: Save SP (+3)
  • Level 44: Save SP (+3)
  • Level 45: Combo Smash 20 (+20)(Quest)
  • Level 46: Triple Swing 10 (+3)
  • Level 47: Triple Swing 13 (+3)
  • Level 48: Triple Swing 16 (+3)
  • Level 49: Triple Swing 19 (+3)
  • Level 50: Triple Swing 20 (+1) / Body Pressure/Combo Drain 2
  • Level 51: Body Pressure/Combo Drain 5 (+3)
  • Level 52: Body Pressure/Combo Drain 8 (+2)
  • Level 53: Body Pressure/Combo Drain 11 (+3)
  • Level 54: Body Pressure/Combo Drain 14 (+3)
  • Level 55: Body Pressure/Combo Drain 17 (+3)
  • Level 56: Body Pressure 20 (+3)
  • Level 57: Combo Drain/Body Pressure 3 (+3)
  • Level 58: Combo Drain/Body Pressure 6 (+3)
  • Level 59: Combo Drain/Body Pressure 9 (+1) /
  • Level 60: Combo Drain/Body Pressure 12 (+3)
  • Level 61: Combo Drain/Body Pressure 15 (+3)
  • Level 62: Combo Drain/Body Pressure 18 (+3)
  • Level 63: Combo Drain 20/Body Pressure (+2) / Final Charge 1 (+1) (Quest lvl 54)
  • Level 64: Final Charge 4 (+3)
  • Level 65: Final Charge 7 (+3)
  • Level 66: Final Charge 10 (+3)
  • Level 67: Final Charge 13 (+3)
  • Level 68: Final Charge 16 (+3)
  • Level 69: Final Charge 19 (+3)
  • Level 70: Final Charge 21 (+2) / Polearm Mastery 20 (+1)

A second, less recommended guide is as follows:

  • Level 30: Triple Swing 1 (+1)
  • Level 31: Triple Swing 3 (+2) / Polearm Mastery 1 (+1)
  • Level 32: Polearm Mastery 4 (+3)
  • Level 33: Polearm Mastery 7 (+3)
  • Level 34: Polearm Mastery 10 (+3)
  • Level 35: Polearm Mastery 13 (+3)
  • Level 36: Polearm Mastery 16 (+3)
  • Level 37: Polearm Mastery 19 (+3)
  • Level 38: Polearm Mastery 20 (+1) / Triple Swing 5 (+2)
  • Level 39: Triple Swing 8 (+3)
  • Level 40: Triple Swing 11 (+3)
  • Level 41: Triple Swing 14 (+3)
  • Level 42: Triple Swing 17 (+3)
  • Level 43: Triple Swing 20 (+3)
  • Level 44: Combo Drain/Body Pressure 3 (+3)
  • Level 45: Combo Drain/Body Pressure 6 (+3)
  • Level 46: Combo Drain/Body Pressure 9 (+3)
  • Level 47: Combo Drain/Body Pressure 12 (+3)
  • Level 48: Combo Drain/Body Pressure 15 (+3)
  • Level 49: Combo Drain/Body Pressure 18 (+3)
  • Level 50: Combo Drain/Body Pressure 20 (+2) / Combo Smash 1 (+1)
  • Level 51: Combo Smash 4 (+3)
  • Level 52: Combo Smash 7 (+3)
  • Level 53: Combo Smash 10 (+3)
  • Level 54: Combo Smash 13 (+3)
  • Level 55: Combo Smash 16 (+3)
  • Level 56: Combo Smash 19 (+3)
  • Level 57: Combo Smash 20 (+1) / Final Charge 2 (+2)
  • Level 58: Final Charge 5 (+3)
  • Level 59: Final Charge 8 (+3)
  • Level 60: Final Charge 11 (+3)
  • Level 61: Final Charge 14 (+3)
  • Level 62: Final Charge 17 (+3)
  • Level 63: Final Charge 20 (+3)
  • Level 64: Final Charge 21 (+1) / Body Pressure/Combo Drain 2 (+2)
  • Level 65: Body Pressure/Combo Drain 5 (+3)
  • Level 66: Body Pressure/Combo Drain 8 (+3)
  • Level 67: Body Pressure/Combo Drain 11 (+3)
  • Level 68: Body Pressure/Combo Drain 14 (+3)
  • Level 69: Body Pressure/Combo Drain 17 (+3)
  • Level 70: Body Pressure/Combo Drain20 (+3)


By level 70, you should have

or (not recommended)

This second situation is really not recommended. Combo Drain fully reduces the use for HP potions flat, therefore, you don't have to buy as many HP potions. Final Charge is rarely used and doesn't need to be maxed!

Third job

When you advance to your third job at level 70, there is only one skill missing that can be acquired by completing a quest: Full Swing. Just like any other third job classes, the Arans have a plethora of almost godly attacking and buffing skills at their disposal. Many builds as such can come out of this power buffet. (Go to Erev to obtain Full Swing from Nineheart.)

The Core build
  • Level 70: +1 Full Swing (1)
  • Level 71: +1 Full Swing (2) +2 Smart Knockback (2)
  • Level 72: +3 Smart Knockback (5)
  • Level 73: +3 Smart Knockback (8)
  • Level 74: +3 Smart Knockback (11)
  • Level 75: +3 Smart Knockback (14)
  • Level 76: +3 Smart Knockback (17)
  • Level 77: +3 Smart Knockback (20)[MAX]
  • Level 78: +3 Full Swing (5)
  • Level 79: +3 Full Swing (8)
  • Level 80: +3 Full Swing (11)
  • Level 81: +3 Full Swing (14)
  • Level 82: +3 Full Swing (17)
  • Level 83: +3 Full Swing (20)[MAX]
  • Level 84: +3 Combo Critical (3)
  • Level 85: +3 Combo Critical (6)
  • Level 86: +3 Combo Critical (9)
  • Level 87: +3 Combo Critical (12)
  • Level 88: +3 Combo Critical (15)
  • Level 89: +3 Combo Critical (18)
  • Level 90: +2 Combo Critical (20)[MAX] +1 Free SP (1)(Save this)

The reason for this core build is that with Smart Knockback maxed early, only 10% on the KB damage is necessary to knockback a monster (does not apply to bosses). Next on the list, Full Swing is maxed next to provide great damage. Then Combo critical is maxed to give the godly chance of 60% for all attacks to hit critical damage. Now from here on there are two different builds: the Snow Charge build (for slowing monsters down) and the Final Toss build (for large damage numbers).

The Snow Charge early build
  • Level 91: +4 Snow Charge (4)
  • Level 92: +3 Snow Charge (7)
  • Level 93: +3 Snow Charge (10)
  • Level 94: +3 Snow Charge (13)
  • Level 95: +3 Snow Charge (16)
  • Level 96: +3 Snow Charge (19)
  • Level 97: +1 Snow Charge (20)[MAX] +2 Combo Fenrir (3)
  • Level 98: +3 Combo Fenrir (5)
  • Level 99: +3 Combo Fenrir (8)
  • Level 100: +3 Combo Fenrir (11)
  • Level 101: +3 Combo Fenrir (14)
  • Level 102: +1 Combo Fenrir (15) +2 Final Toss (2)
  • Level 103: +3 Final Toss (5)
  • Level 104: +3 Final Toss (8)
  • Level 105: +3 Final Toss (11)
  • Level 106: +3 Final Toss (14)
  • Level 107: +3 Final Toss (17)
  • Level 108: +3 Final Toss (20)
  • Level 109: +3 Final Toss (23)
  • Level 110: +3 Final Toss (26)
  • Level 111: +3 Final Toss (29)
  • Level 112: +1 Final Toss (30)[MAX] +2 Combo Fenrir (17)
  • Level 113: +3 Combo Fenrir (20)
  • Level 114: +3 Combo Fenrir (23)
  • Level 115: +3 Combo Fenrir (26)
  • Level 116: +3 Combo Fenrir (29)
  • Level 117: +1 Combo Fenrir (30)[MAX] +2 Free SP (2)
  • Level 118: +3 Free SP (5)
  • Level 119: +3 Free SP (8)
  • Level 120: +3 Free SP (11)

The reasoning behind this build is that the primary addition to Snow Charge slows down monsters and prevents them from doing touch damage. Combined with Smart Knockback, you'll be doing very stable KB damage. With 15 SP into Combo Fenrir, you can do 1,300% damage to monsters as a finisher. Final Toss is maxed next to provide some extra damage on top of Triple Swing. Then Combo Fenrir is maxed to give the full 1,600% damage and you are left with 11 free SP.

The Final Toss build
  • Level 91: +4 Final Toss (4)
  • Level 92: +3 Final Toss (7)
  • Level 93: +3 Final Toss (10)
  • Level 94: +3 Final Toss (13)
  • Level 95: +3 Final Toss (16)
  • Level 96: +3 Final Toss (19)
  • Level 97: +3 Final Toss (22)
  • Level 98: +3 Final Toss (25)
  • Level 99: +3 Final Toss (28)
  • Level 100: +2 Final Toss (30)[MAX] +1 Combo Fenrir (1)
  • Level 101: +3 Combo Fenrir (4)
  • Level 102: +3 Combo Fenrir (7)
  • Level 103: +3 Combo Fenrir (10)
  • Level 104: +3 Combo Fenrir (13)
  • Level 105: +2 Combo Fenrir (15) +1 Snow Charge (1)
  • Level 106: +3 Snow Charge (4)
  • Level 107: +3 Snow Charge (7)
  • Level 108: +3 Snow Charge (10)
  • Level 109: +3 Snow Charge (13)
  • Level 110: +3 Snow Charge (16)
  • Level 111: +3 Snow Charge (19)
  • Level 112: +2 Snow Charge (20)[MAX] +1 Combo Fenrir (17)
  • Level 113: +3 Combo Fenrir (20)
  • Level 114: +3 Combo Fenrir (23)
  • Level 115: +3 Combo Fenrir (26)
  • Level 116: +3 Combo Fenrir (29)
  • Level 117: +1 Combo Fenrir (30)[MAX] +2 Free SP (2)
  • Level 118: +3 Free SP (5)
  • Level 119: +3 Free SP (8)
  • Level 120: +3 Free SP (11)

The reasoning behind this build is the same as above, except it is reversed. No SP is put into Rolling Spin because you don't often see mobs of 10 monsters compared to mobs of 12 monsters, and secondly, you would not want to be fighting mobs on both sides.

Fourth job

At level 120, the Aran class doesn't just get more powerful, they even get an Area of Effect attack that can one-hit KO monsters with a chance. Aran fourth job skills are obtained in the usual way, through the completion of quests and the usage of mastery books. This not only means that your skills may not be obtainable, but you might not be able to follow conventional builds. There are a multitude of builds that can be used.

The "Practical" build
  • Level 120: +2 Overswing (2) +1 Final Blow (1)
  • Level 121: +3 Overswing (5)
  • Level 122: +3 Overswing (8)
  • Level 123: +3 Overswing (11)
  • Level 124: +3 Overswing (14)
  • Level 125: +3 Overswing (17)
  • Level 126: +3 Overswing (20)
  • Level 127: +3 Overswing (23)
  • Level 128: +3 Overswing (26)
  • Level 129: +3 Overswing (29)
  • Level 130: +1 Overswing (30)[MAX] +2 High Mastery (2)
  • Level 131: +3 High Mastery (5)
  • Level 132: +3 High Mastery (8)
  • Level 133: +3 High Mastery (11)
  • Level 134: +3 High Mastery (14)
  • Level 135: +3 High Mastery (17)
  • Level 136: +3 High Mastery (20)
  • Level 137: +3 High Mastery (23)
  • Level 138: +3 High Mastery (26)
  • Level 139: +3 Freeze Standing (3)
  • Level 140: +3 Freeze Standing (6)
  • Level 141: +3 Freeze Standing (9)
  • Level 142: +3 Freeze Standing (12)
  • Level 143: +3 Freeze Standing (15)
  • Level 144: +3 Freeze Standing (18)
  • Level 145: +3 Freeze Standing (21)
  • Level 146: +3 Freeze Standing (24)
  • Level 147: +3 Freeze Standing (27)
  • Level 148: +3 Freeze Standing (30)[MAX]
  • Level 149: +3 Combo Barrier (3)
  • Level 150: +3 Combo Barrier (6)
  • Level 151: +3 Combo Barrier (9)
  • Level 152: +3 Combo Barrier (12)
  • Level 153: +3 Combo Barrier (15)
  • Level 154: +3 Combo Barrier (18)
  • Level 155: +3 Combo Barrier (21)
  • Level 156: +3 Combo Barrier (24)
  • Level 157: +3 Combo Barrier (27)
  • Level 158: +3 Combo Barrier (30)[MAX]
  • Level 159: +3 Final Blow (4)
  • Level 160: +3 Final Blow (7)
  • Level 161: +3 Final Blow (10)
  • Level 162: +3 Final Blow (13)
  • Level 163: +3 Final Blow (17)
  • Level 164: +3 Final Blow (20)
  • Level 165: +3 Final Blow (23)
  • Level 166: +3 Final Blow (26)
  • Level 167: +3 Final Blow (29)
  • Level 168: +1 Final Blow (30)[MAX] +2 Maple Warrior (2)
  • Level 169: +3 Maple Warrior (5)
  • Level 170: +3 Maple Warrior (8)
  • Level 171: +3 Maple Warrior (11)
  • Level 172: +3 Maple Warrior (14)
  • Level 173: +3 Maple Warrior (17)
  • Level 174: +3 Maple Warrior (20)
  • Level 175: +3 Maple Warrior (23)
  • Level 176: +3 Maple Warrior (26)
  • Level 177: +3 Maple Warrior (29)
  • Level 178: +3 Combo Tempest (3)
  • Level 179: +3 Combo Tempest (6)
  • Level 180: +3 Combo Tempest (9)
  • Level 181: +3 Combo Tempest (12)
  • Level 182: +3 Combo Tempest (15)
  • Level 183: +3 Combo Tempest (18)
  • Level 184: +3 Combo Tempest (21)
  • Level 185: +3 Combo Tempest (24)
  • Level 186: +3 Combo Tempest (27)
  • Level 187: +3 Combo Tempest (30)[MAX]
  • Level 188: +3 High Mastery (29)
  • Level 189: +1 High Mastery (30)[MAX] +2 High Defense (2)
  • Level 190: +3 High Defense (5)
  • Level 191: +3 High Defense (8)
  • Level 192: +3 High Defense (11)
  • Level 193: +3 High Defense (14)
  • Level 194: +3 High Defense (17)
  • Level 195: +3 High Defense (20)
  • Level 196: +3 High Defense (23)
  • Level 197: +3 High Defense (26)
  • Level 198: +3 High Defense (29)
  • Level 199: +1 High Defense (30)[MAX] +2 Hero's Will (2)
  • Level 200: +3 Hero's Will (3)[MAX]
Results
  • Overswing: MAX
  • Final Blow: MAX
  • High Mastery: MAX
  • Combo Tempest: MAX
  • Combo Barrier: MAX
  • Freeze Standing: MAX
  • Maple Warrior: 29/30
  • High Defence: MAX
  • Hero’s Will: MAX

The reasoning for this build, is you start off with two in Overswing, because like Full Swing, it replaces Triple Swing with a whole new animation, and adds more damage. Then you add one to Final Blow, because it kind of acts like a Final Attack that you can use whenever you like. Then you max out Overswing and High Mastery, to make you stable and do more damage, followed by Freeze Standing so you don't get KB'd every second. Then Combo Barrier, since it makes monsters do 20% less damage on you and your whole party. Then Final Blow because it's very strong. After that, you start on Maple Warrior and Combo Tempest for damage and High Defence to reduce the damage you take. You end with a few in Hero's Will, although you're free to add the points in earlier if you plan to HT and Pink Bean before level 199.

High Mastery is left at 26 because Level 26 adds 90% mastery. The mastery level stays the same until it's maxed, only for an extra two attack will you change anything by maxing it. And level 29 Maple Warrior adds the same stats as 30, but with a few seconds less time, so it's one spare point.

The Damage build
  • Level 120: Over Swing (+1)(696% damage total)
  • Level 121–130: High Mastery (+16) (80% mastery / +5 W.ATK) / Over Swing (+14) (800% damage total)
  • Level 131–140: Final Blow (+20) (600% damage) / High Mastery (+10) (90% mastery / +8 W.ATK)

This beginning build is quite simple. First, High Mastery is increased to give more stable damage. Then Over Swing gives you five attacks. More attacks means more damage. Then Final Blow gives even more damage on top of Over Swing. Finally, High Mastery is increased to 26 to give the maximum mastery possible.

The Party build
  • Level 120: Over Swing (+1) (696% damage total)
  • Level 121–130: Combo Barrier (+30) (20% less damage)
  • Level 131–140: Maple Warrior (+10) (5% stat increase) / Over Swing (+14) (800% damage total) / High Mastery (+6) (70% mastery / +2 W.ATK)

Combo Barrier is first increased to decrease damage taken in a party. Then Maple Warrior is increased to give that little stat boost. After that some SP is put into Over Swing for the damage. Then high mastery is increased to give more stable damage.

The Haunted History of Halloween

http://www.supercoolstuff.com/images/halloween_09-07-07.jpg
Sunday is Halloween, and the frightfest has trick-or-treaters checking the Web for the history of the haunted holiday.

Turns out, the modern-day tradition of outfitting yourself in a costume and going door to door for candy has some really ancient roots.

Originally, the festival came from the Celtic holiday Samhain, which means summer's end, and celebrated the end of fall and the beginning of winter. This day also marked the Celts' version of the new year — and the time, they believed, when the dead came back to roam the earth.

Ancestors were honored, but evil spirits were warded off by lighting bonfires and wearing costumes to hide from them. Turnips carved with faces got placed in windows to scare off the unwelcome undead. People would go "a-souling," and in exchange for food and drink, pray for a household's dead relatives. In Scotland, spirits were impersonated by men wearing all white with veiled faces. Sound familiar?

The holiday is actually a mash of Catholic and Celtic beliefs. Oh, and Roman. Their version of the Celtic holiday was called Feralia, which honored their dead. The Catholics — who were beginning to influence the area by the 800s — contributed All Saints' Day, also known as All Hallows or Hallowmas. The name "Halloween" comes from the Scottish "All-Hallows-Even," meaning "the night before All Hallows Day."

By the mid-19th century, Irish immigrants brought Halloween to America. By the 1950s, candy makers began promoting their sweet stuff as the currency to give out to trick-or-treaters, and this year it's estimated to be a $2 billion candy bonanza. The religious ideas have been dropped, and the day as we know it — dressing up, carving pumpkins, and getting a good scare ... and goodies — became the holiday it is now.http://www.powerlineblog.com/media/archives/halloween.gif

Tuesday, October 26, 2010

Maplestory Evan Class Skill Build/Evan Guide

First Mastery

Balanced Build
  • Level 10: +1 Magic Missile, +2 Dragon Soul, +1 Dragon Soul Quest SP
  • Level 11: +3 Dragon Soul
  • Level 12: +3 Dragon Soul, +1 Dragon Soul Quest SP
  • Level 13: +3 Dragon Soul, +2 Dragon Soul Quest SP
  • Level 14: +3 Dragon Soul, +1 Dragon Soul Quest SP
  • Level 15: +1 Dragon Soul (Maxed), +2 Magic Missile
  • Level 16: +3 Magic Missile, +1 Magic Missile Quest SP
  • Level 17: +3 Magic Missile
  • Level 18: +3 Magic Missile, +1 Magic Missile Quest SP
  • Level 19: +3 Magic Missile
  • Level 20: +3 Magic Missile (Maxed)
End Result
  • Dragon Soul: Maxed (20)
  • Magic Missile: Maxed (20)

This Build helps give more damage towards magic missile as you max it later on. Although both builds have the same result.

Early Attacking Build
  • Level 10: +3 Magic Missile, +1 Magic Missile Quest SP
  • Level 11: +3 Magic Missile
  • Level 12: +3 Magic Missile, +1 Magic Missile Quest SP
  • Level 13: +3 Magic Missile, +2 Magic Missile Quest SP
  • Level 14: +3 Magic Missile, +1 Magic Missile Quest SP (Maxed)
  • Level 15: +3 Dragon Soul
  • Level 16: +3 Dragon Soul, +1 Dragon Soul Quest SP
  • Level 17: +3 Dragon Soul
  • Level 18: +3 Dragon Soul, +1 Dragon Soul Quest SP
  • Level 19: +3 Dragon Soul
  • Level 20: +3 Dragon Soul (Maxed)
End Result
  • Magic Missile: Maxed (20)
  • Dragon Soul: Maxed (20)

This Build gives damage early on to allow for you to take out monsters without having to worry about the amount of attacks it will take to kill a monster.

Because since both builds result in the same ending if you complete the quests, its up to you which skill you max first.

Second Mastery

Regular Build
  • Level 20: +2 Fire Circle, +1 Teleport, +1 Fire Circle Quest SP
  • Level 21: +3 Fire Circle, +1 Fire Circle Quest SP
  • Level 22: +3 Fire Circle, +1 Fire Circle Quest SP
  • Level 23: +3 Fire Circle, +1 Fire Circle Quest SP
  • Level 24: +3 Fire Circle
  • Level 25: +2 Fire Circle (Maxed), +1 Teleport, +1 Teleport Quest SP
  • Level 26: +3 Teleport, +1 Teleport Quest SP
  • Level 27: +3 Teleport
  • Level 28: +3 Teleport, +1 Teleport Quest SP
  • Level 29: +3 Teleport
  • Levle 30: +3 Teleport (Maxed)
End Result
  • Fire Circle: Maxed (20)
  • Teleport: Maxed (20)

Fire Circle is the first mobbing skill Evan receives and Evan doesn't get another conventional mobbing skill until 4th mastery. Maxing it right away will not only allow you to take on more mobs, but will give you an edge with attack power allowing you to attack mobs that are weak to fire.

Alternate Build (Not Recommend)
  • Level 20: +3 Teleport, +1 Fire Circle Quest SP
  • Level 21: +3 Teleport, +1 Teleport Quest SP
  • Level 22: +3 Teleport, +1 Teleport Quest SP
  • Level 23: +3 Teleport, +1 Teleport Quest SP
  • Level 24: +3 Teleport
  • Level 25: +2 Teleport (Maxed), +1 Fire Circle, +1 Fire Circle Quest SP
  • Level 26: +3 Fire Circle, +1 Fire Circle Quest SP
  • Level 27: +3 Fire Circle
  • Level 28: +3 Fire Circle, +1 Fire Circle Quest SP
  • Level 29: +3 Fire Circle
  • Levle 30: +3 Fire Circle (Maxed)
End Result
  • Teleport: Maxed (20)
  • Fire Circle: Maxed (20)

This build is highly not recommend because it doesn't give you a strong mobbing skill until later in this mastery although teleport is maxed instead giving you mobility.

The fact that both skills are maxed in the end if you bothered to do all the quests allows for freedom of skill raising but this is the recommend build.

Third Mastery

Regular Build
  • Level 30: +3 Magic Guard, +1 Lightning Bolt Quest SP, +1 Magic Guard Quest SP
  • Level 31: +3 Magic Guard
  • Level 32: +3 Magic Guard, +1 Magic Guard Quest SP
  • Level 33: +3 Magic Guard, +1 Magic Guard Quest SP
  • Level 34: +3 Magic Guard
  • Level 35: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 36: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 37: +3 Lightning Bolt
  • Level 38: +3 Lightning Bolt
  • Level 39: +3 Lightning Bolt
  • Level 40: +3 Lightning Bolt
End Result
  • Magic Guard: Maxed (20)
  • Lightning Bolt: Maxed (20)

This build will ensure that you can live while fighting higher level monsters. It will also help with conserving mesos. Maxing Magic Guard first will transfer the damage away from the much needed HP. After max lightning bolt to take out single mobs quickly and easily. (This especially goes for CPQ when fighting rombots).

Global Build
  • Level 30: +3 Magic Guard, +1 Lightning Bolt Quest SP
  • Level 31: +2 Magic Guard (Non-Skill Book Max)
  • Level 32: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 33: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 34: +3 Lightning Bolt
  • Level 35: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 36: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 37: +3 Leftover SP
  • Level 38: +3 Leftover SP
  • Level 39: +3 Leftover SP
  • Level 40: +3 Leftover SP
End Result
  • Magic Guard: Skill Book Maxed (5)
  • Lightning Bolt: Maxed (20)

The Global Build is limiting to magic guard because of the skill books that you have the purchase in order to max it.

Follow the Regular Build if you have a magic guard skill book.

Fourth Mastery

Regular Build
  • Level 40: +3 Ice Breath
  • Level 41: +3 Ice Breath, +1 Ice Breath Quest SP
  • Level 42: +3 Ice Breath, +3 Ice Breath Quest SP
  • Level 43: +3 Ice Breath
  • Level 44: +3 Ice Breath
  • Level 45: +1 Ice Breath (Maxed), +2 Elemental Reset
  • Level 46: +3 Elemental Reset, +3 Elemental Reset Quest SP
  • Level 47: +3 Elemental Reset
  • Level 48: +3 Elemental Reset
  • Level 49: +3 Elemental Reset
  • Level 50: +3 Elemental Reset (Maxed)
End Result
  • Ice Breath: Maxed (20)
  • Elemental Reset: Maxed (20)

This build will allow you to take out high HP monsters being that Ice Breath is a charged and mobbing skill, and because of its high attack power expect only a few charges to finish them. As for elemenetal reset, being the fact that you have a neutral skill, fire skill, lightning skill, and ice skill now, theres no real need for elemental reset but it can come in handy for fighting off monsters that are resistant to all of them above. (By the time you run into a monster like that you'll already have stronger skills to replace them).

Fifth Mastery

Regular Build
  • Level 50: +3 Magic Flare
  • Level 51: +3 Magic Flare, +3 Magic Flare Quest SP
  • Level 52: +3 Magic Flare
  • Level 53: +3 Magic Flare
  • Level 54: +3 Magic Flare
  • Level 55: +2 Magic Flare (Maxed), +1 Magic Shield
  • Level 56: +3 Magic Shield
  • Level 57: +3 Magic Shield, +4 Magic Shield Quest SP
  • Level 58: +3 Magic Shield
  • Level 59: +3 Magic Shield
  • Level 60: +3 Magic Shield (Maxed)
End Result
  • Magic Flare: Maxed (20)
  • Magic Shield: Maxed (20)

Magic Flare is the most powerful single mob attack skill until Killing Wing. It can easily take any out in a few hits and is very good against bosses having no elemental charge. Next max Magic Shield. It lowers physical damage by a percentage being even more effective then Achilles and a party buff but it is timed.

Sixth Mastery

In GlobalMS you need to get a skill book for magic booster, and critical magic possibly rendering these builds impossible, but if you are able to get both skill books then you will be able to follow these builds.

Balanced Build
  • Level 60: +1 Critical Magic, +2 Dragon Thrust
  • Level 61: +3 Dragon Thrust
  • Level 62: +3 Dragon Thrust, +1 Dragon Thrust Quest SP
  • Level 63: +3 Dragon Thrust
  • Level 64: +3 Dragon Thrust
  • Level 65: +3 Dragon Thrust
  • Level 66: +2 Dragon Thrust (Maxed), +1 Magic Booster
  • Level 67: +3 Magic Booster
  • Level 68: +3 Magic Booster, +1 Magic Booster Quest SP
  • Level 69: +3 Magic Booster
  • Level 70: +3 Critical Magic
  • Level 71: +3 Critical Magic
  • Level 72: +3 Critical Magic
  • Level 73: +3 Critical Magic
  • Level 74: +2 Critical Magic (Maxed), +1 Slow
  • Level 75: +3 Slow
  • Level 76: +3 Slow
  • Level 77: +3 Slow
  • Level 78: +3 Slow
  • Level 79: +2 Slow (Maxed), +1 Magic Booster
  • Level 80: +3 Magic Booster (Maxed)
End Result
  • Dragon Thrust: Maxed (20)
  • Critical Magic: Maxed (15)
  • Slow: Maxed (15)
  • Magic Booster: Maxed (15)

This build offers a balance between all skills. First starting off with critical magic to give some critical damage. Then rather than max critical damage, start maxing dragon thrust to get a very good mobbing skill. Dragon thrust is meant to replace fire circle. Having no charge it is good against all monsters. Next raise your booster to level eleven will increase your speed 3x highly raising your ability to attack. But its not to be maxed yet until slow is maxed. Slow helps slow down enemies (hence the name "Slow"). It will help keep monsters away with the combination of dragon thrust. Finally with the left over SP, finish magic booster.

Critical Magic Early Build
  • Level 60: +3 Critical Magic
  • Level 61: +3 Critical Magic
  • Level 62: +3 Critical Magic, +1 Critical Magic Quest SP
  • Level 63: +3 Critical Magic
  • Level 64: +2 Critical Magic (Maxed), +1 Dragon Thrust
  • Level 65: +3 Dragon Thrust
  • Level 66: +3 Dragon Thrust
  • Level 67: +3 Dragon Thrust
  • Level 68: +3 Dragon Thrust, +1 Dragon Thrust Quest SP
  • Level 69: +3 Dragon Thrust
  • Level 70: +3 Dragon Thrust (Maxed)
  • Level 71: +3 Magic Booster
  • Level 72: +3 Magic Booster
  • Level 73: +3 Magic Booster
  • Level 74: +2 Magic Booster, +1 Slow
  • Level 75: +3 Slow
  • Level 76: +3 Slow
  • Level 77: +3 Slow
  • Level 78: +3 Slow
  • Level 79: +2 Slow (Maxed), +1 Magic Booster
  • Level 80: +3 Magic Booster (Maxed)
End Result
  • Critical Magic: Maxed (15)
  • Dragon Thrust: Maxed (20)
  • Slow: Maxed (15)
  • Magic Booster: Maxed (15)

This build offers critical power early on. First off, max Critical Magic. Critical Magic is a very useful skill adding critical to a magicians attack which is a first for that class. However without dragon thrust until level sixty-four has drawbacks. Dragon thrust is a major attacking skill having no element and a knockback, and it won't be replaced until Earhquake in 8th mastery. After maxing dragon thrust, there isn't a real difference between the first build and the second build ending level builds so diverging is possible.

Early Mass Build (CPQ Build)
  • Level 60: +3 Dragon Thrust
  • Level 61: +3 Dragon Thrust
  • Level 62: +3 Dragon Thrust, +1 Dragon Thrust Quest SP
  • Level 63: +3 Dragon Thrust
  • Level 64: +3 Dragon Thrust
  • Level 65: +3 Dragon Thrust
  • Level 66: +1 Dragon Thrust (Maxed), +2 Magic Booster
  • Level 67: +3 Magic Booster
  • Level 68: +3 Magic Booster, +1 Magic Booster Quest SP
  • Level 69: +2 Magic Booster, +1 Critical Magic
  • Level 70: +3 Critical Magic
  • Level 71: +3 Critical Magic
  • Level 72: +3 Critical Magic
  • Level 73: +3 Critical Magic
  • Level 74: +2 Critical Magic (Maxed), +1 Slow
  • Level 75: +3 Slow
  • Level 76: +3 Slow
  • Level 77: +3 Slow
  • Level 78: +3 Slow
  • Level 79: +2 Slow (Maxed), +1 Magic Booster
  • Level 80: +3 Magic Booster (Maxed)
End Result
  • Dragon Thrust: Maxed (20)
  • Magic Booster: Maxed (15)
  • Critical Magic: Maxed (15)
  • Slow: Maxed (15)

Seventh Mastery

Dragon Breath Early Build
  • Level 80: +5 Dragon Breath
  • Level 81: +3 Dragon Breath
  • Level 82: +3 Dragon Breath
  • Level 83: +3 Dragon Breath
  • Level 84: +3 Dragon Breath
  • Level 85: +3 Dragon Breath
  • Level 86: +3 Magic Amplification
  • Level 87: +3 Magic Amplification
  • Level 88: +3 Magic Amplification
  • Level 89: +3 Magic Amplification
  • Level 90: +3 Magic Amplification
  • Level 91: +3 Killing Wing
  • Level 92: +3 Magic Resistance
  • Level 93: +3 Magic Resistance
  • Level 94: +3 Magic Resistance
  • Level 95: +1 Magic Resistance (Maxed), +2 Killing Wing
  • Level 96: +3 Killing Wing
  • Level 97: +3 Killing Wing
  • Level 98: +3 Killing Wing
  • Level 99: +3 Killing Wing
  • Level 100: +3 Killing Wing
End Result
  • Dragon Breath: Maxed (20)
  • Magic Amplification: Maxed (15)
  • Magic Resistance: Maxed (10)
  • Killing Wing: Maxed (20)

Based on predictions, this guide will offer an advantage in mobbing. Although magic amplification comes second on the maxing list, maxing dragon breath first helps pick off monsters first via stunning. Magic Resistance is better maxed next rather then killing wing because killing wing only hits one mob with a dark power which is unknown what its good against and what it isn't. Also Magic resistance decreases magic damage as a percentage rather then by the point and its a party buff.


Magic Amplification Early Build
  • Level 80: +5 Magic Amplification
  • Level 81: +3 Magic Amplification
  • Level 82: +3 Magic Amplification
  • Level 83: +3 Magic Amplification
  • Level 84: +1 Magic Amplification (Maxed) +2 Dragon Breath
  • Level 85: +3 Dragon Breath
  • Level 86: +3 Dragon Breath
  • Level 87: +3 Dragon Breath
  • Level 88: +3 Dragon Breath
  • Level 89: +3 Dragon Breath
  • Level 90: +3 Dragon Breath
  • Level 91: +3 Killing Wing
  • Level 92: +3 Magic Resistance
  • Level 93: +3 Magic Resistance
  • Level 94: +3 Magic Resistance
  • Level 95: +1 Magic Resistance (Maxed), +2 Killing Wing
  • Level 96: +3 Killing Wing
  • Level 97: +3 Killing Wing
  • Level 98: +3 Killing Wing
  • Level 99: +3 Killing Wing
  • Level 100: +3 Killing Wing
End Result
  • Magic Amplification: Maxed (15)
  • Dragon Breath: Maxed (20)
  • Magic Resistance: Maxed (10)
  • Killing Wing: Maxed (20)

Although there is no real difference in the end results of the two builds, maxing magic amplification will give more damage to all your attack moves. Making dragon breath more lethal rather then just picking off monsters then using moves such as magic flare or dragon thrust to kill the rest.

Eighth Mastery

Solo Build
  • Level 100: +5 Earthquake
  • Level 101: +3 Earthquake
  • Level 102: +3 Earthquake
  • Level 103: +3 Earthquake
  • Level 104: +3 Earthquake
  • Level 105: +3 Earthquake (Maxed)
  • Level 106: +3 Dragon Fury
  • Level 107: +3 Dragon Fury
  • Level 108: +3 Dragon Fury
  • Level 109: +1 Dragon Fury (Maxed) +2 Ghost Lettering
  • Level 110: +3 Phantom Imprint
  • Level 111: +3 Phantom Imprint
  • Level 112: +3 Phantom Imprint
  • Level 113: +3 Phantom Imprint
  • Level 114: +3 Phantom Imprint
  • Level 115: +3 Phantom Imprint (Maxed)
  • Level 116: +3 Aurora Recovery
  • Level 117: +3 Aurora Recovery
  • Level 118: +3 Aurora Recovery
  • Level 119: +3 Aurora Recovery
  • Level 120: +3 Aurora Recovery (Maxed)
End Result
  • Earthquake: Maxed (20)
  • Dragon Fury: Maxed (10)
  • Phantom Imprint: Maxed (20)
  • Aurora Recovery: Maxed (15)

The reason for this build is because of its bend towards soloing rather then having to work in a party. Maxing earthquake first insures high damage and to further increase that is dragon fury to be maxed next. Now rather then maxing aurora recovery like it seems you would, maxing phantom imprint can help deal higher damage to monsters such as bosses and because there monsters don't have much resistance to the dark element, additional damage is given. Aurora Recovery really isn't needed if your a solo Evan since you won't be healing other party members. And a cleric/priest/bishops Heal is more effective.

Party Build
  • Level 100: +5 Earthquake
  • Level 101: +3 Earthquake
  • Level 102: +3 Earthquake
  • Level 103: +3 Earthquake
  • Level 104: +3 Earthquake
  • Level 105: +3 Earthquake (Maxed)
  • Level 106: +3 Aurora Recovery/Dragon Fury
  • Level 107: +3 Aurora Recovery/Dragon Fury
  • Level 108: +3 Aurora Recovery/Dragon Fury
  • Level 109: +3 Aurora Recovery/Dragon Fury (Dragon Fury Maxed)
  • Level 110: +3 Aurora Recovery
  • Level 111: +2 Aurora Recovery(Aurora Recovery Maxed), +1 Dragon Fury/+3 Aurora Recovery (If recovery aurora is Level 3)
  • Level 112: +3 Aurora Recovery/Dragon Fury
  • Level 113: +3 Aurora Recovery/Dragon Fury
  • Level 114: +3 Aurora Recovery/Dragon Fury (Either Maxed)
  • Level 115: +3 Phantom Imprint
  • Level 116: +3 Phantom Imprint
  • Level 117: +3 Phantom Imprint
  • Level 118: +3 Phantom Imprint
  • Level 119: +3 Phantom Imprint
  • Level 120: +3 Phantom Imprint
End Result
  • Earthquake: Maxed (20)
  • Aurora Recovery: Maxed (15)
  • Dragon Fury: Maxed (10)
  • Phantom Imprint: Maxed (20)

This build incorporates parties into its build. Starting out with the earthquake first to deal damage, then you either can max Dragon Fury then Aurora Recovery or vice versa. Depending on whether or not you go in parties often decides which to max first. If you go in often you should max Aurora Recovery first, if not Dragon Fury. Then after both those are maxed, use the remaining SP to raise Phantom Imprint.

Ninth Mastery

Because you have to go searching for Magic Mastery and Flame Wheel, these builds may be impractical but if you are able to retrieve all the skill books then you can complete these builds.

Regular Build
  • Level 120: +3 Magic Mastery
  • Level 121: +3 Magic Mastery
  • Level 122: +3 Magic Mastery
  • Level 123: +3 Magic Mastery
  • Level 124: +3 Magic Mastery
  • Level 125: +3 Magic Mastery
  • Level 126: +3 Magic Mastery
  • Level 127: +3 Magic Mastery
  • Level 128: +3 Magic Mastery
  • Level 129: +3 Magic Mastery (Maxed)
  • Level 130: +3 Flame Wheel/Maple Warrior
  • Level 131: +3 Flame Wheel/Maple Warrior
  • Level 132: +3 Flame Wheel/Maple Warrior
  • Level 133: +3 Flame Wheel/Maple Warrior
  • Level 134: +3 Flame Wheel/Maple Warrior
  • Level 135: +3 Flame Wheel/Maple Warrior
  • Level 136: +3 Flame Wheel/Maple Warrior
  • Level 137: +3 Flame Wheel/Maple Warrior
  • Level 138: +3 Flame Wheel/Maple Warrior
  • Level 139: +3 Flame Wheel/Maple Warrior (Maxed)
  • Level 140: +3 Maple Warrior/Flame Wheel
  • Level 141: +3 Maple Warrior/Flame Wheel
  • Level 142: +3 Maple Warrior/Flame Wheel
  • Level 143: +3 Maple Warrior/Flame Wheel
  • Level 144: +3 Maple Warrior/Flame Wheel
  • Level 145: +3 Maple Warrior/Flame Wheel
  • Level 146: +3 Maple Warrior/Flame Wheel
  • Level 147: +3 Maple Warrior/Flame Wheel
  • Level 148: +3 Maple Warrior/Flame Wheel
  • Level 149: +3 Maple Warrior/Flame Wheel (Maxed)
  • Level 150: +3 Illusion
  • Level 151: +3 Illusion
  • Level 152: +3 Illusion
  • Level 153: +3 Illusion
  • Level 154: +3 Illusion
  • Level 155: +3 Illusion
  • Level 156: +3 Illusion
  • Level 157: +3 Illusion
  • Level 158: +3 Illusion
  • Level 159: +3 Illusion (Maxed)
  • Level 160: +3 Hero's Will
End Result
  • Magic Mastery: Maxed (30)
  • Flame Wheel: Maxed (30)
  • Maple Warrior: Maxed (30)
  • Illusion: Maxed (30)
  • Hero's Will: Level (3)

Magic Mastery helps increase all skill damage by raising the minimum damage of all your skills. Next you raise Flame Wheel because it has a higher attack then earthquake but only attacks in the direction that the wheel is cast. However Maple Warrior sharply raises all stats, you can raise this before Flame Wheel since Earthquake from 8th mastery is more effective overall then flame wheel. Last max Illusion to replace ghost lettering with a final damage of 130x4 magic damage total on one monster, and because it doesn't have an elemental charge you can use Illusion on any monster. Its very useful for bossing.

Tenth Mastery

Because you have to go searching for Dark Fog, and Soul Stone, these builds may be impractical but if you are able to retrieve all the skill books then you can complete these builds.

Attack Build
  • Level 160: +3 Dark Fog
  • Level 161: +3 Dark Fog
  • Level 162: +3 Dark Fog
  • Level 163: +3 Dark Fog
  • Level 164: +3 Dark Fog
  • Level 165: +3 Dark Fog
  • Level 166: +3 Dark Fog
  • Level 167: +3 Dark Fog
  • Level 168: +3 Dark Fog
  • Level 169: +3 Dark Fog (Maxed)
  • Level 170: +3 Onyx Blessing
  • Level 171: +3 Onyx Blessing
  • Level 172: +3 Onyx Blessing
  • Level 173: +3 Onyx Blessing
  • Level 174: +3 Onyx Blessing
  • Level 175: +3 Onyx Blessing
  • Level 176: +3 Onyx Blessing
  • Level 177: +3 Onyx Blessing
  • Level 178: +3 Onyx Blessing
  • Level 179: +3 Onyx Blessing (Maxed)
  • Level 180: +3 Blaze
  • Level 181: +3 Blaze
  • Level 182: +3 Blaze
  • Level 183: +3 Blaze
  • Level 184: +3 Blaze
  • Level 185: +3 Blaze
  • Level 186: +3 Blaze
  • Level 187: +3 Blaze
  • Level 188: +3 Blaze
  • Level 189: +3 Blaze (Maxed)
  • Level 190: +3 Soul Stone
  • Level 191: +3 Soul Stone
  • Level 192: +3 Soul Stone
  • Level 193: +3 Soul Stone
  • Level 194: +3 Soul Stone
  • Level 195: +3 Soul Stone
  • Level 196: +2 Soul Stone (Maxed), +1 Unknown
  • Level 197: +3 Unknown
  • Level 198: +3 Unknown
  • Level 199: +3 Unknown
  • Level 200: +3 Unknown, Gain Echo of Hero
End Result
  • Dark Fog: Maxed (30)
  • Onyx Blessing: Maxed (30)
  • Blaze: Maxed (30)
  • Soul Stone: Maxed (20)
  • Echo of Hero: Maxed (1)
  • 13 Left Over SP. It is unknown what can be done with the leftover SP.
Supportive Build
  • Level 160: +3 Soul Stone
  • Level 161: +3 Soul Stone
  • Level 162: +3 Soul Stone
  • Level 163: +3 Soul Stone
  • Level 164: +3 Soul Stone
  • Level 165: +3 Soul Stone
  • Level 166: +2 Soul Stone (Maxed), +1 Dark Fog
  • Level 167: +3 Dark Fog
  • Level 168: +3 Dark Fog
  • Level 169: +3 Dark Fog
  • Level 170: +3 Dark Fog
  • Level 171: +3 Dark Fog
  • Level 172: +3 Dark Fog
  • Level 173: +3 Dark Fog
  • Level 174: +3 Dark Fog
  • Level 175: +3 Dark Fog
  • Level 176: +2 Dark Fog (Maxed), +1 Onyx Blessing
  • Level 177: +3 Onyx Blessing
  • Level 178: +3 Onyx Blessing
  • Level 179: +3 Onyx Blessing
  • Level 180: +3 Onyx Blessing
  • Level 181: +3 Onyx Blessing
  • Level 182: +3 Onyx Blessing
  • Level 183: +3 Onyx Blessing
  • Level 184: +3 Onyx Blessing
  • Level 185: +3 Onyx Blessing
  • Level 186: +2 Onyx Blessing (Maxed), +1 Blaze
  • Level 187: +3 Blaze
  • Level 188: +3 Blaze
  • Level 189: +3 Blaze
  • Level 190: +3 Blaze
  • Level 191: +3 Blaze
  • Level 192: +3 Blaze
  • Level 193: +3 Blaze
  • Level 194: +3 Blaze
  • Level 195: +3 Blaze
  • Level 196: +2 Blaze (Maxed), +1 Unknown
  • Level 197: +3 Unknown
  • Level 198: +3 Unknown
  • Level 199: +3 Unknown
  • Level 200: +3 Unknown, Gain Echo of Hero
End Result
  • Soul Stone: Maxed (20)
  • Dark Fog: Maxed (30)
  • Onyx Blessing: Maxed (30)
  • Blaze: Maxed (30)
  • Echo of Hero: Maxed (1)
  • 13 Left Over SP. It is unknown what can be done with the leftover SP.

Monday, October 4, 2010

Peperiksaan Menegah Rendah

Hey guys....sorry i've been neglecting..its just that i'm too busy and i hardly use the computer at all...
I felt that i just wanna post something on my blog on the day be4 the second biggest exam i've had....maybe its the biggest.....
Anyway....my PMR is tmr and i wanna shout out to my poor blog!!