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Archer Bowman Guide


Table of Contents

1. Born as a Beginner (LVL 1-10)
-Creating the Ideal Archer
-Your Ability Points
2. Living as an Archer (LVL 10-30)
-The Basics of a Bowman
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
3. The Road as a Hunter/Crossbower (LVL 30-70)
-Job Advancement Test
-Hunter or Crossbower?
-The Way of the Hunter/Everything On Crossbow
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
4. The Path of a Ranger/Sniper (LVL 70-120)
-Job Advancement Test
-Your Ability Points
-Path of the Ranger/Sniper's Scope
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
5. Tips
-General Tips
-Quest Help
-Ludibrium Party Quest
6. Frequently Asked Questions
7. Credits
8. Conclusion

--------------------------------
Born as a Beginner
--------------------------------
CREATING THE IDEAL ARCHER
When you create a new character, you are presented with numerous options on your
character's appearance. Really the only thing that makes any sort of difference
is your starting weapon, but even then if doesn't make too much of a difference.
The sword has the most narrow range of damage, while the hand axe and wooden
has a higher maximum and lower minimum damage than the sword. I went with the
hand axe - DEX raises your minimum damage with a melee weapon, and as an archer,
you will naturally have high DEX, so you should have decent damage. In the end,
the starting weapon will not matter because you will only wield it for 8 levels
tops
.

On the right side of the screen, you can name your character and generate stats.
The name is whatever you want that's unique, and has to be 4-12 characters in
length, consisting of only letters and numbers - no spaces, underscores, or
symbols.

Now this is the most important part in making the ideal archer - generating
stats. You want to click on the dice to randomize stats over and over until the
INT and LUK are both 4. STR and DEX can be anything, but no matter what, INT and
LUK must be 4 each. This may take as little as one minute, or as long as an hour
or two. It may be tedious, but in the end, it is worth it.

Others will argue that getting a 4 and 5 will suffice. If you don't want to
spend up to a few hours clicking the dice, then you may opt to settle for a 4
and 5. Being a perfectionist, I strongly advise you to keep rolling that dice
until two fours show up for INT and LUK
.

YOUR ABILITY POINTS (not to be confused with Skill Points)
Luckily, archers have the easiest time increasing damage at lower levels. Why?
For archers, the only equipment that require STR are:
-most bows
-most crossbows
-all hats from level 25-40
-all shoes from level 15-25
-all Bennis equipment
If you are lazy and don't want to worry about exploiting damage increase at
lower levels, then the general rule of thumb is:

FOR HUNTERS: STR = LVL + 5
FOR CROSSBOWERS: STR = LVL


With this rule, you should only be putting AP into STR when you need it. For
example, for bow users, you need 25 STR when you are level 20. At level 25, you
need 30 STR. So leave STR at 25 from level 20-24, and when you hit level 25,
pump all 5 AP at level 25 into STR. This makes you have more damage earlier,
even though later on, the damage will be the same. Hey, anything to help you
level faster, ehh? Whenever you are not putting AP into STR, put it into DEX.
You always want to try to maximize DEX. You will also notice that you can add
AP to HP and MP. You should NEVER do this because you get a boost to HP and MP
with every level
.

This rule will hold for your entire career as an Archer. Never forget how to
raise your AP.


So when you start on Maple Island, go ahead and put all AP for the next few
levels into STR until STR 25. After that, put all your AP into DEX. The reason
for this is so that your melee damage will be high, helping you train with ease
until level 18-20. At level 20, you can continue the normal AP distribution.

At level 10, your stats should look like this:
STR 25
DEX 37
INT 4
LUK 4
To become an archer, you must be level 10 and have more than 25 DEX. Shouldn't
be a problem if you've been following my guide. Leave Maple Island, travel to
Henesys, and locate Athena Pierce. She is in the rightmost building in the
Mushroom Park, which is a portal in the middle of the city.

--------------------------------
Living as an Archer
--------------------------------
THE BASICS OF A BOWMAN
I will now cover the skills of an archer, and add my comments.
ML = max/mastered level

The Blessing of Amazon (ML 16) - Increases accuracy
---
This is a passive skill that adds accuracy. This is quite useless to archers
because Archers naturally have high accuracy. This is something that warriors
would love to have, but unfortunately don't. This skill should never exceed
level 3. But do note that Blessing increases ACC for all weapons.

Critical Shot (ML 20) - Allows you to perform a critical attack with a certain
success rate
---
In other words, free extra damage. When maxed, normal shots do double damage.
Contrary to popular belief, Critical Shot only adds 100% damage to the current
attack multiplier, it does not double damage
. Because of this, Arrow Blow is
rather inferior to Double Shot. Also, Critical Shot also makes archers' damage
really unstable, even with mastery in the second job. Regardless, all archers
should max this skill.

The Eye of Amazon (ML 8) - Increases the range of attack for both bows and
crossbows
Pre-Requisite - Level 3 The Blessing of Amazon
---
Not a real necessity until you actually use a class-specific weapon around
level 18-20. But this is the skill that makes the archer the unique class that
it is. Even claw thieves can't out-range you when you max this skill. You want
to max this skill before the second job starts.

Focus (ML 20) - Focussing to temporarily increase accuracy and avoidability
Pre-Requisite - Level 3 The Blessing of Amazon
---
The accuracy bonus is negligible (see comments under Blessing), but the bonus
avoidability can really come in handy. Archers who choose not to use Final
Attack in the second job would want to max this skill LATER. That is, don't put
SP into Focus until the late 20's. Note that 4 DEX = 1 EVA. That means that
maxed Focus is the same as gaining 80 DEX's worth of EVA.

Arrow Blow (ML 20) - Fires an arrow with authority. Applies more damage than
usual
---
A nice skill that helps to make higher level monsters flinch. Yes, there are
monsters that do not flinch when attacked - the first monster you may encounter
that doesn't flinch is a Bubbling. You won't really see that high damage until
you have mastery in the second job (2.6 * 30 = low damage). This skill is
considered inferior to Double Shot because with Critical Shot, the multiplier
is 360%, while Double Shot will have 230% * 2. Crossbowers may find utility in
Arrow Blow because the crossbow's higher damage makes for extremely high damage
output, which is generally used to show off those high numbers. In general,
Arrow Blow's usefulness is only limited to flinching/knocking back monsters.
Just remember: killing faster is better than stalling one monster.

Double Shot (ML 20) - Fires two arrows at once to attack an enemy twice
Pre-Requisite - Level 1 Arrow Blow
---
Without Critical Shot, Double Shot has the same damage multiplier as Arrow Blow.
But when you get Critical Shots, you get two hits of 230%. Also, the lower
multiplier allows for consistent damage, while Arrow Blow's damage is rather
unstable. The usefulness of Double Shot doesn't really shine until you get
mastery in the second job - seeing two 1's on a monster is very disappointing.
Also, don't worry about Double Shot using up two arrows - this problem is solved
with Soul Arrow in the second job. Hunters love Double Shot, but that's not to
say that Crossbowers don't benefit from Double Shot. Every archer should max
this skill
.

SKILL TABLES
n = Skill level

The Blessing of Amazon
Additional ACC: +n
---
Level 1 - +1 ACC
Level 2 - +2 ACC
Level 3 - +3 ACC
Level 4 - +4 ACC
Level 5 - +5 ACC
Level 6 - +6 ACC
Level 7 - +7 ACC
Level 8 - +8 ACC
Level 9 - +9 ACC
Level 10 - +10 ACC
Level 11 - +11 ACC
Level 12 - +12 ACC
Level 13 - +13 ACC
Level 14 - +14 ACC
Level 15 - +15 ACC
Level 16 - +16 ACC

Critical Shot
Success rate %
Level 1-10: 2 * n + 10
Level 11-20: n + 20
Additional damage %: 5 * n + 100
---
Level 1 - 12% success rate, critical damage 105%
Level 2 - 14% success rate, critical damage 110%
Level 3 - 16% success rate, critical damage 115%
Level 4 - 18% success rate, critical damage 120%
Level 5 - 20% success rate, critical damage 125%
Level 6 - 22% success rate, critical damage 130%
Level 7 - 24% success rate, critical damage 135%
Level 8 - 26% success rate, critical damage 140%
Level 9 - 28% success rate, critical damage 145%
Level 10 - 30% success rate, critical damage 150%
Level 11 - 31% success rate, critical damage 155%
Level 12 - 32% success rate, critical damage 160%
Level 13 - 33% success rate, critical damage 165%
Level 14 - 34% success rate, critical damage 170%
Level 15 - 35% success rate, critical damage 175%
Level 16 - 36% success rate, critical damage 180%
Level 17 - 37% success rate, critical damage 185%
Level 18 - 38% success rate, critical damage 190%
Level 19 - 39% success rate, critical damage 195%
Level 20 - 40% success rate, critical damage 200%

The Eye of Amazon
Additional attack range: 15 * n
---
Level 1 - Range of attack for bows and crossbows +15
Level 2 - Range of attack for bows and crossbows +30
Level 3 - Range of attack for bows and crossbows +45
Level 4 - Range of attack for bows and crossbows +60
Level 5 - Range of attack for bows and crossbows +75
Level 6 - Range of attack for bows and crossbows +90
Level 7 - Range of attack for bows and crossbows +105
Level 8 - Range of attack for bows and crossbows +120

Focus
MP usage
Level 1-5: 8
Level 6-10: 10
Level 11-15: 13
Level 16-20: 16
Additional ACC/EVA: +n
Duration: 10 * n + x
Level 1-5: x = 60
Level 6-10: x = 70
Level 11-15: x = 85
Level 16-20: x = 100
---
Level 1 - MP -8, ACC/EVA +1, lasts 70 seconds
Level 2 - MP -8, ACC/EVA +2, lasts 80 seconds
Level 3 - MP -8, ACC/EVA +3, lasts 90 seconds
Level 4 - MP -8, ACC/EVA +4, lasts 100 seconds
Level 5 - MP -8, ACC/EVA +5, lasts 110 seconds
Level 6 - MP -10, ACC/EVA +6, lasts 130 seconds
Level 7 - MP -10, ACC/EVA +7, lasts 140 seconds
Level 8 - MP -10, ACC/EVA +8, lasts 150 seconds
Level 9 - MP -10, ACC/EVA +9, lasts 160 seconds
Level 10 - MP -10, ACC/EVA +10, lasts 170 seconds
Level 11 - MP -13, ACC/EVA +11, lasts 195 seconds
Level 12 - MP -13, ACC/EVA +12, lasts 205 seconds
Level 13 - MP -13, ACC/EVA +13, lasts 215 seconds
Level 14 - MP -13, ACC/EVA +14, lasts 225 seconds
Level 15 - MP -13, ACC/EVA +15, lasts 235 seconds
Level 16 - MP -16, ACC/EVA +16, lasts 260 seconds
Level 17 - MP -16, ACC/EVA +17, lasts 270 seconds
Level 18 - MP -16, ACC/EVA +18, lasts 280 seconds
Level 19 - MP -16, ACC/EVA +19, lasts 290 seconds
Level 20 - MP -16, ACC/EVA +20, lasts 300 seconds

Arrow Blow
MP usage
Level 1-4: 6
Level 5-7: 7
Level 8-9: 8
Level 10-11: 9
Level 12-13: 10
Level 14-15: 11
Level 16-17: 12
Level 18-19: 13
Level 20: 14
Damage multiplier %: 5 * n + x
Level 1-4: x = 136
Level 5-7: x = 139
Level 8-9: x = 142
Level 10-11: x = 145
Level 12-13: x = 148
Level 14-15: x = 151
Level 16-17: x = 154
Level 18-19: x = 157
Level 20: x = 160
---
Level 1 - MP -6, damage 141%
Level 2 - MP -6, damage 146%
Level 3 - MP -6, damage 151%
Level 4 - MP -6, damage 156%
Level 5 - MP -7, damage 164%
Level 6 - MP -7, damage 169%
Level 7 - MP -7, damage 174%
Level 8 - MP -8, damage 182%
Level 9 - MP -8, damage 187%
Level 10 - MP -9, damage 195%
Level 11 - MP -9, damage 200%
Level 12 - MP -10, damage 208%
Level 13 - MP -10, damage 213%
Level 14 - MP -11, damage 221%
Level 15 - MP -11, damage 226%
Level 16 - MP -12, damage 234%
Level 17 - MP -12, damage 239%
Level 18 - MP -13, damage 247%
Level 19 - MP -13, damage 252%
Level 20 - MP -14, damage 260%

Double Shot
MP usage
Level 1-4: 8
Level 5-7: 9
Level 8-9: 10
Level 10-11: 11
Level 12-13: 12
Level 14-15: 13
Level 16-17: 14
Level 18-19: 15
Level 20: 16
Damage multiplier level %: 2 * n + x
Level 1-4: x = 74
Level 5-7: x = 76
Level 8-9: x = 78
Level 10-11: x = 80
Level 12-13: x = 82
Level 14-15: x = 84
Level 16-17: x = 86
Level 18-19: x = 88
Level 20: x = 90
---
Level 1 - MP -8, damage 76%
Level 2 - MP -8, damage 78%
Level 3 - MP -8, damage 80%
Level 4 - MP -8, damage 82%
Level 5 - MP -9, damage 86%
Level 6 - MP -9, damage 88%
Level 7 - MP -9, damage 90%
Level 8 - MP -10, damage 94%
Level 9 - MP -10, damage 96%
Level 10 - MP -11, damage 100%
Level 11 - MP -11, damage 102%
Level 12 - MP -12, damage 106%
Level 13 - MP -12, damage 108%
Level 14 - MP -13, damage 112%
Level 15 - MP -13, damage 114%
Level 16 - MP -14, damage 118%
Level 17 - MP -14, damage 120%
Level 18 - MP -15, damage 124%
Level 19 - MP -15, damage 126%
Level 20 - MP -16, damage 130%

SKILL ANALYSIS
Here I will analyze how efficient some skills are compared to each other.

*Double Shot* vs. *Arrow Blow*
Recall the main info for each skill:

Double Shot: 130% + 130%
Arrow Blow: 260%

Let's look at these two skills without Critical Shot. Remember that skills with
a lower damage multiplier is usually more stable than a skill with a higher
damage multiplier. The latter usually does one hit, while the former does
multiple hits, like a Bandit's Savage Blow. Test the skills, and you will see
that Double Shot does more consistent damage than Arrow Blow.

Alright, now let's factor Critical Shot into the skills. Recall that Critical
Shot adds 100% to the damage multiplier, not double it. Now look at the skills
with critical:

Double Shot: (130 + 100)% + (130 + 100)% = 230% + 230%
Arrow Blow: (260 + 100)% = 360%

Technically, Double Shot does 460%, which is 28% stronger than Arrow Blow. But
you don't always get Critical Shots. Factor in the percents to get:

Double Shot, both shots added
For # criticals, % chance
0 - 36%
1 - 48%
2 - 16%
Double Shot average damage per single hit with critical
130*0.6+230*0.4 = 170%
Double Shot average damage of both hits to 1 monster with maxed critical
260*0.36+360*0.48+460*0.16 = 340%
Arrow Blow average damage per single hit with critical
260*0.6+360*0.4 = 300%

In the end, Double Shot will outdamage Arrow Blow and be more consistent. But
what about MP usage? At a ratio of 14:16, it's clear to see that Arrow Blow is
more MP efficient than Double Shot. The ratio of 300:340 is higher, meaning that
Arrow Blow gives you more for your MP's worth. However, the inconsistency of
Arrow Blow and low average damage make it an inferior skill compared to Double
Shot
.

*Blessing of the Amazon* vs. *Focus* vs. *Arrow Blow*
Some have argued over the use of the last 9 SP in the first job. There are three
skills that the last 9 SP can go to: Blessing, Focus, and Arrow Blow. Of these
skills, Focus is the one most often chosen.

The argument for Focus is that it grants EVA. Archers don't have as much natural
EVA as Thieves do, so having a skill that adds EVA is helpful. It may cost MP
and have a duration, but being more of a defensive skill, it is activated during
training only.

There have been debates about Focus not working. That is, when Focus is active,
sometimes Archers still get damaged even though a MISS appeared
. I have never
experienced this glitch, while some have. Archers who have experienced this
glitch will argue against the use of Focus. Also, with the release of Puppet,
some Archers have associated this Focus glitch with Puppet. Some Archers have
experienced the Focus glitch more when Puppet is active.

So if not Focus, what else? There are two choices left then: Arrow Blow or
Blessing.

Main argument against getting Arrow Blow: you will hardly ever use it. Its only
real purpose is for knocking back monsters. However, if Double Shot can kill it
faster, there's no point holding a monster back when you could be killing it.

So that leaves Blessing. It's passive accuracy. This accuracy works for all
weapons, including melee or the other Archer weapon you didn't master
. The main
problem here is that Archers have the most amount of accuracy out of all the
classes. Having more accuracy is nice, but not necessary. Because it's passive,
you never need to consume MP for more ACC. But when will you ever need more ACC?
The only times I ever needed more ACC was to fight bosses or snipe higher level
monsters. Because you won't always need more ACC, having Focus is nice because
you can choose when you want more ACC
. With Blessing, you always have more ACC,
whether you need it or not. This is why the last 9 SP is better spent elsewhere.

My recommendation: go with Focus. Having more EVA is great. If you ever need
more ACC for bosses or high level monsters, you have Focus. And if you're
experiencing the MISS glitch, just deactivate Focus.

SAMPLE SKILL BUILDS
These are tables of how archers may want to spend their SP. However, do not feel
you have to follow these charts - you are totally free to spend your SP however
you'd like.

These are the overviews of the first job. Use the build number to match with a
build's detail below as noted by the parentheses following the build's name
.
Build 1
3 Blessing
8 Eye
20 Critical
9 Focus
1 Arrow Blow
20 Double Shot

Build 2
3 Blessing
8 Eye
20 Critical
0 Focus
10 Arrow Blow
20 Double Shot

Build 3
12 Blessing
8 Eye
20 Critical
0 Focus
1 Arrow Blow
20 Double Shot

The Standard "Cookie cutter" Build (1)
Level SP
10 +1 Blessing 11 +2 Blessing, +1 Eye 12 +3 Eye 13 +3 Eye 14 +1 Eye, +2 Critical 15 +3 Critical 16 +3 Critical 17 +3 Critical 18 +3 Critical 19 +3 Critical 20 +3 Critical 21 +1 Arrow Blow, +2 Double Shot 22 +3 Double Shot 23 +3 Double Shot 24 +3 Double Shot 25 +3 Double Shot 26 +3 Double Shot 27 +3 Double Shot 28 +3 Focus 29 +3 Focus 30 +3 Focus More range earlier saves you money on HP potions because you will be farther
from monsters when attacking. However, you will probably be fighting with a
melee weapon, so it's not a huge deal. And of course, Critical Shot is maxed at
level 20, which is when you will probably start to use a bow unless you started
to use a crossbow at level 18. Last 9 SP goes into Focus so that maxing it in
the second job will be easier on the SP.

Dual Attack Build (2)
Not used by many archers anymore, but it's put here for reference.
Level SP
10 +1 Blessing 11 +2 Blessing, +1 Eye 12 +3 Eye 13 +3 Eye 14 +1 Eye, +2 Critical 15 +3 Critical 16 +3 Critical 17 +3 Critical 18 +3 Critical 19 +3 Critical 20 +3 Critical 21 +1 Arrow Blow, +2 Double Shot 22 +3 Double Shot 23 +3 Double Shot 24 +3 Double Shot 25 +3 Double Shot 26 +3 Double Shot 27 +3 Double Shot 28 +3 Arrow Blow 29 +3 Arrow Blow 30 +3 Arrow Blow The only difference is that you get Arrow Blow instead of Focus. Some may argue
that at really high levels (like 100+) 20 EVA won't make much difference because
really high level archers have so much DEX to negate the 20 EVA bonus. With this
build, Arrow Blow may be maxed later during the second job.

Non-Focus Build (3)
For those against casting Focus for extra EVA.
Level SP
10 +1 Blessing
11 +2 Blessing, +1 Eye
12 +3 Eye
13 +3 Eye
14 +1 Eye, +2 Critical
15 +3 Critical
16 +3 Critical
17 +3 Critical
18 +3 Critical
19 +3 Critical
20 +3 Critical
21 +1 Arrow Blow, +2 Double Shot
22 +3 Double Shot
23 +3 Double Shot
24 +3 Double Shot
25 +3 Double Shot
26 +3 Double Shot
27 +3 Double Shot
28 +3 Blessing
29 +3 Blessing
30 +3 Blessing
This build is introduced for those who believe in the Focus glitch. This build
works out best for FA Archers because non-FA Archers will have to dump remaining
SP on either Blessing or Arrow Blow.

No-PQ/Really Unfunded Build (1)
This build is for archers not wanting to PQ until the late 20's, or not at all.
Level SP 10 +1 Blessing
11 +2 Blessing, +1 Eye
12 +3 Eye
13 +3 Eye
14 +1 Eye, +2 Critical
15 +3 Critical
16 +3 Critical
17 +3 Critical
18 +3 Critical
19 +3 Critical
20 +3 Critical
21 +3 Focus
22 +3 Focus
23 +3 Focus
24 +1 Arrow Blow, +2 Double Shot
25 +3 Double Shot
26 +3 Double Shot
27 +3 Double Shot
28 +3 Double Shot
29 +3 Double Shot
30 +3 Double Shot
You get a defensive skill earlier because you won't be using Double Shot to
train until the second job. You may also choose to put SP into Focus at level 24
through 27 and Double Shot at level 21 if want an attack skill first. Archers
wanting to PQ need to max Double Shot ASAP, which is why this is a no-PQ build.

Funded Archers Build (1)
This build doesn't tie in with the theme of this guide (for new archers), but
it's here anyways.
Level SP
10 +1 Critical
11 +3 Critical
12 +3 Critical
13 +3 Critical
14 +3 Critical
15 +3 Critical
16 +3 Critical
17 +1 Critical, +1 Arrow Blow, +1 Double Shot
18 +3 Double Shot
19 +3 Double Shot
20 +3 Double Shot
21 +3 Double Shot
22 +3 Double Shot
23 +3 Double Shot
24 +1 Double Shot, +2 Blessing
25 +1 Blessing, +2 Eye
26 +3 Eye
27 +3 Eye 28 +3 Focus/Arrow Blow
29 +3 Focus/Arrow Blow
30 +3 Focus/Arrow Blow
You get critical first to give you more damage, then Double Shot for even more.
You get eye later, then you choose between Focus or Arrow Blow (see above
builds). With this build, you will be consuming many potions: HP potions because
you have low range, MP potions because you'll be using Double Shot to train.

My Personal Build (1)
This is just to show that you are free to add your SP any way you'd like.
Level SP
10 +1 Blessing
11 +2 Blessing, +1 Eye
12 +3 Critical
13 +3 Critical
14 +3 Critical
15 +3 Critical
16 +3 Critical
17 +3 Critical
18 +2 Critical, +1 Arrow Blow
19 +3 Eye
20 +3 Eye
21 +1 Eye, +2 Double Shot
22 +2 Double Shot
23 +3 Double Shot
24 +4 Double Shot
25 +2 Double Shot
26 +4 Double Shot
27 +3 Double Shot
28 +3 Focus
29 +2 Focus
30 +4 Focus
I got the Battle Crossbow at level 18, so I wanted Critical to be maxed. Level
1 Arrow Blow is pretty good in the first job without mastery. All those strange
numbers around Double Shot is because of the way MP usage changes at level up.
If MP usage isn't a big deal to you, then just add the 3 SP per level.

TRAINING SPOTS
Whenever applicable, I'll add in a SNIPING SPOT. This is a training spot where
you can attack monsters with your class-specific weapon without fear of being
hit. Also, because you are safely attacking, you may conserve MP and just attack
normally. Using attack skills from Sniper Spaces is optional.
In the summary of each section, the starred ( * ) monster is the recommended one
to train on.

Level 1-5
Most likely you will get to level 5 as you travel from Mushroom Town to Amherst.
Don't forget to speak with Maria and do her favor for a free headpiece.

Level 5-9
Your STR should be 24/25 by now, and all other AP should go into DEX. Start
taking on Orange Mushrooms around Amherst. You need the caps for Bigg, who will
give you a new weapon. Save 10 Spores and 40 Caps for a quest later.

Level 8-10
Stay on the screen with Maria and fight the snails and shrooms. There are many
safe spots to idle-heal, and you should take down monsters with ease.

Level 10-15
Stay on the first floor of the Henesys Hunting Ground. You may get into
conflicts with other players training, but do your best. Or try the map that is
one screen east of Henesys. Remember, you are using a melee weapon to conserve
arrows, which is probably the weapon Bigg gave you.

Once in a while, feel free to ascend to the second floor to take on Slimes. They
may do some good damage to you, so don't linger around there too long. If a Blue
Snail dropped level 11 clothes, you can take a few more hits from those Slimes.

Henesys Hunting Ground is usually full, so if you're feeling adventurous, try
the Field Up North of Ellinia. There are Slimes and Stumps here, both of which
drop items for quests. These do quite a bit of damage without decent armor, so
do try to avoid attacking multiple monsters at once. Save 120 Squishy Liquids,
100 Tree Branches, and 30 Slime Bubbles for quests. Sell the rest, or keep some
branches for Processed Wood.

SUMMARY: Snail, Blue Snail, Red Snail, Shroom, Slime*, Stump

Level 15-18/20
By this point, you should have a decent melee weapon. I recommend a Metal Axe or
Leather Purse.

Travel to the Tree That Grew, which is a map two screens north of Ellinia. There
should be A LOT of Slimes there, which should do 1 damage per hit now.

If there are too many players there for you to train peacefully, go to Southern
Forest I
. From Ellinia, go south 3 screens, and enter the leftmost tree. There
should be A LOT of Slimes here as well. There is only one safe spot to idle-heal
here, and you should be able to find it because lots of players will be standing
there.

Another alternative is Mushroom Garden. Two screens west of Henesys is a large
map with pigs in it. Climb up to the top floor, and on the right platform are
three little mushroom huts. Enter the middle hut to find yourself in the garden,
which has Red Snails, Shrooms, and Orange Mushrooms.

I stayed at the Field Up North of Ellinia because I still needed branches for
Processed Wood.

SNIPING SPOT: In Henesys Hunting Ground I, on the left side of the map are some
platforms to the side. You can stand on those and attack Mushrooms to the right.
Beware, some Slimes from below can jump up to your position, so pay attention to
those.


SUMMARY: Shroom, Red Snail, Stump, Slime*, Orange Mushroom

Level 18/20-25
By now you should have a class-specific weapon, so you can attack from afar.

SNIPING SPOT: A good monster to attack would be Green Mushrooms. Around Ellinia,
you will find trees you can enter. Some of these trees contain Green and Horned
Mushrooms. These trees have platforms where you can safely attack mushrooms
without fear of getting hit by one. I trained here for 4 levels.


Another place to train would be Pig Beach. However, this place is very
unfriendly to archers, and I myself never trained there as an archer. Still, you
may want to pay a visit there because Ribbon Pigs drop Stiff Feathers which you
need to make arrows with. If Pig Beach doesn't suit you, go 2 screens east of
Henesys. This small map houses Pigs of both kind. Because it's small, it may be
difficult to train here because of others around you. But since it's flat, using
a class-specific weapon to train here is rather efficient. It would behoove you
to spend some time here to collect Stiff Feathers.

Blue Mushroom Forest is a very archer-friendly place. In the Forest East of
Henesys, go to the top platform and look for a woodpost on the left side. Hit up
there to enter Blue Mushroom Forest. The Blue Mushrooms here are great training.
Unfortunately there are many other weaker monsters around to block shots.

I went to Perion Street Corner and circled the map. Every monster drops an item
you need, whether it's for quests or Processed Wood. This is no place for a
melee weapon, so make sure you bring a class-specific weapon!

At level 22-24, you might want to start hunting monsters that correspond to any
quests you may have activated. It takes a while to find everything to complete
every quest available, but you get good money and EXP for it. At level 24, I
even went to Deep Ant Tunnel II to get Evil Eye Tails.

SUMMARY: Pig, Ribbon Pig, Dark Stump, Axe Stump, Green Mushroom*, Horned
Mushroom*, Blue Mushroom

Level 25-30
Your damage output should be high with all new equipment. There aren't many new
places to train; I myself stayed at the mushroom trees until level 30.

At this point, most players will begin accepting you into their parties for the
PQ. Make sure you have the best equipment available, otherwise you will have a
harder time getting into a party.

While hanging around Kerning City, head into the Subway. Two monsters here are
good training: Bubblings and Stirges. Watch out for clusters of monsters though.

You can now train at Ant Tunnel without fear of dying. However, mages love this
place, and they will probably steal your kills here.
SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small
platforms. Stand on the right platform, face left, and start attacking. You can
hit most monsters from here, and you're relatively safe from Zombie Mushrooms.


The top floor of Burnt Land I holds many Dark Axe Stumps, which drop the level
35 armors, among other good items. Once in a while, a Fire Boar may spawn up
there, and it's rather powerful for your level, so be careful. To get here, go
2 maps south of Perion, then look for a cave with a sign reading "Burning Zone"
on top. The Burning Zone consists of five maps; however, only the first two are
alright for training. Don't go to the second map until level 35.

Try a map called Over The Wall, which has many stump-type monsters. They are
slow, there are platforms for you to attack from, and they drop the level 35
armors for males.

If you have spare money to burn, load up on arrows and travel to Ossyria. Right
inside Orbis Tower are Jr. Sentinels. These last a long time before dying, but
do very little damage for their level. Keep in mind that you cannot make arrows
in Orbis.

Aqua Road contains some training areas, but getting there at this point would be
too tough because of the monsters on the way there. I suggest not going to Aqua
Road for a few more levels.

There is one place in Ludibrium that can possibly work for training. In EOS
Tower
, there is a great sniping spot on the 71st floor. Right by the bottom door
are three Trixters. Stand by the door and fire away. They will keep respawning,
so be careful when collecting your loot. The biggest problem is not only getting
here alive, but getting back alive.

SUMMARY: Kerning City PQ*, Green Mushroom, Horned Mushroom, Bubbling, Stirge,
Zombie Mushroom, Axe Stump, Dark Axe Stump, Jr. Sentinel, Trixter

EQUIPMENT
Probably the main reason why I made this guide, this is the section on how to be
efficient with spending while still having good equipment. If you are funded,
skip this section.

Level 1-10

Be sure to do Maria's quest to snag a free hat. Do not buy anything from the
shops on this island. Potions are NOT necessary - if your HP is below 40 and you
need health, just die and revive with 50 HP since you don't lose EXP.
For Bigg's quest, don't hunt Orange Mushrooms until STR is 24/25. Once you
complete Bigg's quest, you can open up shop... literally. Start fighting Orange
Mushrooms for their caps, and you could sell the caps to other beginners
(especially mages and thieves; I sell caps at 20 mesos each). If you got a Fruit
Knife, then congrats; if you got a Razor... well continue on - it's still better
than your first weapon.

Once you hit level 10, shank your way to Victoria (no pun intended?). You are
going to walk to Henesys to advance as an archer. Why pay for transportation
when Henesys is the easiest town to reach from Lith Harbor of the other 4 towns?

When you reach "A Hill West of Henesys," don't be afraid to die to Pigs. Not
only do you not suffer EXP loss, but you will respawn in Henesys. If, however,
you don't die, then props to you.

So you've met Athena, and she jazzed you up as an archer. I'll bet you're
itching to start shooting your bow off at the snails that have been haunting you
for the past 10 levels. But judging from your resources, you probably can't even
afford a weapon, much less armor. However, armor is your best bet, since you
just got a good weapon from Bigg. The armors at level 15 are much better. If you
must buy one thing, purchase a Winter Hat. It's cheap and adds +1 EVA. I don't
suggest buying a top or bottom yet because all it does is add little defense
.

As for your weapon, continue to use the weapon Bigg gave you. As you train, you
may get lucky with drops. Most notably, hunt Red Snails and Slimes, which drop
Wooden Swords and Metal Axes, respectively. If you have sufficient funds, buy a
Metal Axe or Wooden Mallet
, and use that until you find a better one from a
Slime. You can buy one from the Kerning or Perion Weapon stores.

Level 11-16

At level 11, travel to Kerning City and purchase a Gomushin, color doesn't
matter. The +2 SPD is more handy than you think.

If defense is important and you can afford it, buy a level 11 shirt from Lith
Harbor
.

Do not make the Basic Archer Gloves because Nella will give you a Blue Diros for
her quest. At level 15, do not buy a new hat yet.

MALE: Buy the Leather Hoodwear at level 15. The color doesn't matter because
that one point of STR or DEX added makes a very little difference at such a low
level.
For pants, buy something from Lith Harbor. Grey Thick Sweat Pants, Sand-Blasted
Jeans, Ice Jeans, it doesn't really matter what you get. I bought the Sand-
Blasted Jeans for my archer.
FEMALE: Buy a top and a bottom from Henesys at level 15. The top provides DEX,
the bottom provides MP.

As for weapon, stick with whatever you can get. Hopefully, a Red Snail or Slime
dropped something you can use by now.

Level 18-22

At level 20, there's not much else to buy. Buy a Robin Hat. Keep in mind which
color adds HP or MP. The level 20 armors for males and females provide the same
stat bonuses that the level 15/16 armors did. Spending a lot more for just a few
extra WDEF is not very efficient. That and the level 20 armor for males is butt-
ugly. So don't buy a top or bottom at level 20.

If you did Nella's quest, then congrats on a free Blue Diros. Try upgrading it
to Green Diros for a sexy +2 DEX bonus. This should last until the Gold Scalers
that John gives to you at level 30. This requires 2 Emeralds, which is 20 ores.
If you can't afford the ores, then just keep it unupgraded. 2 DEX makes little
difference at this level anyways.

For Crossbowers, buy the Battle Crossbow at level 18, then the Balanche at level
22. For bowers, try making the Hunter's Bow, which requires 50 Red Snail Shells
and 30 Processed Woods (300 branches or 150 firewood). If you're too lazy to get
the materials, just buy it. I went ahead and just bought it because I needed the
Processed Woods for making arrows.

Level 25-26

The one thing every level 25 archer must have is a Green Bamboo Hat. Try earning
one through a PQ, or buy one from another player, but do not pay more than 15k
for one
. This hat will last for a very long time.

Buy the complete Bennis Chainmail set now, the pants and the top. These provide
the same DEX boost as the level 30 armor, but cost way less.

Buy a pair of Whitebottom Shoes from Henesys for more speed.

Keep the Diros from before (if you got it).

Complete Winston's and Dr. Betty's quests to receive a Leaf Earring. This
earring is awesome sauce. Getting the Weighted Earrings required for the quest
will either cost time at Wild Boars or money for buying it. Don't pay more than
15k for a Weighted Earrings.

Complete the Niora Hospital quest for an Old Raggedy Cape that adds 10 EVA. The
quest is easy and good training.

Level 28-30

By this point, you should be buying your weapons, either a Battle Bow or a
Mountain Crossbow. Hunting for your next weapon may not be practical as monsters
that drop them are tough so that you have to be above the level of the weapon
you are trying to hunt.

Do your best to try to get a Ryden. Ryden prices are significantly greater than
Battle Bow prices. If you are unable to obtain a Ryden, stick with the Battle
Bow. It gives you more speed over some power.

At level 30, the armors are way too expensive and they provide the same DEX
bonuses as the Bennis set. The Green Bamboo Hat is still better than a Hawkeye.
The Green Diros still rocks. Are you buying anything at level 30? No. Doing
Nella's quest should give you a Green Hunter's Boots though, but the
Whitebottoms are still just so much better than 1 DEX. Don't make gloves because
you get free Gold Scalers from John.

Money challenge: try to complete Mr. Wetbottom's quest at level 30 for a Sauna
Robe. If you complete it, buy ten 100% Overall DEX scrolls from Tulcas in the
Swamp of Despair II and add it to the Sauna Robe. This will last at least 20
levels.

--------------------------------
The Road as a Hunter/Crossbower
--------------------------------
JOB ADVANCEMENT TEST
Once you are level 30, you will be able to take Athena Pierce's test to advance
to the second job. Bring a handful of White/Orange and Blue Potions. I say bring
at least 25 of each. Also, your equipment should be up-to-date. Nothing should
be below level 20. In terms of stats, your STR/DEX distribution should be like
so: Hunters should have 35/127, Crossbowers should have 30/132.

Once you have gathered your supplies, go speak with Athena in Henesys. She will
give you a letter and instruct you to see her correspondant nearby Henesys. Take
this to Road to the Dungeon, which is the top right exit of Henesys. At the top
right of the map, above a pit of Blue Mushrooms, is the Bowman Job Instructor,
decked out in a Blue Feather Hat and Blue Able Skirt. Talk to her, and you will
be transported to Ant Tunnel For Bowman.

Your objective: Kill monsters and collect 30 Dark Marbles.

You will spot two monsters in here: Zombie Mushrooms and Evil Eyes. Don't worry,
these are not the same ones you find inside the real Ant Tunnel. They have been
adjusted to not award EXP nor drop anything except for Dark Marbles. Both being
level 35, their stats are as follows (as taken from the Sauna):

Zombie Mushroom
HP: 600
Accuracy: 50
Avoidability: 15
Weapon attack: 110
Weapon defense: 30

Evil Eye
HP: 800
Accuracy: 50
Avoidability: 18
Weapon attack: 110
Weapon defense: 50

From my experience, Zombie Mushrooms take 2 DS to kill, while Evil Eyes take 2-3
DS to kill. That is, only if you get upper tier damage. The drop rate is roughly
1 drop out of 2 kills. Once you have your 30 Dark Marbles, speak with the job
instructor to exit, then report back to Athena. Before you talk with her, stand
on the side of the screen so you can see the cool animation you get for job
advancing. Congratulations!

HUNTER OR CROSSBOWER?
This question is asked many times over. Remember the key difference is speed vs.
power
. Hunters attack faster than Crossbowers, while Crossbowers do more damage.
Many prefer speed over power (that is why there are so many Assassins), so most
choose the Hunter. There is no worse class, it just depends on how others
perceive the class. I enjoy using both classes because gameplay is so much
different. You wouldn't believe how different playing both classes are.

As a reference, here is how damage is calculated for bows and crossbows:
Bow:
WATK * (DEX * X * 3.4 * M + STR) / 100
Crossbow:
WATK * (DEX * X * 3.6 * M + STR) / 100
X = 1 for maximum damage, x = 0.9 for minimum damage
M = 1 for maximum damage, M = current mastery for minimum damage
*Mastery is converted to a decimal
So as you can see, Crossbows will do more damage per hit no matter what. Also
note that Crossbows require less STR than bows, so Crossbowers will almost
always have more DEX than Hunters.

Another key difference is the skills. In the second job, only Arrow Bomb and
Iron Arrow separate the classes. The third job skill that separates the classes
are Inferno and Blizzard. Blizzard alone makes Crossbows look very appealing.
However, the release of third jobs has also pushed up the Spearmen population,
so Crossbow items are still cheap as ever.

THE WAY OF THE HUNTER/EVERYTHING ON CROSSBOW
I will now cover the skills of a second job archer, and add my comments.
ML = max/mastered level

Bow/Crossbow Mastery (ML 20) - Increases the bow/crossbow mastery and accuracy.
It only applies when a bow/crossbow is in hand.
---
Every class has some sort of mastery. What is Mastery? Mastery is a skill that
increases your minimum damage. Notice how sometimes you do hundreds of damage
with one shot, while other times you hit 1? Your mastery of your class-specific
weapon prevents you from hitting very low damage on monsters. Getting a Critical
Shot with a base 30 damage isn't very exciting, but when mastery is high,
getting a Critical Shot with a base 150 damage is noticable. Also note that
using Arrow Blow without mastery may result in 260% of 10 damage... pitiful.
Mastery is another reason why Double Shot is preferred over Arrow Blow -
consistent damage. Mastery should not exceed level 19 because you get your full
mastery of 60% there. Level 20 only adds 1 point of accuracy, so that last SP is
better spent elsewhere. Also, the accuracy given by increasing Mastery only
affects the weapon that Mastery gives
.

Final Attack: Bow/Crossbow (ML 30) - With a certain success rate, another attack
follows after performing an attacking skill. Only works with a bow/crossbow in
hand.
Pre-Requisite - Level 3 Mastery
---
This skill is difficult to explain. After you use an attack skill (AB/DS/Bomb/
IA), there is a chance that a second, more powerful arrow will come out at no
expense other than one arrow. It comes out at random, but it costs no MP. Like
Critical Shot, it's basically free extra damage. On the plus side, Final Attack
allows all Archers to flinch higher level monsters when Double Shot won't quite
reach the minimum damage needed to flinch. This also speeds up training
drastically. The biggest downside is that it takes time to fire, about a half
second more. This could mean life or death when fighting high level monsters,
especially bosses. Many Archers today agree that the 30 SP needed to max Final
Attack is better spent elsewhere because Final Attack does NOT work with third
job skills
. However, there are still some Archers today who choose to max Final
Attack. Maxing it or not is all a matter of preference. More on Final Attack
below in the Skill Analysis section.

Bow/Crossbow Booster (ML 20) - Uses HP and MP to temporarily boost up the
attacking speed of the bow/crossbow. It only works with a bow/crossbow in hand.
Pre-Requisite - Level 5 Mastery
---
You attack faster. Do I need to argue more? Booster is generally not maxed until
higher levels because there are other second job skills that are more important
than Booster. As important as Booster is, it's good to get some SP into Booster
early on, along with Soul Arrow. After maxing the other important skills, turn
back to maxing this and Soul Arrow. Remember that all levels of Booster adds the
same amount of speed (with the exception of the Battle Crossbow), so you don't
need to put too much SP into Booster early, but just some.

Power Knock-Back (ML 20) - Improves the success rate of knocking back the
enemies far when swinging the bow/crossbow. The higher the level, the higher the
number of enemies the character can knock down.
---
This is a fun attack. It's more of a support skill than attack. Power Knock-Back
(PKB) increases your chance to push monsters back when swinging your weapon at
some MP cost. Also, PKB is multi-targetting. Maxed PKB is similar to a Warrior's
Slash Blast. PKB is an essential skill that all Archers should max because you
will eventually need to push monsters away to gain room to attack. PKB only adds
to the current weapon's rate of pushback; if PKB fails to push monsters back,
then the same rate is used in making the monsters flinch. The only real downside
is that PKB is NOT passive. You have to set it to a button to activate it. You
might accidentally do a second PKB after pushing the monsters back and end up
hitting air.

Soul Arrow: Bow/Crossbow (ML 20) - Temporarily allows the character to fire
bow/crossbow arrows without using up the arrows. Only works with a bow/crossbow
in hand.
Pre-Requisite - Level 5 Booster
---
When you use Soul Arrow, your bolts are replaced by a large golden lance. You
can't see this when using other skills except for Double Shot, where you get two
large golden lances. This is cool in itself. Soul Arrow free up inventory space,
allowing you to carry more potions and scrolls, allowing for longer training
sessions. The only problem with Soul Arrow is that it does not take the attack
bonus of stronger arrows, like Bronze and Steel
. If it did, Archers would be too
imbalanced. Get a decent level Soul Arrow that lasts a while. Level 10 is fine,
but nothing is stopping you from maxing it.

Arrow Bomb: Bow (ML 30) - Fires arrows with bombs attached to it. If struck
cleanly, the bomb explodes on the enemy, knocking out some of the enemies around
with a certain success rate. Can't attack more than 6 at once, and it only works
with a bow in hand.
---
This is the Hunter's main multi-hit attack. It's a ranged area-of-effect attack.
If you see a group of monsters near each other, shoot some bombs at them. In
addition to damage, Arrow Bomb can stun monsters. This stun is overrated yet
underestimated. There are times when you don't want to stun monsters, like when
you are trying to herd them together. Also, Arrow Bomb seems to have fixed
accuracy, because sometimes your bombs will MISS completely. Being an attack,
this skill should definitely be maxed.
Also, it is worth mentioning that the damage for Arrow Bomb is completely unique
in terms of damage and how it is applied. This will be covered fully below.

Iron Arrow: Crossbow (ML 30) - The arrow that's fired will go through a monster
and attack another one behind it. The damage decreases for every monster the
arrow goes through. Can damage up to 6 monsters at once.
---
This is the Crossbower's main multi-hit attack. You fire an arrow in a straight
line, piercing all monsters. Because it goes in a straight line, you can't hit
monsters above or below your Y-axis. You will almost always miss Jr. Neckis. On
the plus side, Iron Arrow flies through walls, just like a Magician's Magic
Claw. This is beneficial in maps with monsters behind walls like Gollems or
Chronos. Though damage decreases with each monster hit, the decrease is barely
noticable, not to mention that you may get a critical hit. Max it because no
other classes get something like this in the second job.

SKILL TABLES
Unlike the first job, the second job skills are much more simple to understand.
n = skill level

Bow/Crossbow Mastery
Mastery %: (n / 2) * 5 + 10
(n / 2) is always rounded up
Additional accuracy: +n
---
Level 1 - mastery 15%, ACC +1
Level 2 - mastery 15%, ACC +2
Level 3 - mastery 20%, ACC +3
Level 4 - mastery 20%, ACC +4
Level 5 - mastery 25%, ACC +5
Level 6 - mastery 25%, ACC +6
Level 7 - mastery 30%, ACC +7
Level 8 - mastery 30%, ACC +8
Level 9 - mastery 35%, ACC +9
Level 10 - mastery 35%, ACC +10
Level 11 - mastery 40%, ACC +11
Level 12 - mastery 40%, ACC +12
Level 13 - mastery 45%, ACC +13
Level 14 - mastery 45%, ACC +14
Level 15 - mastery 50%, ACC +15
Level 16 - mastery 50%, ACC +16
Level 17 - mastery 55%, ACC +17
Level 18 - mastery 55%, ACC +18
Level 19 - mastery 60%, ACC +19
Level 20 - mastery 60%, ACC +20

Final Attack: Bow/Crossbow
Success rate %: n * 2
Final Attack damage %: 100 + n * 5
---
Level 1 - success rate 2%, damage 105%
Level 2 - success rate 4%, damage 110%
Level 3 - success rate 6%, damage 115%
Level 4 - success rate 8%, damage 120%
Level 5 - success rate 10%, damage 125%
Level 6 - success rate 12%, damage 130%
Level 7 - success rate 14%, damage 135%
Level 8 - success rate 16%, damage 140%
Level 9 - success rate 18%, damage 145%
Level 10 - success rate 20%, damage 150%
Level 11 - success rate 22%, damage 155%
Level 12 - success rate 24%, damage 160%
Level 13 - success rate 26%, damage 165%
Level 14 - success rate 28%, damage 170%
Level 15 - success rate 30%, damage 175%
Level 16 - success rate 32%, damage 180%
Level 17 - success rate 34%, damage 185%
Level 18 - success rate 36%, damage 190%
Level 19 - success rate 38%, damage 195%
Level 20 - success rate 40%, damage 200%
Level 21 - success rate 42%, damage 205%
Level 22 - success rate 44%, damage 210%
Level 23 - success rate 46%, damage 215%
Level 24 - success rate 48%, damage 220%
Level 25 - success rate 50%, damage 225%
Level 26 - success rate 52%, damage 230%
Level 27 - success rate 54%, damage 235%
Level 28 - success rate 56%, damage 240%
Level 29 - success rate 58%, damage 245%
Level 30 - success rate 60%, damage 250%

Bow/Crossbow Booster
HP/MP usage: 30 - n
Duration: 10 * n
---
Level 1 - HP/MP -29, lasts 10 seconds
Level 2 - HP/MP -28, lasts 20 seconds
Level 3 - HP/MP -27, lasts 30 seconds
Level 4 - HP/MP -26, lasts 40 seconds
Level 5 - HP/MP -25, lasts 50 seconds
Level 6 - HP/MP -24, lasts 60 seconds
Level 7 - HP/MP -23, lasts 70 seconds
Level 8 - HP/MP -22, lasts 80 seconds
Level 9 - HP/MP -21, lasts 90 seconds
Level 10 - HP/MP -20, lasts 100 seconds
Level 11 - HP/MP -19, lasts 110 seconds
Level 12 - HP/MP -18, lasts 120 seconds
Level 13 - HP/MP -17, lasts 130 seconds
Level 14 - HP/MP -16, lasts 140 seconds
Level 15 - HP/MP -15, lasts 150 seconds
Level 16 - HP/MP -14, lasts 160 seconds
Level 17 - HP/MP -13, lasts 170 seconds
Level 18 - HP/MP -12, lasts 180 seconds
Level 19 - HP/MP -11, lasts 190 seconds
Level 20 - HP/MP -10, lasts 200 seconds

Power Knock-Back
MP usage
Level 1-10: 8
Level 11-20: 15
Knock-back rate %: 2 * n
Damage %: 100 + n * 5
# of monsters hit: ((n - 1) / 5) + 2
((n - 1) / 5) is truncated except for level 20
---
Level 1 - MP -8, knock-back +2%, damage 105%, push 2 monsters back
Level 2 - MP -8, knock-back +4%, damage 110%, push 2 monsters back
Level 3 - MP -8, knock-back +6%, damage 115%, push 2 monsters back
Level 4 - MP -8, knock-back +8%, damage 120%, push 2 monsters back
Level 5 - MP -8, knock-back +10%, damage 125%, push 2 monsters back
Level 6 - MP -8, knock-back +12%, damage 130%, push 3 monsters back
Level 7 - MP -8, knock-back +14%, damage 135%, push 3 monsters back
Level 8 - MP -8, knock-back +16%, damage 140%, push 3 monsters back
Level 9 - MP -8, knock-back +18%, damage 145%, push 3 monsters back
Level 10 - MP -8, knock-back +20%, damage 150%, push 3 monsters back
Level 11 - MP -15, knock-back +22%, damage 155%, push 4 monsters back
Level 12 - MP -15, knock-back +24%, damage 160%, push 4 monsters back
Level 13 - MP -15, knock-back +26%, damage 165%, push 4 monsters back
Level 14 - MP -15, knock-back +28%, damage 170%, push 4 monsters back
Level 15 - MP -15, knock-back +30%, damage 175%, push 4 monsters back
Level 16 - MP -15, knock-back +32%, damage 180%, push 5 monsters back
Level 17 - MP -15, knock-back +34%, damage 185%, push 5 monsters back
Level 18 - MP -15, knock-back +36%, damage 190%, push 5 monsters back
Level 19 - MP -15, knock-back +38%, damage 195%, push 5 monsters back
Level 20 - MP -15, knock-back +40%, damage 200%, push 6 monsters back

Soul Arrow: Bow/Crossbow
MP usage
Level 1-10: 15
Level 11-20: 20
Duration: n * 30
---
Level 1 - MP -15, lasts 30 seconds
Level 2 - MP -15, lasts 60 seconds
Level 3 - MP -15, lasts 90 seconds
Level 4 - MP -15, lasts 120 seconds
Level 5 - MP -15, lasts 150 seconds
Level 6 - MP -15, lasts 180 seconds
Level 7 - MP -15, lasts 210 seconds
Level 8 - MP -15, lasts 240 seconds
Level 9 - MP -15, lasts 270 seconds
Level 10 - MP -15, lasts 300 seconds
Level 11 - MP -20, lasts 330 seconds
Level 12 - MP -20, lasts 360 seconds
Level 13 - MP -20, lasts 390 seconds
Level 14 - MP -20, lasts 420 seconds
Level 15 - MP -20, lasts 450 seconds
Level 16 - MP -20, lasts 480 seconds
Level 17 - MP -20, lasts 510 seconds
Level 18 - MP -20, lasts 540 seconds
Level 19 - MP -20, lasts 570 seconds
Level 20 - MP -20, lasts 600 seconds

Arrow Bomb: Bow
MP usage
Level 1-15: 14
Level 16-30: 28
Stun duration: (((n - 1) / 10) + 1) * 2
((n - 1) / 10) is truncated
Success rate %: 30 + n
Damage %: 70 + 2 * n
---
Level 1 - MP -14, stun for 2 seconds at 31% success rate, damage 72%
Level 2 - MP -14, stun for 2 seconds at 32% success rate, damage 74%
Level 3 - MP -14, stun for 2 seconds at 33% success rate, damage 76%
Level 4 - MP -14, stun for 2 seconds at 34% success rate, damage 78%
Level 5 - MP -14, stun for 2 seconds at 35% success rate, damage 80%
Level 6 - MP -14, stun for 2 seconds at 36% success rate, damage 82%
Level 7 - MP -14, stun for 2 seconds at 37% success rate, damage 84%
Level 8 - MP -14, stun for 2 seconds at 38% success rate, damage 86%
Level 9 - MP -14, stun for 2 seconds at 39% success rate, damage 88%
Level 10 - MP -14, stun for 2 seconds at 40% success rate, damage 90%
Level 11 - MP -14, stun for 4 seconds at 41% success rate, damage 92%
Level 12 - MP -14, stun for 4 seconds at 42% success rate, damage 94%
Level 13 - MP -14, stun for 4 seconds at 43% success rate, damage 96%
Level 14 - MP -14, stun for 4 seconds at 44% success rate, damage 98%
Level 15 - MP -14, stun for 4 seconds at 45% success rate, damage 100%
Level 16 - MP -28, stun for 4 seconds at 46% success rate, damage 102%
Level 17 - MP -28, stun for 4 seconds at 47% success rate, damage 104%
Level 18 - MP -28, stun for 4 seconds at 48% success rate, damage 106%
Level 19 - MP -28, stun for 4 seconds at 49% success rate, damage 108%
Level 20 - MP -28, stun for 4 seconds at 50% success rate, damage 110%
Level 21 - MP -28, stun for 6 seconds at 51% success rate, damage 112%
Level 22 - MP -28, stun for 6 seconds at 52% success rate, damage 114%
Level 23 - MP -28, stun for 6 seconds at 53% success rate, damage 116%
Level 24 - MP -28, stun for 6 seconds at 54% success rate, damage 118%
Level 25 - MP -28, stun for 6 seconds at 55% success rate, damage 120%
Level 26 - MP -28, stun for 6 seconds at 56% success rate, damage 122%
Level 27 - MP -28, stun for 6 seconds at 57% success rate, damage 124%
Level 28 - MP -28, stun for 6 seconds at 58% success rate, damage 126%
Level 29 - MP -28, stun for 6 seconds at 59% success rate, damage 128%
Level 30 - MP -28, stun for 6 seconds at 60% success rate, damage 130%

Iron Arrow: Crossbow
MP usage
Level 1-15: 14
Level 16-30: 28
Damage %: 60 + 4 * n
---
Level 1 - MP -14, damage 64%
Level 2 - MP -14, damage 68%
Level 3 - MP -14, damage 72%
Level 4 - MP -14, damage 76%
Level 5 - MP -14, damage 80%
Level 6 - MP -14, damage 84%
Level 7 - MP -14, damage 88%
Level 8 - MP -14, damage 92%
Level 9 - MP -14, damage 96%
Level 10 - MP -14, damage 100%
Level 11 - MP -14, damage 104%
Level 12 - MP -14, damage 108%
Level 13 - MP -14, damage 112%
Level 14 - MP -14, damage 116%
Level 15 - MP -14, damage 120%
Level 16 - MP -28, damage 124%
Level 17 - MP -28, damage 128%
Level 18 - MP -28, damage 132%
Level 19 - MP -28, damage 136%
Level 20 - MP -28, damage 140%
Level 21 - MP -28, damage 144%
Level 22 - MP -28, damage 148%
Level 23 - MP -28, damage 152%
Level 24 - MP -28, damage 156%
Level 25 - MP -28, damage 160%
Level 26 - MP -28, damage 164%
Level 27 - MP -28, damage 168%
Level 28 - MP -28, damage 172%
Level 29 - MP -28, damage 176%
Level 30 - MP -28, damage 180%

SKILL ANALYSIS

*Double Shot* vs. *Arrow Bomb*
Recall the main info for each skill:

Double Shot
16 MP
130% + 130%, 1 target only

Arrow Bomb
28 MP
130%, up to 6 targets

For now, let's ignore Critical Shot.
You want to aim to attain 260% per 16 MP. Arrow Bomb costs 75% more MP than
Double Shot. 260% * 1.75 = 455% per 28 MP. If Arrow Bomb can deal at least 455%
per usage, it is more effective than Double Shot. How do you obtain 455%?

455% ÷ 130% = 3.5

Basically, if you can hit at least 4 monsters with Arrow Bomb, you're getting
more for your MP than by using Double Shot to take them out individually. Using
Arrow Bomb on 3 monsters or less will result in lost MP.

But this is without critical shot. Now let's factor critical shot in.

Recall the percent chance to get a critcal hit with Double Shot.
For # criticals, % chance
0 - 36%
1 - 48%
2 - 16%

Now what are the chances of getting criticals with Arrow Bomb? Assuming you hit
6 monsters...
For # criticals, % chance
0 - 4.67%
1 - 18.66%
2 - 31.10%
3 - 27.65%
4 - 13.82%
5 - 3.69%
6 - 0.41%

For the sake of simplicity (and because I'm lazy), we will average the chance to
score a critical hit among all outcomes possible.

Double Shot average damage per single hit with critical = 170%
Arrow Bomb average damage per single hit with critical = 182%

Now a new variable has to be factored in, number of hits.

Double Shot average damage of both hits to 1 monster with maxed critical
260*0.36+360*0.48+460*0.16 = 340%
Arrow Bomb total average damage of all 6 hits in a 6-hit shot with maxed
critical
36.426+164.208+304.78+298.62+163.076+47.232+5.658 = 1020%
Arrow Bomb average damage to 1 target in a 6-hit shot with maxed critical = 170%

Six hits with Arrow Bomb is equal to three Double Shots. When you factor
critical shot in, you must hit at least 3 monsters with Arrow Bomb to get your
MP's worth
.

*Arrow Bomb*
There is one more unsolved issue that needs to be addressed: impact damage.
Recall that Arrow Bomb is split into two damage calculations: impact and bomb.
When you fire a Bomb, the first monster that gets hit takes impact damage. Any
nearby monster will take damage from the explosion, the bomb damage. The problem
is that the impact damage is significantly lower than bomb damage. The actual
damage caused by the impact damage is unknown at the time, but is estimated to
be about 40%
. The above calculations will assume that impact damage is the same
as bomb damage. Calculating the damage with the impact damage factored in leads
to many times more calculations because each hit has to calculated individually.

Also, there is one more thing that makes Arrow Bomb so unique. It appears that
Arrow Bomb is the only skill that factors Critical Shots differently. Instead of
the usual +100% from Critical, Arrow Bomb's damage actually doubles, not adds
.
So Critical Shots for Arrow Bomb are *2, not +100%. This means that impact
damage on critical will do 80%, while the bomb damage does 260%.

Average damage of Arrow Bomb with Critical Shot for # monsters hit:
1 - 0.56
2 - 2.38
3 - 4.2
4 - 6.02
5 - 7.84
6 - 9.66
In other words, the average damage for hitting 6 monsters is 966%.
If Arrow Bomb wasn't completely different like so, Arrow Bomb would have a much
higher average damage. But weak impact damage paired with unique critical
damage makes Arrow Bomb weaker than other multi-hit skills, like Arrow Rain.

*Double Shot* vs. *Iron Arrow*
Using the same calculations as presented before, the results show that you must
hit at least 2 monsters with Iron Arrow to get your MP's worth
thanks to Iron
Arrow's higher damage multiplier.

*Iron Arrow*
The amount of damage that Iron Arrow reduces by is unknown at the time. Whether
the damage is subtracted or multiplied away is debatable. There are two ways
that the damage reduces:
-For each monster hit: damage -10%
-For each monster hit: damage *0.9
The modifiers are unknown, but these are the two ways that Iron Arrow might
reduce damage per hit.

*Final Attack*
So what is Final Attack (FA) really? Explaining what FA really is requires deep
understanding. In a nutshell, FA gives you a chance to release another arrow
immediately following a skill with a certain rate and fixed damage that can take
a critical hit. This arrow costs no MP, but requires a split second extra to
fire. In terms of efficiency, FA is the best in the entire game. FA itself does
not consume MP
, but you have to use a MP-consuming skill to trigger it.

For example, let's take level 30 Final Attack. There is a 60% chance that after
a skill is used, another arrow will fire sequentially with a 250% damage
modifier. This arrow costs nothing and can also strike critical, resulting in a
whopping 350% arrow.

An Archer with Final Attack is powerful early on. With Double Shot, you're
dealing at least 510% damage (130% + 130% + 250%), and that turns to 810% if
Critical Shot kicks in three times
. FA allows Archers to train on bigger tougher
monsters earlier than most other players can.

Keep in mind that this final arrow can come out randomly and out of any of the
four attacking skills: Arrow Blow, Double Shot, Arrow Bomb, Iron Arrow. The use
of Final Attack when used with each skill differs. When used with the solo-
targetting skills (AB/DS), FA is wonderful because it's pure power against the
monster being attacked. However, introduce FA to the multi-targetting skills and
you create some problems
.

An Archer's FA is not the same as a Warrior's. When a Warrior uses Slash Blast
with Final Attack, the damage from Final Attack is spread among all the monsters
hit. Archers don't have an attack like Slash Blast that hits multiple monster.
Archers' multi-target skills are unique. When an Archer uses a multi-target
skill, FA comes out as one arrow. That arrow will strike the monster closest to
the Archer. If an Archer is using a multi-target skill to tame a mob of
monsters, if FA comes out, the extra time that FA needs to fire will allow all
the other monsters that didn't get the final arrow to keep running toward the
Archer. FA is a burden to multi-target skills because it does not spread the
damage evenly among all the monsters
like Warriors can.

The main argument against Final Attack is that extra split second required to
fire the arrow
. That extra time hurts when using multi-target skills. It's even
worse when taking on bosses, because Archers use hit-and-run tactics against
most bosses. If FA triggers, it makes running after attacking more difficult.

Final Attack is based on the player's style of training. Mobbers will want to
stay away from Final Attack. Archers who use Double Shot to train might want to
max Final Attack to have something to knock back with. Final Attack is an
all-or-nothing skill: either you max it or don't touch it. Also note that FA
will not trigger if the Archer is not grounded. If you jumpshoot or fall off a
ledge while attacking, FA won't come out.

SAMPLE SKILL BUILDS
The notation of "Bomb/IA" will be used for the class-specific skill.

Build 1
11 Focus
20 Mastery
0 Final Attack
20 Booster
20 Power Knock-Back
20 Soul Arrow
30 Bomb/IA

Build 2
1 Focus
20 Mastery
30 Final Attack
15 Booster
20 Power Knock-Back
5 Soul Arrow
30 Bomb/IA

Build 3
11 Focus
19 Mastery
30 Final Attack
8 Booster
20 Power Knock-Back
3 Soul Arrow
30 Bomb/IA

Build 4
1 Blessing
11 Focus
19 Arrow Blow
20 Mastery
0 Final Attack
15 Booster
20 Power Knock-Back
5 Soul Arrow
30 Bomb/IA

Build 5
9 Focus
19 Arrow Blow
19 Mastery
0 Final Attack
18 Booster
20 Power Knock-Back
6 Soul Arrow
30 Bomb/IA

Standard No-FA build 1 (1)
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +3 Mastery
33 +3 Mastery
34 +3 Mastery
35 +3 Mastery
36 +3 Mastery
37 +1 Mastery, +2 Booster
38 +3 Booster
39 +1 Booster, +2 Soul Arrow
40 +1 Power Knock-Back, +2 Bomb/IA
41 +3 Bomb/IA
42 +3 Bomb/IA
43 +3 Bomb/IA
44 +3 Bomb/IA
45
46
47
48
49 +15 Bomb/IA
50 +3 Power Knock-Back
51 +3 Power Knock-Back
52 +3 Power Knock-Back
53
54
55 +9 Power Knock-Back
56 +1 Power Knock-Back, +2 Booster
57 +1 Soul Arrow, +2 Booster
58 +1 Soul Arrow, +2 Booster
59 +1 Soul Arrow, +2 Booster
60 +1 Booster, +2 Focus
61 +3 Focus
62 +3 Focus
63 +3 Focus
64 +2 Soul Arrow, +1 Booster
65 +2 Soul Arrow, +1 Booster
66 +2 Soul Arrow, +1 Booster
67 +2 Soul Arrow, +1 Booster
68 +2 Soul Arrow, +1 Booster
69 +3 Soul Arrow
70 +2 Soul Arrow, +1 Mastery
The typical build for Archers choosing not to touch Final Attack. After mastery,
Bomb/IA is obtained to have a new skill to use in training. PKB is essential.
After that, Booster, Soul Arrow, and Focus can be maxed in any order. I simply
chose to mix it all up. This is assuming you got 9 Focus in the first job. The
next build is the same as this one, but in a different order.

Standard No-FA build 2 (1)
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +3 Mastery
33 +3 Mastery
34 +3 Mastery
35 +3 Mastery
36 +3 Mastery
37 +1 Mastery, +2 Booster
38 +3 Booster
39 +1 Booster, +2 Soul Arrow
40 +3 Power Knock-Back
41 +3 Power Knock-Back
42 +3 Power Knock-Back
43 +1 Power Knock-Back, +1 Bomb/IA
44
45
46 +10 Power Knock-Back
47 +3 Bomb/IA
48 +3 Bomb/IA
49 +3 Bomb/IA
50 +3 Bomb/IA
51 +1 Bomb/IA
52
53
54
55 +14 Bomb/IA
56 +1 Bomb/IA, +2 Soul Arrow
57 +1 Soul Arrow, +2 Booster
58 +3 Booster
59 +3 Booster
60 +3 Booster
61 +3 Booster
62 +3 Soul Arrow
63 +3 Soul Arrow
64 +2 Soul Arrow
65 +2 Soul Arrow
66 +2 Soul Arrow
67 +3 Focus
68 +3 Focus
69 +3 Focus
70 +2 Focus, +1 Mastery
You get PKB first this time. I don't recommend this because you will be lacking
a good attacking skill for some time. However, this build is perfect for those
who will be PQing in Ludibrium during the level 40-50 stage because you will
have maxed PKB to assist in the boss stages. Lack of a mob skill may hurt, but
Bomb/IA is really only needed in two stages. Again, the buffs can be maxed in
any order you want.

Standard FA build (2)
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +3 Mastery
33 +3 Mastery
34 +3 Mastery
35 +3 Mastery
36 +3 Mastery
37 +1 Mastery, +2 Booster
38 +3 Booster
39 +1 Booster, +2 Soul Arrow
40 +3 Final Attack
41 +3 Final Attack
42 +3 Final Attack
43 +3 Final Attack
44 +3 Final Attack
45 +3 Final Attack
46 +3 Final Attack
47 +3 Final Attack
48 +3 Final Attack
49 +3 Final Attack
50 +3 Power Knock-Back
51 +3 Power Knock-Back
52 +3 Power Knock-Back
53 +1 Power Knock-Back
54
55 +8 Power Knock-Back
56 +2 Power Knock-Back, +1 Bomb/IA
57 +3 Bomb/IA
58 +3 Bomb/IA
59 +3 Bomb/IA
60 +3 Bomb/IA
61 +1 Bomb/IA
62
63
64
65 +14 Bomb/IA
66 +1 Bomb/IA, +2 Booster
67 +3 Soul Arrow
68 +3 Booster
69 +3 Booster
70 +1 Booster, +1 Mastery, +1 Focus
It's safe to say that the first ten levels will remain the same. PKB is like a
compliment to Final Attack, so it should be maxed right after. Again with the
buffs, they can be built in any order.

FA/Focus build (3)
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +3 Mastery
33 +3 Mastery
34 +3 Mastery
35 +3 Mastery
36 +3 Mastery
37 +1 Mastery, +2 Booster
38 +3 Booster
39 +1 Booster, +2 Soul Arrow
40 +3 Final Attack
41 +3 Final Attack
42 +3 Final Attack
43 +3 Final Attack
44 +3 Final Attack
45 +3 Final Attack
46 +3 Final Attack
47 +3 Final Attack
48 +3 Final Attack
49 +3 Final Attack
50 +3 Power Knock-Back
51 +3 Power Knock-Back
52 +3 Power Knock-Back
53 +1 Power Knock-Back
54
55 +8 Power Knock-Back
56 +2 Power Knock-Back, +1 Bomb/IA
57 +3 Bomb/IA
58 +3 Bomb/IA
59 +3 Bomb/IA
60 +3 Bomb/IA
61 +1 Bomb/IA
62
63
64
65 +14 Bomb/IA
66 +1 Bomb/IA, +2 Booster
67 +1 Soul Arrow, +2 Focus
68 +3 Focus
69 +3 Focus
70 +3 Focus
You shorten Booster and Soul Arrow for more Focus. I don't see the usefulness of
such a build, but I met someone with this build before.

Skill Hybrid build (4 & 5)
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +3 Mastery
33 +3 Mastery
34 +3 Mastery
35 +3 Mastery
36 +3 Mastery
37 +1 Mastery, +2 Booster
38 +3 Booster
39 +1 Booster, +2 Soul Arrow
40 +1 Power Knock-Back, +2 Bomb/IA
41 +3 Bomb/IA
42 +3 Bomb/IA
43 +3 Bomb/IA
44 +3 Bomb/IA
45
46
47
48
49 +15 Bomb/IA
50 +3 Power Knock-Back
51 +3 Power Knock-Back
52 +3 Power Knock-Back
53
54
55 +9 Power Knock-Back
56 +1 Power Knock-Back, +2 Booster
57 +1 Soul Arrow, +1 Booster, +1 Arrow Blow
58 +3 Arrow Blow
59 +3 Arrow Blow
60 +3 Arrow Blow
61 +3 Arrow Blow
62 +3 Arrow Blow
63 +3 Arrow Blow
64 +3 Booster
65 +3 Booster
66 +2 Soul Arrow, +1 Focus
67 +3 Focus
68 +3 Focus
TWO CHOICES:
Build 4
69 +3 Focus
70 +1 Focus, +1 Mastery, +1 Blessing
Build 5
69 +2 Focus, +1 Soul Arrow
70 +3 Booster
Instead of maxing your buffs, you now max a first job skill. This is so you get
the ability to flinch monsters with that high damage multiplier. The problem is
that you get is late, so you solve this by using the Non-Focus build presented
in the first job section. In the end, you can sacrifice 2 SP from Focus into
extending your buffs, or max Focus and get 2 extra accuracy. It's your choice.
Arrow Blow can be maxed right after Mastery, then push everything else back.

My personal build
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +2 Mastery, +1 Booster
33 +3 Booster
34 +1 Booster, +2 Soul Arrow
35 +1 Soul Arrow, +2 Mastery
36 +3 Mastery
37 +3 Mastery
38 +3 Mastery
39 +3 Mastery
40 +2 Bomb/IA, +1 Booster
41 +3 Bomb/IA
42 +3 Bomb/IA
43 +3 Bomb/IA
44 +3 Bomb/IA
45
46
47
48
49 +15 Bomb/IA
50 +3 Booster
51 +3 Booster
52 +3 Booster
53 +2 Soul Arrow, +1 Power Knock-Back
54 +3 Power Knock-Back
55 +3 Power Knock-Back
56 +3 Power Knock-Back
57 +2 Booster
58
59
60 +10 Power Knock-Back
61 +3 Booster
62 +3 Soul Arrow
63 +3 Soul Arrow
64 +3 Soul Arrow
65 +3 Soul Arrow
66 +3 Soul Arrow
67 +3 Focus
68 +3 Focus
69 +3 Focus
70 +2 Focus, +1 Arrow Blow
I love Soul Arrow so much that I get it ASAP. After that, I follow a build
similar to the Standard No-FA build 1. I like buffs better than PKB, so I got
more buffs before maxing PKB. Why the last SP to Arrow Blow? I felt that one
point of accuracy wouldn't make a big difference. Also, Arrow Blow's low MP cost
coupled with a higher damage multiplier than one of Double Shot's hit has led me
to replace my normal attack with Arrow Blow.

TRAINING SPOTS

Level 31-35
A number of areas have opened up to you. You might still be training in Ant
Tunnel
for a while longer.
SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small
platforms. Stand on the right platform, face left, and start attacking. You can
hit most monsters from here, and you're relatively safe from Zombie Mushrooms.


Over The Wall is still a good choice. The drops aren't that great anymore.

Wild Boars is tough, but possible. If you can, wait until level 35 for these.

In Orbis, you can definitely do Jr. Sentinels now.
If you descend the tower, the Leatties at the bottom are good snipable monsters.

Now is a good time to explore Aqua Road. Right when you enter though, the
monsters might be tough. Try not to attack these monsters as you make your way
to the Aquarium. Go east from the Aquarium until you reach warm water (the water
will be green, not blue), a map called Blue Seaweed Road. All monsters from this
point are what you are looking for to train on. Krappis, Cicles, and Cicos won't
fight back when attacked, but Pinbooms attack when approached. Shouldn't be a
problem since you have range, so just attack from a good distance away. Keep in mind that your HP
will decrease steadily while underwater without Air Bubbles, which is an extra
fund. If you are low on money, you should not train here because of having to
deal with the HP loss.

In Ludibrium, Trixters are nice and snipable. I was at Trixters for this period.
You can now try Ratz or Brown Teddies. They are slower versions of Fire Boars.
The Chirppies outside of EOS Tower is nice because you have the range to keep
hitting them. Be aware that they are fast and do quite a bit of damage.

SNIPING SPOT: In EOS Tower Floor 71, drop down to the bottom, right next to the
portal. There are two Trixters and a Green Trixter on the other side from the
portal. Stand on the screw closest to the portal, face right, and attack.


SUMMARY:
VICTORIA: Horned Mushroom, Zombie Mushroom, Wild Boar, Dark Axe Stump
OSSYRIA: Jr. Sentinel*, Cicle, Cico, Krappi, Pinboom
LUDIBRIUM: Ratz, Trixter, Green Trixter

Level 35-40
Ant Tunnel is still good, but the EXP may be slowing down unless you are able to
constantly fight Zombie Mushrooms without the Horned Mushrooms.

Most Archers will go to Wild Boars now. It takes just one Double Shot or Arrow
Blow to kill one. Either Wild Boar Land will do.

If Wild Boars are too weak, head over to Fire Boars. Watch out here because you
may get mobbed, so prepare your multi-hit skill. Burnt Land I or II is good.

In Orbis, Dark Leatties are the place to be. I was here for 4 levels. The 3rd
floor
has the best spawn. However, though slow, it doesn't drop anything
worth much.

If you don't like getting no drops from Leatties, try your luck at kittens. They
are closer to Orbis than El Nath, but they move fast and tend to travel in mobs.
They don't do much damage, compared to Leatties.

SNIPING SPOT: In Orbis Tower Floor 1, there are three places you can snipe Jr.
Pepes from. At the top of the map, by the portal going up, there is a ledge on
the left with Jr. Pepes that you can snipe from the nearby platform. At the
bottom of the map by the portal going out, there is a ledge right above the
portal with a small ledge to the left you can snipe from. Finally, above that
is another ledge on the left that you can snipe from.




On the way to Aqua Road, you will encounter Scuba Pepes in Orbis Tower Floor B2.
Unlike Jr. Pepes, these are just a tad bit tougher. However, you now have the
advantage of being able to attack without getting hit because you can swim, and
Scuba Pepes are grounded monsters.

In Aqua Road, the same monsters are still good training from the previous level
range. Blue Seaweed Road and beyond works great, but now you can add two more
monsters to your training. Two maps prior contain Flowerfish and Bubblefish.
Slightly stronger than Evil Eyes, but they are much easier to kill because they
don't mob up like Evil Eyes do and you have a lot of space to attack from. Sand
Castle Playground
or Big Fish Playground are both nice maps. I personally prefer
the prior.

Ludibrium has many monsters available for training now. Almost anything here is
training material.
Inside EOS Tower, Ratz, Black Ratz, Trixters, and Green Trixters are good
training. Outside EOS Tower, Chirppies, Hellies, and Drum Bunnies are slow and
easy training. Bloctopusses are not a good idea, so stay away if you can.

The Toy Factory presents more monsters to train on. Brown Teddies and Pink
Teddies are easy training. Roloducks and Toy Trojans are a little harder, but
easily snipable. You probably can't take on Panda Teddies yet.

Ludibrium Party Quest: you can do this as soon as level 35. However, you will
most likely be too weak to be of real use to stronger parties. You can try to
find others below level 40 and form a farming party. This is a party that goes
through the quest until the boss, because the boss is too strong. The party will
leave at the final stage, then attempt to get back in. This is the fastest EXP
for this level period, but results in absolutely NO money made.

SUMMARY:
VICTORIA: Horned Mushroom, Zombie Mushroom, Wild Boar*, Fire Boar
OSSYRIA: Jr. Sentinel, Leatty, Dark Leatty, Jr. Pepe, Scuba Pepe, Pinboom, Cico,
Cicle, Krappi*, Flowerfish, Bubblefish
LUDIBRIUM: Ratz, Black Ratz, Trixter, Green Trixter, Chirppy, Helly, Drum Bunny,
Brown Teddy, Pink Teddy, Roloduck

Level 40-45
You will probably be at the same monsters from the last five levels. Fire Boars
are definitely the way to go... if you're in Victoria. Good drops, fast spawn,
but too many people here. Burnt Land II is the best map for Fire Boars.

Another alternative is Ligators. Ligators are slower but stronger and tougher
than Fire Boars. They reward the same amount of EXP, but the drops aren't that
great. The Jr. Neckis mobbing on the ground floor are a nice bonus for the skins
to sell.

While still near Kerning, you can train on Jr. Wraiths in the Subway. They are
a little powerful at first, so you might need to get stronger before coming here
to steal the monsters from Clerics and Fizards. I recommend waiting a few levels
to tackle Jr. Wraiths.

SNIPING SPOT: In The Tunnel That Lost Light II, head to the highest ledge on the
left wall. From the edge, face right to find Drakes and Cold Eyes. You can snipe
monsters from this perch without fear of getting hit.


When you head for Ossyria, your choices are the same from the last five levels.
Dark Leatties are still okay with the good EXP and good drops. However, the
spawn rate is slow, and having to climb up and down a vertical map takes time.

The best place to train is at kittens. With a new weapon, it takes one Double
Shot plus a normal shot to kill a kitten. The drops are okay, the EXP is awesome
here. Be prepared to share maps though. I was at kittens for 4 levels.

If you have a high attack weapon and an attack glove, give Star Pixies a chance.
Watch out for their magic attack though. A Blue Moon from an Orbis quest will
help with the added MDEF.

In Aqua Road, Flowerfish and Bubblefish are one-hit kills. Other monsters to pay
attention to are Krips and Mask Fish. Fortunately, you can find both of these
monsters at the Seaweed Tower. Both should be near one-hit kills.
If you can consistently one-hit kill Mask Fishes, go to Forked Road: West Sea,
where only Mask Fish spawn.

Closer to Orbis Tower, you will find such monsters as Scuba Pepes, Jr. Seals,
Poopas, and Poison Poopas. The former are two-hit kills, while the Poopas may
require more than two hits. My recommendation is Ocean I.C., since this map has
three of the previously mentioned monsters (no Poison Poopas). Know that Poopas
will attack back once aggravated, but their range is short, so it shouldn't get
close to you unless you attack more than one.

Ludibrium is brimming with monsters for the 4X period. You can train on any of
the monsters in the Terrace maps. I recommend Pink Teddies and Roloducks. If you
fight Ticks, you'll have to share the map with Tick-Tocks, which are annoying
because of high defense.

At the EOS Tower, Ratz and Black Ratz are good, but it starts to slow down. Go
snipe some Chirppies and Hellies out of the air. Fight some Drum Bunnies too,
because they drop good stuff.

Ludibrium Party Quest: With decent equipment, you might make it into boss
parties. Try to find boss parties, as this is where you make your money. If you
aren't strong, then you'll have to stick to farming parties. I recommend being
at least level 42 to be in boss parties.

Level 40 is the minimum level I recommend before you head down to Omega Sector.
The weakest monster here is equivalent to a Nependeath. Mateons in the first
map outside of Omega Sector are 2-hit kills. The map is very nice because it is
long and flat. You'll want to consider training here because you'll need many
Mateon Tentacles. The map is called Off Limits, and it's right outside the town.

There is another map in Omega Sector with weaker monsters. The problem is that
you might die getting there. In a hidden street further from Omega Sector, there
are many Barnard Grays with the occasional Chief Gray. Barnard Grays are just a
little weaker than Mateons, but their special attack is harder to evade. To get
to the hidden street, follow the bottom path from Off Limits, and at the third
map, enter the rock at the bottom middle of the map.

SUMMARY:
VICTORIA: Fire Boar, Jr. Wraith, Ligator
OSSYRIA: Kittens*, Dark Leatty, Star Pixie, Flowerfish, Bubblefish, Krip, Mask
Fish*, Scuba Pepe, Jr. Seal, Poopa, Poison Poopa
LUDIBRIUM: Pink Teddy, Roloduck, Toy Trojan, Tick, Tick-Tock, Ratz, Black Ratz,
Chirppy, Helly, Drum Bunny, Propelly, Mateon, Barnard Gray

Level 45-50
FA Archers will want to head to Stone Gollems now. The extra pow from Final
Attack will allow you to flinch them. Gollem's Temple II is the best map.

Still near Perion, Copper Drakes become an option. In Dangerous Valley I, you
will find these monsters with Fire Boars. This is a map designed for parties. If
you plan on soloing this map, good luck. Do your best to find a party though.

In Victoria, Jr. Wraiths are now 1-hit kills. The Subway maps to find these are
Line 1 Area 2, and Line 2 Area 1. The latter contains Jr. Neckis as well, so you
might want to spend time there.

If you need another monster, Curse Eyes might be okay. There isn't a good map
for Archers to train in, so you might want to hold off on Curse Eyes. If
anything, try Forest Up North IX for Curse Eyes.

Florina Beach is finally possible to train at. With a solid new skill, fighting
here will be a breeze. Watch out for wary Lightning Wizards.

SNIPING SPOT: In The Tunnel That Lost Light II, drop all the way to the bottom
left corner. There is a small rock you can stand on that's just left of the
leftmost geyser. Clear out the monsters nearby, then face right and shoot. You
can hit Wild Cargos from this spot.


A few more monsters are available for this level period in Ossyria. Nependeaths
is now good training (since when has it never been good since you can outrange
them?). Stick to Strolling Path I.

Lunar Pixies are tough, but drop great stuff. Cloud Park IV is the best map.

Jr. Pepes are annoying, but people need fish. And they drop level 40 weapons.
Have some fun with the Fizards here. Be careful around Jr. Pepe because they do
over 100 damage, move fast, and do not flinch without Arrow Blow or Final Attack
(by the time you can flinch them, you'll kill them). You should snipe them from
mini platforms in the 1st floor of Orbis Tower.

SNIPING SPOT: By some Red Bean Porridges and potions, because you'll need them.
Travel east from El Nath until you reach Ice Valley I. From the entrance, climb
to the first ledge on the left wall. If there are too many monsters on that
level, change channels. Try to clear out the left ledge first, then focus on the
right side. You can shoot facing right from the left ledge through that platform
in the middle, attacking White Pangs and Yetis with ease. Just watch out for any
that spawn on your ledge.

Higher up in Ice Valley I is another sniper spot. From the previous spot, look
at the mini-map to see a tiny platform without a tree at the top middle. Get
there, clear out the ledge above you so that they don't jump on you, then attack
to the left. Don't stand too close to the left because a Yeti can still hurt you
from there.


At this point, you will be training mostly west of the Aquarium in Aqua Road. My
map of choice is Forked Road: West Sea. Here you will find Freezers and
Sparkers
. Both are nearly identical in stats, taking two Double Shots to kill.
Be sure to complete Nanuke's quest while training here.
All monsters west of here are good training too. They include Scuba Pepes, Jr.
Seals, Poopas, and Poison Poopas.

Ludibrium presents a few more monsters to train on.
The strongest monster in the Terrace, Toy Trojans, are your next target. Don't
expect good drops though.

In the toy factory, Panda Teddies are now good training. These are like kitten
replacements. Tobos are okay, but their high defense makes it an effort to kill.

The new popular place to train is at Platoon Chronos. They are slow and easy to
fight, and they drop expensive items. Don't expect to find an empty map though.
The lesser version, Chronos, are just as good, but don't drop expensive stuff.
Gold and DEX ores are nice to have.

The EOS Tower only adds a few more monster to train on - Bloctopuses. They move
like Boars, but unfortunately don't drop anything good. Outside the tower, any
of the various flying monsters are good. All of them don't have a minimum damage
to flinch, so hitting them is simple. Keep in mind that Tweeters drop the best
ores - Black Crystal and DEX.

Ludibrium Party Quest: it gets better as you get stronger. Parties will easily
add you for the stages that require ranged characters. In fact, I recommend that
you join parties for this until level 51.

In Omega Sector, you can fight Mateons and Barnard Grays. The next level of the
respective monsters can be taken out in two hits as well. Plateons do not have a
special attack like Mateons, so fighting them might be easier. Zeta Grays can
fly, so fighting them can be difficult. These should be 2 hit kills, so try to
isolate one from a group.

SUMMARY:
VICTORIA: Stone Gollem, Fire Boar, Copper Drake, Jr. Wraith, Curse Eye, Lupin,
Lorang
OSSYRIA: Kittens, Nependeath, Star Pixie, Lunar Pixie*, Jr. Pepe, Scuba Pepe,
Jr. Seal, Poopa, Poison Poopa, Freezer*, Sparker*
LUDIBRIUM: Ludibrium PQ*, Toy Trojans, Panda Teddy, Robo, Chronos, Bloctopus,
Tweeter, Planey, Mateon, Plateon, Barnard Gray, Zeta Grey

Level 50-55
Level 50 marks a huge landmark. A number of training spots have now opened up.

FA Archers will now want to move on to Dark Stone Gollems and Mix Gollems. By
this point, FA should be maxed, and PKB should be able to push Gollems back.

Deeper into Ant Tunnel are Drakes. The first Drake map, Drake Hunting Ground,
has many Drakes and the occasional Jr. Boogie. Here, Jr. Boogies are your
friends! These should now be one-DS kills, resulting in an easy 150 EXP! The
Drakes themselves should take 2-3 Double Shots to kill.

A monster that is rarely hunted is Crocos. Unfortunately, Crocos do not single
spawn, so you have to deal with other monsters. Dangerous Croco II has Slimes
and Jr. Neckis, so you can give that a try. Crocos take about three Double Shots
to kill. Since the maps have been improved, Crossbowers can now utilize Iron
Arrow here. Croco drops are expensive due to lack of people training here.

If you are still near Kerning, head deep into the Subway to find Wraiths. You
will find them at the end of the lines. Subway Line 2 Area 3 is the map that
contains only Wraiths. These should take two Double Shots to kill.

One more Victoria spot is available: Clangs and Torties. You can find these at
Hot Sand. This is a popular map for Lightning Wizards, but don't be discouraged.
The bottom is long and flat, easy to attack from. Both monsters take 2-3 Double
Shots to kill. If you aren't strong enough, come back in a few levels.

SNIPING SPOT: Delve down to Sanctuary Entrance III. To the left of the edge of
the cliff is a stone pillar that you can stand on. Face right, and you can snipe
Taurospears. Stand directly in the middle of the pillar because they have a
ranged attack that can hit you if you stray too far right. Also, Cold Eyes spawn
on the arch to your left, and when they jump down, they will tackle you if you
stand too far left.


Ossyria now presents a new area to explore for those level 50 and over.
Previously, you were not allowed to enter the map beyond Ice Valley II if you
weren't level 50 or above. But now you can.

If you don't have snowshoes, you should avoid El Nath. A great place to train is
the end of Cloud Park. The last two maps of Cloud Park house Luster Pixies.
Luster Pixies are a favorite among Bowmen and Assassins because they can be
sniped easily, especially at Cloud Park VI. The bottom floors of both maps allow
for easy mobbing. Luster Pixies drop lots of mesos, good items, and their own
leftover, a Piece of Sun. What's best is that Magicians can't effectively hurt
Luster Pixies, and the leftovers can be exchanged for an item they need. Cloud
Park VI is highly recommended for this level period and beyond. Luster Pixies
take usually three Double Shots to kill, while Lunar Pixies take two.

If you have maxed Bomb/IA and you have snowshoes, head for El Nath. The east
exit out of town leads to Jr. Yetis. This is a popular training area for all
classes, so finding an empty map is difficult. The method here is to herd a
group together using Bomb/IA, then blast them all once the mob is made. It is
recommended to have a solid PKB to use here.

SNIPING SPOT: Climb to the top of Sharp Cliff II. Directly below the portal to
Wolf Territory I is a bridge where half of it is built with a fallen tree. Here
the monsters can walk left over the bridge, but not right. Stand right of the
bridge and attack the Dark Yetis and Dark Pepes to the left. Beware, Dark Jr.
Yetis can jump over that gap, so lure them to the left before attacking; that
way, if it transforms, it can't reach you.


This may be the last time you train in Aqua Road until the sunken ship is
released. The strongest monsters are Freezers and Sparkers. They are definite
two-hit kills, with an occasional one-hit. The EXP may be slow, so don't spend
too much time here.

Ludibrium places are limited to just a few places now. Chronos and Platoon
Chronos
are one-DS kills. However, the terrain is bad because of the climbing
around. You should consider heading to Ossyria or going down to Omega Sector.

There is a hidden street that contains many Toy Trojans. The main problem is
lack of sniping spots, so you'll be taking damage. The advantage of this map is
the great mobbing potential. To find this map, go to the toy factory and locate
Rocky the Repairman. Head east one map, climb up the first platform, then the
next. There should be a box on this platform. Break it to be warped to Secret
Factory
. There are no monsters in this map until you break one of the many toy
boxes scattered in the room. Each box releases many Toy Trojans, so once you
break a box, escape then start using Bomb/IA!

In Omega Sector, every monster is training material now. Everything except the
bosses should be 2 hit kills. The training now includes Mecateons and Ultra
Grays
. Feel free to take on MT-09 or Chief Gray if you see one.

SUMMARY:
VICTORIA: Stone Gollem, Dark Stone Gollem, Mix Gollem, Drake, Croco, Clang,
Tortie, Wraith
OSSYRIA: Lunar Pixie, Luster Pixie*, Jr. Yeti, Freezer, Sparker
LUDIBRIUM: Chronos, Platoon Chronos, Toy Trojan, Mateon, Plateon, Mecateon,
Barnard Gray, Zeta Gray, Ultra Gray

Level 55-60
No real changes. Hot Sand is looking better now that you're stronger. So is
Cloud Park VI.

Ossyria adds one place to train to this period. Hectors are 3-DS kills at this
point. You'll want to head to Cold Field I to find a lot of Hectors.

SUMMARY:
VICTORIA: Dark Stone Gollem, Mix Gollem, Drake, Croco, Clang, Tortie
OSSYRIA: Luster Pixie*, Jr. Yeti, Hector
LUDIBRIUM: Chronos, Platoon Chronos, Mateon, Plateon, Mecateon, Barnard Gray,
Zeta Gray, Ultra Gray

Level 60-70
This is it! Ten more levels until the third job! Some new training areas have
opened up to you.

Dark Stone Gollems are decent for all Archers now, FA or not. The spawn isn't
that great though, since there is a lot of climbing involved and too many lesser
monsters spawn too.

With good magic defense, you can try Red Drakes. You can only find these in
Dangerous Valley II. These should be 3-4 DS kills. Watch out for Ice Wizards and
Assassins here, as they are searching for Steelies.

FA Archers should have Bomb/IA maxed by this point. Dark Stone Gollems are still
okay, but there's a better place to go. Descend down Ant Tunnel, past the Tunnel
That Lost Light to arrive at the Wild Cargo's Area. You need PKB and Bomb/IA
maxed to clear out the wayward Cold Eyes to make room to attack Wild Cargos.
These take about 2-4 Double Shots, depending on FA triggering.

Further down in the dungeon is the Sanctuary Entrance. Here are mobs of Cold
Eyes and some Tauromacis. The Tauromacis are not to be taken lightly - their
magic attack does upwards of 700 damage. Sanctuary Entrance II is very Bomb/IA
friendly. The map terrain allows for great mobbing when the Tauromacis aren't in
your way. PKB is a must to create some room to attack the masses of Cold Eyes.
PKB is also necessary when fighting Tauromacis.

Ossyria holds many places for this level period. Many places from the previous
training period still hold up, though you can now kill them in less hits.

For a map of all Yetis, head to Icy Cold Field. Yetis are slow and tough. They
don't flinch easily, and if they get too close, they'll pound the ground,
causing a quake attack. You can outrange the quakes, so sniping is great here.

SNIPING SPOT: Go to the top of Ice Valley II, where Glibber is. Climb down the
rope, and there might be a Yeti & Pepe there. Run to the right side, then jump
up to the rock ledge, then snipe away.


Dark Jr. Yetis have a higher transform chance than normal Jr. Yetis. At Sharp
Cliff I
, you will find many Jr. Yetis of both kinds. An occasional Dark Yeti may
spawn, and since their drops are so rare, they can be very profitable.

White Pangs are now decent training. Think of these as a Coolie substitute, but
with a slower spawn rate. At Wolf Territory V, you will find nothing but White
Pangs. These should take about 3 Double Shots to kill.

SNIPING SPOT: Go to Wolf Territory I from Sharp Cliff II. On the level right
above the portal is the Small Tomb with a Werewolf looming over it. That
Werewolf cannot pass the tree bridge. Clear out the Hectors and White Pangs,
then you have a clear shot at the Werewolf.


This is the absolute lowest level if you want to go train at Coolie Zombies.
This place is not for the weak. Coolies are the most populated training areas.
The further you go, the more people you will find. If you get lucky, you can
solo a map. But don't count on it. Coolie Zombies should be 2-3 DS kills for a
good amount of EXP. The EXP-to-HP ratio is why so many people train here.

If Coolie Zombies are too much for you to handle, try Minor Zombies. These are
just like Coolie Zombies, but they do less damage and walk faster. The thing
about Minor Zombies is that they do not spawn anywhere as fast as Coolie Zombies
do... in fact, they spawn way slower. Dead Mine II is my map of choice because
of the sniping potential. Lingering Flyeyes are one hit kills.

SNIPING SPOT: Jump down to The Cave of Trial III, where Bains live. Make your
way to the small platforms over the third lava pit. Be careful because Bains can
kill you in one hit. Once over the third lava pit, get on the center platform,
which should be lower than the other two. Face left, and you can attack Bains
without getting hit. You can get hit if you attack right though.


In Ludibrium... still no good places to train. Platoon Chronos are 1-DS kills.
Master Chronos might be too.

Omega Sector is starting to slow down now. You should consider going to Ossyria
now to train. If you like being able to 1 hit kill some of the weaker monsters,
then by all means stay in Omega Sector.

SUMMARY:
VICTORIA: Dark Stone Gollem, Mix Gollem, Red Drake, Cold Eye, Wild Cargo,
Tauromacis
OSSYRIA: Luster Pixie, Jr. Yeti, Hector, Dark Jr. Yeti, Yeti, White Pang, Coolie
Zombie*, Minor Zombie
LUDIBRIUM: Platoon Chronos, Master Chronos, Mateon, Plateon, Mecateon, Barnard
Gray, Zeta Gray, Ultra Gray

EQUIPMENT
Now that you are in your second job, things are becoming different now. I'll
show you what you need, and how to save money while doing it. Instead of going
level-by-level as in the first job, I'm breaking it up into equipment type.

HAT
When you reach level 30, you should be wearing a Green Bamboo Hat. It gives 3
DEX, which is something you won't be getting until level 50, or level 40 if you
find an above average Distinction. The defense lost to a Hawkeye or Pole-Feather
Hat is negligible
, only resulting in about 4 damage taken more.

At level 40, you have the option of changing to a Distinction. You lose 1 DEX,
but gain 12 defense, which is 5 damage reduced. From level 40-50, 1 DEX is about
3-5 damage added, depending on your weapon attack. So this is your choice:
5 more damage applied, or 5 less damage taken? Note that Distinctions cost more.

Beginning at level 50, you should be wearing your specific hat: Maro,
Polyfeather Hat, then Patriot. Any one with an above average stat can be used to
skip the next hat if desired. For example, a 4 DEX Black Maro can skip the
Polyfeather Hat.

Also, you never need to scroll your hats. There aren't any good helmet scrolls
anyway.

EARRING
Earrings are irrelevant. You can either wear a Leaf Earring for 50 MP, or just
wear an earring that you think looks good.

OVERALL/TOP/BOTTOM
If you get lucky in the Kerning City PQ and make lots of money, try to complete
Mr. Wetbottom's quest to obtain a Sauna Robe. Once you have this, use
combinations of 100% and 10% Overall DEX scrolls on it. Aim for a robe with at
least 10 DEX on it
. To be safe (and save money), use ten 100% scrolls. If you
got 10% scrolls from the PQ, then you are free to try your luck.

If you can't afford a DEX Sauna Robe, then you'll have to stick with normal
armors. Do NOT buy level 30 armors. It's a waste of money for just 7 defense
more. Read the FAQ for an explanation.

You'll want to buy a Legolier/Legolia set. Green, Red, and Dark all add DEX.
Blue and Brown add STR, so you'll have to not add STR at that level to
compensate for the extra STR. If you don't want to go through that trouble, then
just get a DEX set. The total green set adds all DEX, while the red set matches
best with a Red Viper. The choice is yours.

At level 40, get the Piette/Piettra set. Females get a White set that adds DEX,
while males get a Brown set that adds DEX. Both get a Dark set that adds DEX.
Don't bother with the STR armor now.

Beginning at level 50, start buying overalls and scrolling them with Overall DEX
scrolls
. The safest route is to use 100% scrolls, but you are free to use 10% if
you'd like. Males go Kismet > Tai > Linnex, females go Lumati > Choro > Lineros.
At level 70, you may consider using 10% Overall DEX scrolls as well.

SHOES
You'll be happy to know that you don't ever need to synthesize shoes. Stick with
the Whitebottom shoe from Henesys until you can afford Green Snowshoes from El
Nath. What you want to do is scroll these for Shoe Jump. These scrolls add DEX
to shoes. Ironically, Shoe DEX scrolls don't add DEX. Use 10% and 60% Shoe Jump
scrolls on snowshoes for a shoe that adds DEX for your damage. Aim to get at
least 5 DEX on it. The reason why to scroll snowshoes is explained in the FAQ.
Level 50 is the perfect time to begin this project.

GLOVE
Stick with your Diros until level 35, then switch to a Gold Scaler from John's
level 35 quest. After this, you will want to invest in glove scrolls. If you
aren't that rich, buy Glove DEX scrolls. For the rich, go with glove attack.
Once you have your scrolls, start collecting lots of Leather. These are for
making Work Gloves from JM in Kerning. The plan is to scroll Work Gloves with
whatever you have. An explanation on why is in the FAQ. For a DEX glove, aim for
at least 4 DEX. For glove attack, try to get at least 5 ATK. A perfect time to
start this project is level 50.

CAPE
The Old Raggedy Cape is your only option until level 42. At level 42, wrap up
the last of Icarus' quest, and he'll give you an Icarus Cape that adds either
EVA, Speed, or Jump. The Speed cape is worth the most, while the EVA and Jump
capes are worth very little. Hope that you get EVA or speed, because I think
that jump is useless.

At level 50, Napoleons are available. Wear one only if you didn't do Icarus'
quests. Since Napoleons are so cheap now, you want to try to scroll these with
Cape DEX scrolls. Use 10% and 60% Cape DEX scrolls for a decent DEX cape. Aim
for a cape with at least 7 DEX. Remember that Black Napoleons match with any
outfit. A high-DEX cape is better than the speed cape.

WEAPON
This goes without saying that you should be getting every weapon available to
your specific class. With the addition of the Ludibrium PQ, things are a little
different now. You no longer have to scroll level 40/42 weapons to train. In
fact, you can get by with the respective Fast weapon, Red Viper or Heckler,
unscrolled. This means that you will be doing no training, just PQs until level
50 when you can get your next weapon.

Beginning at level 50, you should be getting every weapon available to you and
scrolling them with 60% scrolls. Keep in mind the rarity of weapons so that you
can get an above average weapon from the previous level tier. For example,
Asianic Bows are rarer than Hinkels, so try to get a great Olympus and scroll it
well. In case you reach level 60 and can't find or afford an Asianic Bow, at
least you will have a decent Olympus.

--------------------------------
The Path of a Ranger/Sniper
--------------------------------
> JOB ADVANCEMENT TEST
At level 70, you will be able to take the third job advancement test, as long as
you have used all your SP gained up to this point. Before you proceed to take
the test, you will need to prepare yourself, as there will be fighting involved.
Aside from the usual Unagis and Pure Waters, bring some Warrior Pills, Drake's
Bloods, Speed Pills, Bronze/Steel Arrows, and Tonics. All your necessary
equipment should be scrolled too; specifically, your weapon, overall, glove,
shoe, and cape should all be scrolled to your benefit.

**For every time you take this test, you will need a refined Dark Crystal**

To begin, head to the Chief's Residence in El Nath, which is the house on the
hill above Jade. Speak with Rene and ask to take the third job advancement test.
Next, travel back to Henesys and speak with Athena Pierce. Now head to Sleepy
Dungeon V and locate the Door of Dimension, which will transport you to the Dark
Realm. Since you are in this realm, you will have 30 minutes until you will be
sent back outside. Continue through the hall to arrive at the Other Dimension.
At the bottom, you will encounter a familiar person.

Athena Pierce's Clone
Experience: 2,400
HP: 120,000
MP: 510
Accuracy: 210
Avoidability: 25
Weapon attack: 260
Weapon defense: 260
Knockback: 1,500

With that knockback, don't expect to make her flinch unless you've got Final
Attack or Arrow Blow. You will need to utilize all your items and skills to
defeat her. The terrain is generally flat, with just a small hill in the middle.

Athena has four skills. Her main attack is just to fire an arrow at you, a la
Arrow Blow. This arrow is very slow, but over twice as powerful as bumping into
her. Like monsters with projectile skills (like Pixies), she will keep running
for you, stopping to shoot when you get in front of her. Her support skill is
Attack-UP level 2. She can inflict Weaken on you, so make good use of the Tonics
I mentioned to bring. Lastly, when she gets to below half health, she may summon
Tauromacis
. It is suggested that you