MapleStory Magician Skills + Skill Build
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                                                         < index >
/p01        | How to become a magician
/p02        | How to read this skill build
/p03        | Normal build (easy)
/p04        | Hardcore player build (more max mp and mp recovery)
/p05 - /p10 | Skill list, description, details, etc...

                                                         < intro >
The guide below is purely a personal recommendation and need not be
followed.

Each skill listed below has advices/tips shared by senior players
to guide you in building your character!

The uniqueness of Magician compared to the rest of other classes is
that they're the only class that utilizes magic attack. Magician
relies on INT to increase their raw damage, MP capacity per level
and also boost up their magic defense. Since they are magicians,
they have high MP regeneration but their skill cost alot of MP too.

There are various stat build options:
- pure int (lukless)
- low luk
- normal mage

See magician_ap_stat_build.txt for more info on AP allocation.

                                                           < p01 >
                  [ How to become a magician ]

* Requirement: Level 8, with 20 INT

Go to the Magic Library which is located at the highest point of
Ellinia, where you’ll meet up with Grendel the Really Old. Talk to
him and he’ll advance you as a Magician if you’ve the requirement
stats.

                                                           < p02 >
                [ How to read this skill build ]

16 - 18 means level 16, 17 and 18 [Level 16 to 18].
20 - 20 means only level 20.

                                                           < p03 >
                     [ Normal build (easy) ]

This build aims for easy training for newbies.

08 - 08 : Energy Bolt 1 [Replaces physical att. with magic att.]
09 - 09 : MP Recovery 3
10 - 10 : MP Recovery 2, Max Mp Increase 1
11 - 13 : Max MP Increase 3 [MAX]
14 - 16 : Magic Claw 3
17 - 17 : Magic Claw 2, MP Recovery 1
18 - 18 : MP Recovery 3
19 - 20 : Save SP 3
21 - 21 : Magic Claw 9 [MAX]
22 - 23 : Mp Recovery 3
24 - 24 : MP Recovery 1 [MAX], Magic Guard 2
25 - 30 : Magic Guard 3 [MAX]

Summary:
-------------------------------------
MP Recovery               [16/16] MAX
Improving Max MP Increase [ 8/ 8] MAX
Magic Armour              [ 0/20]
Energy Bolt               [ 1/20]
Magic Claw                [20/20] MAX
Magic Guard               [20/20] MAX
-------------------------------------
Total:                     61 SP

Basically, you add 1 SP (Skill Point) into Energy Bolt, so you can
make use of the INT (Intelligence = primary attribute for Magician)
on Magical Spell/Skill. You need at least 1 Energy Bolt to enable
Magic Claw. Energy Bolt costs very little mana, and it's good for
speeding up training.

MP Recovery is not maxed first, but add enough SP into it to enable
Improving Max MP Increase, which must be maxed early on to obtain
as much MP Capacity as possible for each level!

At higher levels, you will be relying on Magic Guard that reduces
the damage taken from monsters, but mobs will be dealing lots of
damage too. The High MP Capacity will be able to handle such damage
and you won’t die in 1 Hit (Magicians have low HP/Life).

Magic Claw is maxed instead of Energy Bolt because it can hit
monsters through obstacles and deals more stable damage.

                                                           < p04 >
    [ Hardcore player build (more max mp and mp recovery) ]

Also known as the "hell path", this build aims to get the highest
possible max mp and mp recovery, but levels much slower.

08 - 08 : MP Recovery 1
09 - 09 : MP Recovery 3
10 - 10 : MP Recovery 1, Improving Max MP Increase 2
11 - 12 : Max MP Increase 3
13 - 13 : Max MP Increase 2 [MAX], Energy Bolt 1
14 - 16 : MP Recovery 3
17 - 17 : MP Recovery 2 [MAX], 1 Magic Claw
18 - 23 : Magic Claw 3
24 - 24 : Magic Claw 1 [MAX], Magic Guard 2
25 - 30 : Magic Guard 3 [MAX]

Commonly, MapleStory players would add 1 SP (skill point) to Energy
Bolt to speed up training since they lack of STR (Strength) to deal
physical damage.

However, hardcore players who aim for maximum MP Capacity would
first add SP into MP Recovery to enable Improving Max MP Increase
to max this skill as fast as possible.

However, this will make training really slow just by relying on
STR till level 13 unless you leech EXP from party member to speed
up leveling progress!


           [ Skill list, description, details, etc... ]
                                                           < p05 >
Improving MP Recovery

Recovering even more MP every 10 sec. The higher the level of the
character and the skill level, the more recovery it enables the
character to have.

You will recover mp during battle or standing still. However, you
recover 30% more mp if you stand still.

The formula for how much mp is being recovered is:

==============================================================
recovery = 3 + skill_level / 10 * character_level
==============================================================

which gives you the amount of mp recovered every 10 seconds.

It's highly recommended to max this!

Master Level: 16 | Type: Passive

Level  1: Constant additional recovery of MP
Level  2: Constant additional recovery of MP
Level  3: Constant additional recovery of MP
Level  4: Constant additional recovery of MP
Level  5: Constant additional recovery of MP
Level  6: Constant additional recovery of MP
Level  7: Constant additional recovery of MP
Level  8: Constant additional recovery of MP
Level  9: Constant additional recovery of MP
Level 10: Constant additional recovery of MP
Level 11: Constant additional recovery of MP
Level 12: Constant additional recovery of MP
Level 13: Constant additional recovery of MP
Level 14: Constant additional recovery of MP
Level 15: Constant additional recovery of MP
Level 16: Constant additional recovery of MP

                                                           < p06 >
Improving Max MP Increase

This skill boosts up the amount of increase on MaxMP after each
Level UP, or AP used on MaxMP.

Max MP Increase also depends on Int. The more Int you have for your
magician, the more mp capacity you will have. Pure Int magicians
(aka luckless mage) have more Int compared to normal magician
builds.

This skill is the most important for magicians because it increases
your mana capacity, which goes hand in hand with magic guard.

When you reach higher levels, monsters deal huge amounts of damage
that your hp can't take (1 hit KO you), so your Magic Guard will
guard your hp once its activated by channeling the damage receive
from hp to mp.

Master Level: 10 | Type: Passive
Pre-requisite: Improving MP recovery Lv. 5

Level  1: If Level UP,  +2 more; if AP applied,  +1 more MaxMP
Level  2: If Level UP,  +4 more; if AP applied,  +2 more MaxMP
Level  3: If Level UP,  +6 more; if AP applied,  +3 more MaxMP
Level  4: If Level UP,  +8 more; if AP applied,  +4 more MaxMP
Level  5: If Level UP, +10 more; if AP applied,  +5 more MaxMP
Level  6: If Level UP, +12 more; if AP applied,  +6 more MaxMP
Level  7: If Level UP, +14 more; if AP applied,  +7 more MaxMP
Level  8: If Level UP, +16 more; if AP applied,  +8 more MaxMP
Level  9: If Level UP, +18 more; if AP applied,  +9 more MaxMP
Level 10: If Level UP, +20 more; if AP applied, +10 more MaxMP

                                                           < p07 >
Magic Guard

Temporarily replaces damage with MP instead of HP. If MP reaches 0,
the HP takes a full hit.

During 1st job, you do not need to activate this skill, because
your hp and weapon defense can handle the small damage. However,
when you reach higher level, the monsters you are fighting against
will deal huge amounts of damage and by then, even with full HP
Bar, you will not be able to take a single blow.

With Magic Guard activated, it converts 80% of the damage received
and channel from hp to mp instead. Magician have high mp, and could
take several blows before KO.

It's highly recommended to max this!

Master Level: 20 | Type: Supportive

Level  1: MP  -6; Replace 11% of HP damage as MP for 111 seconds.
Level  2: MP  -6; Replace 14% of HP damage as MP for 132 seconds.
Level  3: MP  -6; Replace 17% of HP damage as MP for 153 seconds.
Level  4: MP  -6; Replace 20% of HP damage as MP for 174 seconds.
Level  5: MP  -6; Replace 23% of HP damage as MP for 195 seconds.
Level  6: MP  -8; Replace 30% of HP damage as MP for 246 seconds.
Level  7: MP  -8; Replace 33% of HP damage as MP for 267 seconds.
Level  8: MP  -8; Replace 36% of HP damage as MP for 288 seconds.
Level  9: MP  -8; Replace 39% of HP damage as MP for 309 seconds.
Level 10: MP  -8; Replace 42% of HP damage as MP for 330 seconds.
Level 11: MP -10; Replace 49% of HP damage as MP for 381 seconds.
Level 12: MP -10; Replace 52% of HP damage as MP for 402 seconds.
Level 13: MP -10; Replace 55% of HP damage as MP for 423 seconds.
Level 14: MP -10; Replace 58% of HP damage as MP for 444 seconds.
Level 15: MP -10; Replace 61% of HP damage as MP for 465 seconds.
Level 16: MP -12; Replace 68% of HP damage as MP for 516 seconds.
Level 17: MP -12; Replace 71% of HP damage as MP for 537 seconds.
Level 18: MP -12; Replace 74% of HP damage as MP for 558 seconds.
Level 19: MP -12; Replace 77% of HP damage as MP for 579 seconds.
Level 20: MP -12; Replace 80% of HP damage as MP for 600 seconds.

                                                           < p08 >
Magic Armor

Temporarily boosts the weapon defense by blowing magic into the
armor.

Magic Armour is not beneficial in the long run. Even at Maxed level
an additional 40 defense will not help to reduce damage much.

3 defense reduces 1 weapon damage, so 40 defense reduces 13 weapon
damage.

1st Job SP should be spent on other important skills. Not
recommended at all. Does not stack with Bless (2nd Job Cleric
Skill) and Iron Wall (2nd Job Spearman Skill).

Master Level: 20 | Type: Supportive
Pre-requisite: Magic Guard Lv. 3

Level  1: MP  -8; Weapon Def.  +2 for  54 seconds.
Level  2: MP  -8; Weapon Def.  +4 for  68 seconds.
Level  3: MP  -8; Weapon Def.  +6 for  82 seconds.
Level  4: MP  -8; Weapon Def.  +8 for  96 seconds.
Level  5: MP  -8; Weapon Def. +10 for 110 seconds.
Level  6: MP -10; Weapon Def. +12 for 144 seconds.
Level  7: MP -10; Weapon Def. +14 for 158 seconds.
Level  8: MP -10; Weapon Def. +16 for 172 seconds.
Level  9: MP -10; Weapon Def. +18 for 186 seconds.
Level 10: MP -10; Weapon Def. +20 for 200 seconds.
Level 11: MP -13; Weapon Def. +20 for 244 seconds.
Level 12: MP -13; Weapon Def. +24 for 258 seconds.
Level 13: MP -13; Weapon Def. +26 for 272 seconds.
Level 14: MP -13; Weapon Def. +28 for 286 seconds.
Level 15: MP -13; Weapon Def. +30 for 300 seconds.
Level 16: MP -16; Weapon Def. +32 for 344 seconds.
Level 17: MP -16; Weapon Def. +34 for 358 seconds.
Level 18: MP -16; Weapon Def. +36 for 372 seconds.
Level 19: MP -16; Weapon Def. +38 for 386 seconds.
Level 20: MP -16; Weapon Def. +40 for 400 seconds.

                                                           < p09 >
Energy Bolt

Use MP to attack one enemy.

Uses the least mp compared to any other Magic Skill. You will need
to pump 1 point into this skill in order to be able to pump Magic
Claw.

This Skill will be your only source of attack in your lower levels
until you get Magic Claw. Damage wise, this skill is not stable but
damage is not reduced twice by the monster's magic defense unlike
with magic claw.

Master Level: 20 | Type: Active

Level  1: MP  -6; Basic attack 20, mastery 15%
Level  2: MP  -6; Basic attack 21, mastery 15%
Level  3: MP  -6; Basic attack 22, mastery 20%
Level  4: MP  -6; Basic attack 23, mastery 20%
Level  5: MP  -7; Basic attack 26, mastery 25%
Level  6: MP  -7; Basic attack 27, mastery 25%
Level  7: MP  -7; Basic attack 28, mastery 30%
Level  8: MP  -8; Basic attack 31, mastery 30%
Level  9: MP  -8; Basic attack 32, mastery 35%
Level 10: MP  -9; Basic attack 35, mastery 35%
Level 11: MP  -9; Basic attack 36, mastery 40%
Level 12: MP -10; Basic attack 39, mastery 40%
Level 13: MP -10; Basic attack 40, mastery 45%
Level 14: MP -11; Basic attack 43, mastery 45%
Level 15: MP -11; Basic attack 44, mastery 50%
Level 16: MP -12; Basic attack 47, mastery 50%
Level 17: MP -12; Basic attack 48, mastery 55%
Level 18: MP -13; Basic attack 51, mastery 55%
Level 19: MP -13; Basic attack 52, mastery 60%
Level 20: MP -14; Basic attack 55, mastery 60%

                                                           < p10 >
Magic Claw

Use MP to attack an enemy twice.

This will be your primary magic attack in 1st job (powerful and
stable damage compared to Energy Bolt).

Magic claw is non elemental and single target, so you could use
this on monsters that are resistant to both your elements in the
higher levels.

Magician would be using this for the 2nd job test, and Clerics
will also use it during 3rd job test (fight against the Clone).

It is also used until 2nd job by Wizards and Cleric when they are
still maxing their primary 2nd job skill.

This skill is able to go through walls and other obstacles.

Master Level: 20 | Type: Active | Pre-requisite: Energy Bolt Lv. 1

Level  1: MP -10; Basic attack 11 x 2 Hit, mastery 15%
Level  2: MP -10; Basic attack 12 x 2 Hit, mastery 15%
Level  3: MP -10; Basic attack 13 x 2 Hit, mastery 20%
Level  4: MP -10; Basic attack 14 x 2 Hit, mastery 20%
Level  5: MP -11; Basic attack 16 x 2 Hit, mastery 25%
Level  6: MP -11; Basic attack 17 x 2 Hit, mastery 25%
Level  7: MP -11; Basic attack 18 x 2 Hit, mastery 30%
Level  8: MP -12; Basic attack 20 x 2 Hit, mastery 30%
Level  9: MP -12; Basic attack 21 x 2 Hit, mastery 35%
Level 10: MP -13; Basic attack 23 x 2 Hit, mastery 35%
Level 11: MP -13; Basic attack 24 x 2 Hit, mastery 40%
Level 12: MP -14; Basic attack 26 x 2 Hit, mastery 40%
Level 13: MP -14; Basic attack 27 x 2 Hit, mastery 45%
Level 14: MP -15; Basic attack 29 x 2 Hit, mastery 45%
Level 15: MP -15; Basic attack 30 x 2 Hit, mastery 50%
Level 16: MP -16; Basic attack 32 x 2 Hit, mastery 50%
Level 17: MP -17; Basic attack 34 x 2 Hit, mastery 55%
Level 18: MP -18; Basic attack 36 x 2 Hit, mastery 55%
Level 19: MP -19; Basic attack 38 x 2 Hit, mastery 60%
Level 20: MP -20; Basic attack 40 x 2 Hit, mastery 60%