MINTY'S ALL COMPREHENSIVE GUIDE TO THE SHEEP V1.00

This is a full guide for sheeps, I've tried to be as precise and all-
encompassing as possible.  I will edit this guide from time to time to
keep it up to date.

This guide is written with information obtained from playing
jTricksterOnline, written in an english form for the general public.

This is my first time at writing a guide, please be patient with me...
LEGAL STUFF============================================================
[Copyright, July 2006, Feng Kevin Gu]
Yes, this guide is copyrighted under my brother's name, he will take
full responsibility for possession of this document.

[I do NOT consent this guide to the public domain]
[This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission. Use
of this guide or any section thereof on any other web site or as a part
of any public display is strictly prohibited, and a violation of
copyright.]
[All FACTUAL information, including but not limited to: Numbers, Status
points, Skill Names, and Skill Effects are the property of NtreevSoft.]
["Links To Fantasy: Trickster Online" is a registered trademark of
NtreevSoft]
[Acquisition of Information made possible by: jtrickster wiki:
http://tswiki.sakura.ne.jp/
and www.mytrickster.com, a chinese trickster information site.]
[All trademarks and copyrights contained in this document are owned by
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Table of Contents: (search tabs in parenthesis)
1. First Class Magic Skills (FCMS)
2. Adv. Sheep Skills (ADVS)
3. Sheep Stat Builds (SSB)
4. Sheep Skill Builds (SKB)

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1. First Class Magic Skills, what they are, what they do (FCMS)

A note on skill raising:
-All skills take a certain amount of TM and a skill card (purchased
from vendor) to learn (to get level 1)
-All subsequent levels only take 1TM up to level 10
-To master a skill from level 10, you must do a quest, retrieve a
buncha items, then have a certain amount of TM to raise the skill to
master.

A. Mana Arrows, the beginning for all, the end for some.
Requirements: TMlevel 1, no skill prereqs, 300G
Prerequisite of: Arrow Rush(lv10)
Casttime: 1.5s | Cooldown: 1s~2s
Specifics: single target DD spell.
Level UP effects -> MP use, power, cooldown increases with level.
Level 1 : 50MP, 230power [1 TM point to learn]
Level 2 : 55MP, 235power
Level 3 : 60MP, 240power
Level 4 : 65MP, 245power
Level 5 : 70MP, 250power
Level 6 : 75MP, 255power
Level 7 : 80MP, 260power
Level 8 : 85MP, 265power
Level 9 : 90MP, 270power
Level 10: 120MP, 275power
Level M : 140MP, 300power [2 TM point to master]
Damage (before mdef) = (Matk - 49) * power/10
-if this spell misses, your target will not be marked.
-Level 1 has the highest mp efficiency
-this is one of the spells that builds are centered around
-everyone needs level 1 of this spell to do anything at low levels

B. Cure, the savior, the seeker of life.
Requirements: TMlevel 10, no skill prereqs, 1000G
Prerequisite of: Bottle of Mana (lv10), Ray of Light (lv10)
Casttime: instant | Cooldown: none
Specifics: single target, instant cast, heal spell.
Level UP effects -> MP use, HP recovered increases with level.
Level 1 : 40MP, 6% HP Recovery [1 TM point to learn]
Level 2 : 50MP, 8% HP Recovery
Level 3 : 60MP, 10% HP Recovery
Level 4 : 70MP, 12% HP Recovery
Level 5 : 80MP, 14% HP Recovery
Level 6 : 90MP, 16% HP Recovery
Level 7 : 100MP, 18% HP Recovery
Level 8 : 110MP, 20% HP Recovery
Level 9 : 120MP, 22% HP Recovery
Level 10: 140MP, 24% HP Recovery
Level M : 160MP, 30% HP Recovery [2 TM point to master]
-the heal is a % (percentage) heal based on the target's max HP, if a
target has 1000hp, and you use mastered cure, you will heal that target
for 300hp (30% of 1000)
-heal efficiency (hp% per mp spent) drops dramatically at level 10, do
the math
-remember that a heal spell is a converter for turning mp potions into
hp healing, think of monetary efficiency when comparing the use of hp
potions with the heal spell (both are instantly used)

C. Invincible Casting, the everwatchful protector
Requirements: TMlevel 10, no skill prereqs, 8750g
Prerequisite of: none
Casttime: passive
Specifics: removes spell interruption.
Level UP effects -> Only 1 level.
Level 1: Allows you to continue casting spells when a monster hits you.
[5 TM point to learn]
-a monster attacking you will cancel your spell casting.
-if a monster even MISSES you, it will still cancel your spells.
-this spell is a must for anyone.

D. Bottle of Mana, the fountain of power
Requirements: TMlevel 20, Recovery Lv10, 4000g
Prerequisite of: Mist of Mana(lv1)
Casttime: passive
Specifics: Increases max MP.
Level UP effects -> max MP recieved increases with level
Level 1 : +40 max MP, (1.33 levels of MP stat) [2 TM point to learn]
Level 2 : +90 max MP, (3 levels of MP stat)
Level 3 : +150 max MP, (5 levels of MP stat)
Level 4 : +210 max MP, (8.33 levels of MP stat)
Level 5 : +310 max MP, (11.66 levels of MP stat)
Level 6 : +420 max MP, (14 levels of MP stat)
Level 7 : +550 max MP, (18.33 levels of MP stat)
Level 8 : +710 max MP, (23.66 levels of MP stat)
Level 9 : +900 max MP, (30 levels of MP stat)
Level 10: +1120 max MP, (37.33 levels of MP stat)
Level M : +1390 max MP, (46.33 levels of MP stat) [2 TM point master]
-advantages: allows you to get more MP before those without the skill.
With more MP, you won't have to recover MP as often
-disadvantages: natual MP recovery is a flat rate, so you will have to
sit for longer than normal, same applies for pots, you will have to use
more pots.
-generally just get level 1 of this spell because its a prereq for Mist
of Mana (something you want)

E. Blind, the evils of the shadows, the destroyer of lives
Requirements: TMlevel 20, no skill prereqs, 2000g
Prerequisite of: none
Casttime: instant | Cooldown: 5s
Specifics: Atk power debuff
Level UP effects -> MP cost, %debuff, duration increases with level
Level 1 : 30MP, -15% Atk, 12s duration [1 TM point to learn]
Level 2 : 32MP, -18% Atk, 14s duration
Level 3 : 34MP, -21% Atk, 16s duration
Level 4 : 36MP, -24% Atk, 18s duration
Level 5 : 38MP, -27% Atk, 20s duration
Level 6 : 40MP, -30% Atk, 22s duration
Level 7 : 42MP, -33% Atk, 24s duration
Level 8 : 44MP, -36% Atk, 26s duration
Level 9 : 46MP, -39% Atk, 38s duration
Level 10: 48MP, -42% Atk, 30s duration
Level M : 54MP, -51% Atk, 36s duration [2 TM point to master]
-if this spell misses, the target is still marked.
-essentially makes a monster half a monster, pretty useful at higher
levels when monsters hit hard, not so useful early on
-if you have left over TM at higher levels, consider this spell, might
save your butt sometime.
-this spell is the basis of a full support build.

F. Mana Web, the weights of thought, the bindings of magic
Requirements: TMlevel 20, no skill prereqs, 2000g
Prerequisites of: Water Tube [Water](lv1)
Casttime: instant | Cooldown: 5s
Specifics: Aspd debuff
Level UP effects -> MP cost, Aspd multiplier, duration increases with
Level 1 : 30MP, Effect Multiplier x1.8, 12s duration [1 TM to learn]
Level 2 : 32MP, Effect Multiplier x1.8, 14s duration
Level 3 : 34MP, Effect Multiplier x2.1, 16s duration
Level 4 : 36MP, Effect Multiplier x2.4, 18s duration
Level 5 : 38MP, Effect Multiplier x2.7, 20s duration
Level 6 : 40MP, Effect Multiplier x3.0, 22s duration
Level 7 : 42MP, Effect Multiplier x3.3, 24s duration
Level 8 : 44MP, Effect Multiplier x3.6, 26s duration
Level 9 : 46MP, Effect Multiplier x3.9, 28s duration
Level 10: 48MP, Effect Multiplier x4.2, 30s duration
Level M : 54MP, Effect Multiplier x5.4, 36s duration [2 TM to master]
Aspd increased = matk * (multiplier / 100) (doesn't seem like a lot,
but it is)
-useful on monsters with high atk, this makes them attack much slower.
-requires at least one level for water sheeps
-does NOT decrease movement speed!

G. Mana Ring, the chakrums of magic
Requirements: TMlevel 20, no skill prereqs, 4000g
Prerequisites of: Reinforced MR(lv10), Phobos Blast [Fire](lv10),
Earthly Rock [Earth](lv10)
Casttime: 0.3s | Cooldown: 1.5s
Specifics: ranged targeted small aoe
Level UP effects -> MP cost, damage, aoe range, hit chance increases
with level
Level 1 : 60MP, 400power, 2 range [2 TM point to learn]
Level 2 : 67MP, 500power, 2 range
Level 3 : 74MP, 600power, 2 range
Level 4 : 81MP, 700power, 3 range
Level 5 : 88MP, 800power, 3 range
Level 6 : 95MP, 900power, 4 range
Level 7 : 102MP, 1000power, 4 range
Level 8 : 109MP, 1100power, 5 range
Level 9 : 116MP, 1200power, 5 range
Level 10: 140MP, 1300power, 6 range
Level M : 160MP, 1500power, 7 range [2 TM point to master]
Damage (before mdef) at center of effect = matk * (power / 100)
-aoe gets pretty big as level increases
-if this spell misses, your target will not be marked
-damage outside of center tile is SCALED based on % distance from
center!
-things on the edge of the effect will not get hit for as much as
things closer to the middle.
-MP efficiency drops at level 10, so get this to 9 or master all at
once.

H. Mana Storm, the fury of magic
Requirements: TMlevel 35, no skill prereqs, 7000g
Prerequisites of: Galvest Typhoon [Wind](lv10)
Casttime: 1s | Cooldown: 5s
Specifics: ground targeted aoe
Level UP efects -> MP cost, damage increases with level.
Level 1 : 100MP, 700power [2 TM point to learn]
Level 2 : 112MP, 800power
Level 3 : 124MP, 900power
Level 4 : 136MP, 1000power
Level 5 : 148MP, 1100power
Level 6 : 160MP, 1200power
Level 7 : 172MP, 1300power
Level 8 : 184MP, 1400power
Level 9 : 196MP, 1500power
Level 10: 208MP, 1600power
Level M : 230MP, 1900power [2 TM point to master]
Damage (before mdef) = matk * (power / 100)
-aoe range does not increase with level
-if this spell misses, your targets will not be marked
-this spell has a small XP detriment for extra targets hit.

I. Mist of Mana, the infusion of power, the source of destruction
Requirements: TMlevel 40, Bottle of Mana lv1, 16000g
Prerequisites of: none
Casttime: instant | Cooldown: none
Specifics: matk buff
Level UP effects -> MP cost, matk% buff, duration increases with level.
Level 1 : 160MP, +10%matk, 100s duration [4 TM point to learn]
Level 2 : 180MP, +13%matk, 105s duration
Level 3 : 200MP, +16%matk, 110s duration
Level 4 : 220MP, +19%matk, 115s duration
Level 5 : 240MP, +22%matk, 120s duration
Level 6 : 260MP, +25%matk, 125s duration
Level 7 : 280MP, +28%matk, 130s duration
Level 8 : 300MP, +31%matk, 135s duration
Level 9 : 320MP, +34%matk, 140s duration
Level 10: 340MP, +37%matk, 145s duration
Level M : 380MP, +45%matk, 180s duration [3 TM point to master]
-increases your magic attack stat by a certain %
-this skill is a MUST, it must be incorporated into ALL builds!
-there is an equipment bug with this spell, equip ALL equipment before
casting this buff to prevent it.

J. Arrow Rush, the basic turned deadly, the seal of fate
Requirements: TMlevel 50, Mana Arrows lv10, 20000g
Prerequisites of : none
Casttime: passive
Specifics: Augments Mana Arrow to shoot multiple arrows.
Level UP Effects -> Arrows released, damage multiplier increases with
level, damage multiplier increases with Mana arrow level
Level 1 : 2 arrows, x18.30power(master mana arrow) [4 TM to learn]
Level 2 : 2 arrows, x20.09power
Level 3 : 2 arrows, x14.70power
Level 4 : 3 arrows, x15.88power
Level 5 : 3 arrows, x12.89power
Level 6 : 4 arrows, x13.80power
Level 7 : 4 arrows, x12.00power
Level 8 : 5 arrows, x13.18power
Level 9 : 5 arrows, x12.28power
Level 10: 6 arrows, x13.80power
Level M : 7 arrows, x13.49power [3 TM point to master]
Damage per arrow (before mdef) = (Matk - 49) * power
Average hit chance = 64% + 0.9 * (your luck stat - target's luck stat)
-each arrow has its own hit chance roll
-all arrows will hit at the same damage
-damage per arrow increases from level 10 mana arrow to mastered mana
arrow.
-cast time and cooldown are governed still by your mana arrows
-when you get this skill, you can no longer shoot a single arrow.

K. Reinforced Mana Ring, the sharpening of blades
Requirements: TMlevel 50, Mana Ring Lv10, 15000g
Prerequisites of: none
Casttime: passive
Specifics: Augments Mana Ring to do more damage.
Level UP Effects -> damage increased increases with level
Level 1 : +50power [3 TM point to learn]
Level 2 : +100power
Level 3 : +150power
Level 4 : +200power
Level 5 : +250power
Level 6 : +300power
Level 7 : +350power
Level 8 : +400power
Level 9 : +450power
Level 10: +500power
Level M : +650power [3 TM point to master]
Damage calculation is still the same
-very straight forward skill.

=FUTURE SKILLS, THESE ARE NOT ON THE OFFICIAL WEBPAGE=
L. Ray of Light, the blessings from above
Requirements: TMlevel 20, Recovery Lv10
Prerequisites of: none
Casttime: instant | Cooldown: 10s
Specifics: increases rate of MP recovery
Level UP Effects -> MP cost, recovery rate, duration increases with
level
Level 1 : +08.0 MP recovery, 100s duration [2 TM point to learn]
Level 2 : +09.2 MP recovery, 105s duration
Level 3 : +10.4 MP recovery, 110s duration
Level 4 : +11.6 MP recovery, 115s duration
Level 5 : +12.8 MP recovery, 120s duration
Level 6 : +14.0 MP recovery, 125s duration
Level 7 : +15.2 MP recovery, 130s duration
Level 8 : +16.4 MP recovery, 135s duration
Level 9 : +17.6 MP recovery, 140s duration
Level 10: +18.8 MP recovery, 145s duration
Level M : +20.8 MP recovery, 160s duration [2 TM point to master]
MP Recovery Rate Total = (Pet MP Recovery * 8mp/tic
+ skill MP recovery)

M. Magic Tent, the covers of mana
Requirements: TMlevel 30, 6000g
Prerequisites of: All elemental defense buffs [adv. sheep](lv10)
Casttime: instant | Cooldown: 10s
Specifics: Personal MDef Buff
Level UP Effects -> MP cost, Mdef% buff, duration increases with level
Level 1 : 120MP, +10% mdef, 100s duration [2 TM point to learn]
Level 2 : 130MP, +13% mdef, 105s duration
Level 3 : 140MP, +16% mdef, 110s duration
Level 4 : 150MP, +19% mdef, 115s duration
Level 5 : 160MP, +22% mdef, 120s duration
Level 6 : 170MP, +25% mdef, 125s duration
Level 7 : 180MP, +28% mdef, 130s duration
Level 8 : 190MP, +31% mdef, 135s duration
Level 9 : 200MP, +34% mdef, 140s duration
Level 10: 210MP, +37% mdef, 145s duration
Level M : 240MP, +45% mdef, 180s duration [2 TM point to master]
Total MDef = (Original Mdef stat + equipment Mdef) * Mdef% buff
-the total is rounded down.

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2. Adv. Sheep Skills, maybe they are tasty? (ADVS)

The Five Sheep Elements.

a. The adv sheep is required to pick 2 elements out of the 5 available
to use for the rest of their life, this choice is just as important as
selecting a stat build, this ultimately determines how your character
will be played, how fast it will level up, and its role in life.

b. The elements in order are: Lightning <> Fire <> Earth <> Wind <>
Water <> Lightning
(its a circle, but you can't really do a circle on text)

c. To select an element, you must purchase the skill card of a
preliminary prerequisite skill with no levels but is the prerequisite
of all elemental spells in that element.

d. Once your first element is selected, the two elements not
immediately next to it becomes closed to you forever, and you must
choose an element from the remaining two.
For example, if you select earth, then you must select either fire or
wind next.

e. To clarify all that, there are only FIVE possible builds with this
system:
Lightning/Fire
Fire/Earth
Earth/Wind
Wind/Water
Water/Lightning

Adv Sheep Skills:
A. Elude, the power of music, the trance of tranquility
Requirements: TMlevel 51, no skill prereqs, 15300g
Prerequisites of: none
Casttime: instant | Cooldown: 10s
Specifics: Party, personal based AoE, MP cost buff
Level UP effects -> MP Cost, %MP cost reduced, duration increases with
level
Level 1 : 150MP, -4.0%MP Cost Reduction, 100s duration [3 TM to learn]
Level 2 : 155MP, -4.5%MP Cost Reduction, 105s duration
Level 3 : 160MP, -5.0%MP Cost Reduction, 110s duration
Level 4 : 165MP, -5.5%MP Cost Reduction, 115s duration
Level 5 : 170MP, -6.0%MP Cost Reduction, 120s duration
Level 6 : 175MP, -6.5%MP Cost Reduction, 125s duration
Level 7 : 180MP, -7.0%MP Cost Reduction, 130s duration
Level 8 : 185MP, -7.5%MP Cost Reduction, 135s duration
Level 9 : 190MP, -8.0%MP Cost Reduction, 140s duration
Level 10: 195MP, -8.5%MP Cost Reduction, 145s duration
Level M : 210MP, -10.5%MP Cost Reduction, 160s duration [3TM to master]
-The range of this spell is 6 tiles when you are standing still
-If you are in motion (moving), the range is reduced to 1 tile (as in
yourself)
-Not particularly useful for certain elemental builds, for others, it
is.  A reduction in MP cost means you get to stay out in the field that
much longer

B. The Preliminary Elemental Prerequisite Skills
Requirements: TMlevel 55, no skill prereqs, 5500g
Prerequisites of: All elemental skills of a Specific Element
Casttime: passive
Specifics: Prerequisite of elemental skils under a particular element
Level UP effects -> only 1 level
Level 1 : Grants you access to this element.
-Their names are not here because they are long, and many versions are
floating around.  But if I call it what I did, I'm sure everyone will
understand.  When names are finalized, they will be added here.  The
existence of the skill is more important than their names.
-All elemental skills will have a [Element] tag after the name in this
guide, to obtain those skills, you must have the correct Preliminary
Elemental skill.

C. Water Shell [Water], the might of water
Requirements: TMlevel 55, [Water Element], 22000g
Prerequisites of: Water Tube [Water](lv10)
Casttime: 1s | Cooldown: 2.5s
Specifics: Single target Water Direct Damage
Level UP Effects -> MP use, power, range increases with level
Level 1 : 70MP, 220power [2 TM point to learn]
Level 2 : 79MP, 230power
Level 3 : 88MP, 240power
Level 4 : 97MP, 250power
Level 5 : 106MP, 260power
Level 6 : 115MP, 270power
Level 7 : 124MP, 280power
Level 8 : 133MP, 290power
Level 9 : 142MP, 300power
Level 10: 151MP, 310power
Level M : 178MP, 340power [2 TM point to master]
Damage (before mdef) = (Matk - 49) * Power / 10
-Range of the spell increases with level

D. Water Tube [Water], the encumbrance of water
Requirements: TMlevel 85, [Water Element], 34000g
Prerequisites of: none
Casttime: passive
Specifics: Augments Water Shell [Water] to also cast a Mana web at the
same time
Level UP Effects -> only 1 level
Level 1: 100% chance on Water Shell [Water] hit to also effect the
enemy with your Mana Web spell. [2 TM point to learn]
-Only works if your Water Shell hits, if it misses, nothing happens
-Automatically casts your Mana Web with no mp use or cooldown on the
enemy
-If you level up Mana Web, this will cast whatever level of Mana Web
you have currently.
-The Mana Web cast has its own hit chance.

E. Lightning [Lightning], the shock of nature
Requirements: TMlevel 55, [Lightning Element], 22000g
Prerequisites of: Stun Spark [Lightning](lv10)
Casttime: 1s | Cooldown: 2.5s
Specifics: Targeted, Multi-target jump Lightning Direct Damage
Level UP Effects -> MP use, power multiplier, new-targets, initial
range, jump range increase with level
Level 1 : 100MP, x15.4power, 2 new targets [2 TM point to learn]
Level 2 : 108MP, x16.2power, 2 new targets
Level 3 : 116MP, x17.0power, 2 new targets
Level 4 : 124MP, x17.8power, 2 new targets
Level 5 : 132MP, x18.6power, 3 new targets
Level 6 : 140MP, x19.4power, 3 new targets
Level 7 : 148MP, x20.2power, 3 new targets
Level 8 : 156MP, x21.0power, 4 new targets
Level 9 : 164MP, x21.8power, 4 new targets
Level 10: 172MP, x22.6power, 4 new targets
Level M : 196MP, x25.1power, 5 new targets [2 TM point to master]
Damage (before mdef) = (Matk - 25) * power multiplier
-The spell only jumps once, if no new targets are in range, it will not
jump.
-When the spell jumps, the damage is not reduced
-If your spell misses its first target, it does not jump
-The new targets each get their own hit chance roll.
-This spell is good for eliminating extra targets, because they are
guarenteed to be targetted.

F. Stun Spark [Lightning], the embrace of paralysis
Requirements: TMlevel 90, Lightning [Lightning](lv10), 36000g
Prerequisites of: none
Casttime: passive
Specifics: Augments Lighting to also have a chance to stun the enemies
Level UP Effects -> Only one level
Level 1 : 100% chance on Lightning hit to have a chance to stun the
target for a few seconds [2 TM point to learn]
-duration based on matk, formula unknown
-If your Lightning spell hits (does damage), Stun Spark will perform a
hit chance roll to see if it takes effect.
-Stunned Enemies are frozen in the duration and drop their targets
-There is no graphical confirmation that this spell worked, only that
the monster stopped moving.

G. Flame Tornado [Fire], the dance of embers
Requirements: TMlevel 55, [Fire Element], 22000g
Prerequisites of: none
Casttime: 1s | Cooldown: 2.5s
Specifics: Single Target Fire Direct Damage
Level UP Effects -> MP used, power increases with level
Level 1 : 80MP, 210 power [2 TM point to learn]
Level 2 : 88MP, 225 power
Level 3 : 96MP, 240 power
Level 4 : 104MP, 255 power
Level 5 : 112MP, 270 power
Level 6 : 120MP, 285 power
Level 7 : 128MP, 300 power
Level 8 : 136MP, 315 power
Level 9 : 144MP, 330 power
Level 10: 152MP, 345 power
Level M : 176MP, 390 power [2 TM point to learn]
Damage (before mdef) = (Matk - 49) * power / 10
-low hit chance, high damage
-very straight forward spell, does what it should

H. Phobos Blast [Fire], the destructive power of flames
Requirements: TMlevel 110, [Fire Element], Mana Ring lv10, 66000g
Prerequisites of: none
Casttime: 1.8s | Cooldown 4s
Specifics: Ground Targeted Fire AoE
Level UP Effects -> MP used, power increases with level
Level 1 : 160MP, 180 power [3 TM point to learn]
Level 2 : 174MP, 210 power
Level 3 : 188MP, 240 power
Level 4 : 202MP, 270 power
Level 5 : 216MP, 300 power
Level 6 : 230MP, 330 power
Level 7 : 244MP, 360 power
Level 8 : 258MP, 390 power
Level 9 : 272MP, 420 power
Level 10: 286MP, 450 power
Level M : 300MP, 540 power [3 TM point to master]
Damage (before mdef) = (Matk - 49) * power / 10
-AoE is 2 tiles, essentially your target, plus anything right next to
it will get hit
-if you work with mana rings, then you should be used to it by now
-in PvP, does not hit other targets

I. Earthquake [Earth], the fury of the calm
Requirements: TMlevel 55, [Earth Element], 22000g
Prerequisites of: none
Casttime: 2.5s ~ 1.5s | Cooldown: 3s
Specifics: Ground Targeted Earth AoE
Level UP Effects -> MP used, power multiplier increases with level.
Casttime decreases with level
Level 1 : 70MP, 2.5s cast, x16.5power [2 TM point to learn]
Level 2 : 80MP, 2.4s cast, x17.0power
Level 3 : 90MP, 2.3s cast, x17.5power
Level 4 : 100MP, 2.2s cast, x18.0power
Level 5 : 110MP, 2.1s cast, x18.5power
Level 6 : 120MP, 2.0s cast, x19.0power
Level 7 : 130MP, 1.9s cast, x19.5power
Level 8 : 140MP, 1.8s cast, x20.0power
Level 9 : 150MP, 1.7s cast, x20.5power
Level 10: 160MP, 1.6s cast, x21.0power
Level M : 190MP, 1.5s cast, x22.5power [2 TM point to master]
Damage (before mdef) = (Matk - 25) * power
-high hit chance
-wide area of effect
-this spell is subject to an exp deduction on all targets

J. Earthly Rock [Earth], the power of the solid
Requirements: TMlevel 115, [Earth Element], Mana Ring lv10, 69000g
Prerequisites of: none
Casttime: 2s | Cooldown: 4.5s
Specifics: Ranged Targeted Earth AoE
Level UP Effects -> MP used, power multiplier, AoE range increases with
level.
Level 1 : 250MP, x20power [3 TM point to learn]
Level 2 : 255MP, x21power
Level 3 : 260MP, x22power
Level 4 : 265MP, x23power
Level 5 : 270MP, x24power
Level 6 : 275MP, x25power
Level 7 : 280MP, x26power
Level 8 : 285MP, x27power
Level 9 : 290MP, x28power
Level 10: 295MP, x29power
Level M : 310MP, x32power [3 TM point to master]
Damage (before mdef) = (Matk - 25) * power
-high hit chance
-this spell works like mana ring in terms of damage, damage is scaled
downwards further out from the center.
-your target will always be hit full force.

K. Wind Edge [Wind], the daggers of wind
Requirements: TMlevel 55, [Wind Element], 22000g
Prerequisites of: none
Casttime: 0.5s | Cooldown: 1s
Specifics: Targeted Personal Wind Conical AoE
Level UP Effects -> MP used, Cone degree, Hits, Power increases with
level
Level 1 : 40MP, 2 hits, 170power [2 TM point to learn]
Level 2 : 40MP, 2 hits, 179power
Level 3 : 50MP, 2 hits, 188power
Level 4 : 55MP, 2 hits, 197power
Level 5 : 60MP, 3 hits, 206power
Level 6 : 65MP, 3 hits, 215power
Level 7 : 70MP, 3 hits, 224power
Level 8 : 75MP, 4 hits, 233power
Level 9 : 80MP, 4 hits, 242power
Level 10: 85MP, 4 hits, 251power
Level M : 100MP, 5 hits, 278power [2 TM point to master]
Damage (before mdef) = (Matk - 49) * Power / 10
-very high hit chance
-when you use this spell, your character will cast this spell at your
target, everything between you, your target, and inside the conical AoE
will be hit.
-Edges fired from you increases with level, each edge has its own hit
chance on each target.

L. Galvest Typhoon [Wind], the calm eye of the storm
Requirements: TMlevel 105, [Wind Element], Mana Storm (lv10), 63000g
Prerequisites of: none
Casttime: 2.5s | Cooldown: 1s
Specifics: Personal Wind AoE
Level UP Effects -> MP used, power, duration, targets hit increases
with level
Level 1 : 210MP, 2 targets, 220 power, 5s duration [3TM point to learn]
Level 2 : 215MP, 2 targets, 235 power, 6s duration
Level 3 : 220MP, 2 targets, 250 power, 7s duration
Level 4 : 225MP, 2 targets, 265 power, 8s duration
Level 5 : 230MP, 2 targets, 280 power, 9s duration
Level 6 : 235MP, 3 targets, 295 power, 10s duration
Level 7 : 240MP, 3 targets, 310 power, 11s duration
Level 8 : 245MP, 3 targets, 325 power, 12s duration
Level 9 : 250MP, 3 targets, 340 power, 13s duration
Level 10: 255MP, 3 targets, 355 power, 142 duration
Level M : 270MP, 4 targets, 400 power, 18s duration [3 TM to master]
Damage (before mdef) = (Matk - 49) * Power / 10
-the spell hits once when the spell finishes casting, the once more
every 2 seconds for the duration
-the spell is always targeted on your character, you are the center of
the AoE
-each hit randomly selects 2 ~ 4 targets, based on level of skill, that
are within a range of 2 tiles from you.
-each hit one each target has its own hit chance
-while the spell takes duration, you may perform any action that
doesn't require you to move such as: drilling, potting, melee
attacking, casting other spells
-if you move while the spell is taking effect, the spell will be
canceled
-if the spell is cancelled for any reason (you move, or duration wears
off), the 1s cooldown will begin.

=FUTURE SKILLS, THESE ARE NOT RELEASED WITH THE FIRST RELEASE=
M. Elemental Defense, the barrier of mastery
Requirements: TMlevel 100, [Specific Element], Magic Tent lv10, 40000g
Prerequisites of: none
Casttime: 1s | Cooldown: instant
Specifics: Personal Elemental Resistance Buff
Level UP Effects -> MP cost, Elemental Resistance, duration increases
with level
Level 1 : 250MP, +10% mdef elemental resistance, 100s duration
[2 TM point to learn]
Level 2 : 252MP, +12% mdef elemental resistance, 105s duration
Level 3 : 254MP, +14% mdef elemental resistance, 110s duration
Level 4 : 256MP, +16% mdef elemental resistance, 115s duration
Level 5 : 258MP, +18% mdef elemental resistance, 120s duration
Level 6 : 260MP, +20% mdef elemental resistance, 125s duration
Level 7 : 262MP, +22% mdef elemental resistance, 130s duration
Level 8 : 264MP, +24% mdef elemental resistance, 135s duration
Level 9 : 266MP, +26% mdef elemental resistance, 140s duration
Level 10: 268MP, +28% mdef elemental resistance, 145s duration
Level M : 274MP, +34% mdef elemental resistance, 180s duration
[3 TM point to master]
Total MDef (towards element) = (Original Mdef stat + equipment Mdef) *
(Magic Tent mdef% + Elemental Defense mdef%)

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3. Stat Builds, which one is best for you? (SSB)

First off, the stats themselves, and how they work:

Trickster Online features 12 stats, every 3 is grouped into a major
stat, these major stats are what you allocate at the beginning of the
game.

The 4 major stats (these names are the currently agreed upon names)
Power -> Physical Attack, Physical hit rate, Attack Speed
Magic -> Max MP, Magic Defense, Magic Attack
Sense -> Weight Limit, Synthesis (for the lack of a better name), Luck
Charm -> Max HP, Physical Defense, Dodge Rate

When you start a character, you set your character's major stat GROWTH
RATE, this effects how fast your stats under each major stat will
increase as you proceed through the levels. Your character's class's
major stat's growth rate is always locked at 4, so for magic type, your
magic stat is permanently at a 4 growth rate.

You may alter the other growth rates as you see fit, these are what
causes arguements refered to in stat builds, remember that stat builds
actually refer to the major stat's growth rates.

When you see a stat build listed on any forum thread, or in the game,
it is always listed in the order Power/Magic/Sense/Charm, so a 4123
character has 4power, 1magic, 2sense, 3charm.

When you level up, each stat in each major stat is given a number of
tics based on the growth rate you selected, each tic is 1 quarter of
that stat's level, when a stat recieves 4 tics, it will increase in
level.

Every character level:
a 1 growth rate major stat will gain 1 tic in each of its stats.
a 2 growth rate major stat will gain 2 tics in each of its stats.
a 3 growth rate major stat will gain 3 tics in each of its stats.
a 4 growth rate major stat will gain 4 tics in each of its stats.
note that all the stats in a 4 growth rate major stat will gain a level
each character level.

Also every character level:
You recieve 4 bonus points to assign to stats, each point gives a
specific stat 1 extra tic.
Potentially, if you assign all 4 bonus points to a stat that is under a
4 growth rate major stat, that stat will gain 2 levels per character
level.

I hope that made sense...

What the stats do: (remember that every 4 tics is a level in a stat,
and you get tics from growth rates and bonus points from level up)

Format:
Stat -> base amount [gain / X levels of that stat]

Power major stat
Physical Attack -> 14atk [+4 / 1 level]
-determines melee damage dealt, a calculation is done using this stat
for melee attacks, the result is damage to be dealth before physical
defense.
Physical Hit Rate -> 50hit [+1 / 4 level]*
-determines melee hit chance, this stat is compared to the target's
Evade, then the target's Luck, every point in this is means 0.81% more
total chance to hit.
Attack Speed -> 10aspd [-1 / 12 level]
-determine the DELAY in between attacks (thus lower is better), spells
like spiderweb augments this by a percentage factor

Magic major stat
Max MP -> 50MP [+30 / 1 level]
-determines your maximum MP, constant growth rate, items which provide
MPmax should be considered to give a certain amount of "+MP levels"
Magic Defense -> -14MDef [+1 / 1 level]
-determines your magic damage taken, this stat is a logarithmic %
factor in the total damage after a Matk damage calculation (this means
as mdef increases, the marginal benefits become smaller)
Magic Attack -> 50MAtk [+1 / 4 level]*
-determines your magic damage dealth, a calculation is done using this
stat for magic attacks, the result is the damage to be dealt before
mdef

Sense major stat
Weight Limit -> 620max [+80 / 1 level]
-determines your total weight limit, items never give positive to this
stat, only negative
Synthesis -> 0base [+1 / 4 level]*
-determines your chances at creating items and digging, success uses
this stat as a factor in the calculation
Luck -> 0base [+1 / 4 level]*
-determines your magic hit chance, creating items, growth synthesis and
block rate. Every point in this stat is 0.9% more chance to hit with
spells and 0.9% more chance to block. (Does not mean 110 luck = perfect
hit and block! This stat is compared to enemy's luck and hit rate,
respectively.)

Charm major stat
Max HP -> 90HP [+30 / 1 level]
-determines your max HP, items which provide HPmax should be considered
to provide a certain number of "+HP levels"
Physical Defense -> -8def [+4 / 1 level]
-determines your magic damage taken, this stat is a logarithmic %
factor in the total damage after a Patk damage calculation (this means
as Pdef increases, the marginal benefits become smaller)
Dodge Rate -> 0base [+1 / 4 level]*
-determines the chance that an enemy will miss you, this is compared to
the enemy's physical hit rate stat, each point in this is 0.9% more
chance to evade. (Does not mean 110 Dodge = perfect dodge!)


*When this stat reaches level 401, it takes 5 levels to raise by 1
noticeable stat point.

Stats essentially govern what you will be doing in your future levels.

All sheeps have a magic stat of 4, this is locked for us before we
start, and I doubt any of us wants anything in power, so all sheep
builds are 14xx, which means we have 4 different builds possible

1Power, 4Magic, 1Sense, 4Charm
This build features high hp, high defense, and high evasion rate,
essentially it is very hard for you to die with this build, however,
your hit rate is incrediblly low and you will suffer for it for a very
long time...notice I didn't say permanently.

Without anything in sense, you won't be able to synthesize very much,
you will probably have to resort to buying potions instead of making
them, nor can you carry very much with you.  But your cure spell will
heal yourself for a lot more than anyone else.

If you like a support role, or believe a good defense is a good
defense, this may be the build for you.

Early on in the game, your character will essentially be struggling to
hit anything, but late game, this character has the greatest
survivability out of all 4 builds.

Later, as long as you can get your hands on very good luck equipment,
you'll be alright!

1Power, 4Magic, 2Sense, 3Charm
This build is the average joe build, agreed upon by the
japanese/chinese/korean community as the best build for sheeps of any
skill build, it features high enough hp, along with the ability hit
decently, 2 sense is all you need to hit decently (not all the time)

Your skill in synthesis and digging still leaves something to be
desired, but that'll be fine once you get to higher levels as well.

For more luck, you can always equip luck equipment.

1Power, 4Magic, 3Sense, 2Charm
This build is more of a hybrid type, mixing decent hp with high hit
chance for a deadly combination for both you and the enemies.  You will
be hitting most of the time, so there is little to worry about missing
stuff.  Unfortunately the trade off is that you will be getting hit
most of the time and dying quite quick when you do.

Fortunately, you have the weight limit to lug around potions to chug in
a pinch, and you can make your own potions reliably.

With the way monsters aggro, this might be the better build, the trade
off is either hp or hit chance, take your pick between this one and
1423 if you want just a normal character

1Power, 4Magic, 4Sense, 1Charm
A real powerhouse of a character, this is the proverbial mage, weak in
stature, strong in the mind.  You are guarenteed to hit anything your
level, and even stuff beyond.  You can carry around a lot of stuff and
produce your own to boot.  With high luck, growth synthesis often
results in the higher half of the spectrum, allowing you to create for
yourself items with high defense or high hp, to cover up what you are
missing.

The words of wisdom for any mage: "if you never get hit, having 1 hp is
enough" this is especially true for this character, your chances of
staying alive depends solely on you, the player's ability to not step
into melee range of a monster.

If you like a challenge with a very destructive future, this build may
be better for you.

Besides, you can spam pots like no tommorow...it'll just cost a lot.

=======================================================================
Mathematical Arguements between the stat builds:
For those who don't care, skip this section, for those who do, read
on...it gets complicated

After much research, it has become evident that a sheep needs 3 stats,
Magic Attack, Luck, and HP/def/evade.  Ntreev, being the sneaky little
bastards that they are, have put these 3 stats under 3 different major
stats, essentially forcing us to pick 2 over the other.  The real
question now is, which 2 do we pick, and which one do we sacrifice?

Laying Each stat out side by side with their various formulas, we get:
Matk, +1 / 4 levels, used as a multiplier in spell damage
Luck, +1 / 4 levels, used as a % hit chance in spell damage
HP, +30 / 1 level, a constant growth factor that keeps us alive.

by applying points to these, we vary how fast they grow.  Since we are
stuck with 4 magic, we'll start with this one.

We have a constant of 4 magic, this means every 4 levels, it will
naturally increase by 1 point, or .25matk/level

The luck stat is variable, depending on what we assign to Sense.  Since
this stat also increases by 1 point every 4 levels, a 3Sense character
will have their luck naturally increase by 1 point every 5 1/3 levels,
or a rate of .1875luck / character level.  A 2Sense character will have
their luck naturally increase by 1 point every 8 levels, or
0.125luck / character level.

The HP stat is also variable, a 3Charm character will have their HP
naturally increase by 30 points every 1 1/3 levels, or 22.5HP/level,
while a 2Charm character will have a rate of 15HP/level

So here's what we have so far:
4Magic -> .25matk/level
3Sense -> .1875luck/level, 2Sense -> .125luck/level
3Charm -> 22.5HP/level, 2Charm -> 15HP/level

Now, remember that when you level up, you are granted 4 bonus points to
place into a stat, although it takes 4 bonus points to raise a stat by
1 level, we'll break these points down so that each point increases a
stat by a certain amount.

Every point placed in Matk -> +.0625matk
Every point placed in Luck -> +.0625luck
Every point placed in HP -> +7.5HP

Alright, now look at what each stat DOES from the top list, together
with what each point does, plus what we get per level!

Every Level:
4 Magic -> +.25 damage multiplier/level, +.0625 per point
spent
3 Sense -> +.1875% hit chance to spells/level, +.0625% per point spent
2 Sense -> +.125% hit chance to spells/level, +.0625% per point spent
3 Charm -> +22.5HP /level, +7.5HP per point spent
2 Charm -> +15HP/level, +7.5HP per point spent.

Now lets ask some questions, what is a damage multiplier?
It increases your spells's damage by a certain amount, each +damage
multiplier tranlates to a certain factor of the damage.  There is no
maximum value for a multiplier

What is a hit chance%?
The ultimate chance you can hit an enemy is determined by base% + (your
luck - their luck) so for every luck you get, you will get a bonus to
your hit chance.

What is HP?
Well it keeps us alive, so it must play a role, without hp, the other
two can't work.

So what about all those bonus points we were looking at?
This is how they fit into the scheme of things: lets take a look at 2
hypothetical characters at level 120, one with a 1423 build, and the
other with a 1432 build.

Here's some numbers:
1423 build, level 120 -> base matk = 120 levels (+30matk), base luck =
60 levels (+15luck), base HP = 90 levels (+2700hp)
1432 build, level 120 -> base matk = 120 levels (+30matk), base luck =
90 levels (+22.5luck), base HP = 60 levels (+1800hp)

Now if you apply bonus points, to things, we can have a variety of
results, you can add points to either matk, luck, or HP, producing very
different results.

First Note that a stat build can be extended to look like this, which
produces numbers based on the stats instead of the major stats: 1423 ->
111|444|222|333.  In this view, we can apply constant bonus points to
stats every level and be able to denote them.  For example, a 1423
build which applies 2matk, 1luck, and 1hp every level will look like:
111|464|223|433

Now, constantly applying bonus points, we see some very interesting
results, first off, it is clear that the stats are all interdependant,
raising one requires the sacrifice of something else.

The HP graph shows "120 hp units" per 4 levels (30 hp per level), each
hp unit is "1 HPu" and is equivalent to 120hp, this makes it even with
the other graphs

The 3 stats are best viewed on a 3-D graph correlating the 3 stats, but
since that is not possible on a 2-D forum thread, the three axis will
be taken one at a time, each edge of an axis represents the extremes of
stat point distribution, the left side being 0 points to this stat, the
right being 4 points.

1423 build at level 120

30        37.5       45         52.5       60Matk
|_________|__________|__________|__________|
0         1          2          3          4bonus points

15        22.5       30         37.5       45Luck (HPu in a 1432)
|_________|__________|__________|__________|
0         1          2          3          4bonus points

22.5      30         37.5       45         52.5HPu (Luck in a 1432)
|_________|__________|__________|__________|
0         1          2          3          4bonus points

If you stare at these graphs long enough, something will suddenly hit
you, at a specific character level, EVERY BUILD has the SAME number of
distributive status points!

At level 120, this number is 97.5 status points (add up the values for
a 4 point combination),
its formula is [# of status points = level * 0.8125]

Its this interplay of bonus point distrubution that produces a wide
variety of builds.

Essentially this raises the question of where the bonus points go...
Lets look closer at what the difference between a 111|474|223|333 build
and a 111|484|222|333 build is. (+3matk/+1luck vs +4matk)
Here's some more numbers:
Level 12, 111474223333 -> 55.25Matk, 2.25luck
Level 12, 111484222333 -> 56.00Matk, 1.50luck
2.4% less matk, .75% more chance to hit, not bad
Level 120, 111474223333 -> 102.5Matk, 22.5luck
Level 120, 111484222333 -> 110.0Matk, 15.0luck
7.8% less matk, 7.5% more chance to hit! nice even trade off
Level 360, 111474223333 -> 207.5Matk, 67.5luck
Level 360, 111484222333 -> 230.0Matk, 45.0luck
9.8% less matk, 22.5% more chance to hit, that's almost a whole
quarter!

Essentially:
if x = character level, then...
lim x->inf. : MAtk(x) = 12.5%!! while luck continues in a constantly
increasing path.
So the difference is lots more hit chance at the loss of 1/8 of your
spell damage!

For Arrow Rush, this means you just have to have one extra arrow hit
(1/7 > 1/8) to cover that damage, and hit they will!

Draw your own conclusions, I've done the math so you don't have to.

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4. Sheep Skill Builds (SKB)

The magic class features 3 attack abilities, each with its own
advantages and disadvantages.  Sheep builds are constructed with one of
these three attack abilities as the central pillar that holds it all
together.

A short summary of each of the three skills:
Mana Arrows:
Relatively ranged spell that can do devastating damage depending on how
lucky you are

Mana Rings:
Short ranged spell that can do potential AoE damage, very fast casting.

Mana Storm:
AoE ability with a long cooldown but can wipe whole groups of enemies
all at once.

A Note on how to distribute your skill points:
Lots of the first class skills have horrible spell efficiency as the
spell becomes higher leveled, to counter this, it is suggested that you
get your skills to whatever level is best and only pushing it later
because you need it as a prerequisite.

ADV skills are listed as a to whatever level format, but spell
efficiency always increases with level, so the builds here listed can
be interpreted as: raise this skill by one level when you can until
this level, and make sure you have this skill at this level by this
TMlevel.

Each Attack skill's primary skill build (up to the adv class) is listed
first, then suggested elemental builds for that skill is listed after.

Format:
Level X : Skill -> Lv, YTMs, Z Total
Level X : the level to do this action
Skill -> Lv: What skill and what level to get it to (the action)
YTMs: The amount of TMs it will take to do this action
Z total: The total TMs spent up to this point on your character


Mana Arrow Skill Builds:
TMLv 1 : Mana Arrows -> Lv1,    1TM,  1 total
TMLv 10: Invincible Casting,    5TM,  6 total
TMLv 14: Mana Arrows -> Lv9,    8TM,  14 total
TMLv 23: Cure -> Lv9,           9TM,  23 total
TMLv 40: Cure -> Lv10,          1TM,  24 total
TMLv 40: Bottle of Mana -> Lv1, 2TM,  26 total
TMLv 40: Mist of Mana -> Lv10,  13TM, 39 total
TMLv 53: Mana Arrows -> Lv10,   1TM,  40 total
TMLv 53: Arrow Rush -> Lv10,    13TM, 53 total
TMLv 56: Mist of Mana -> LvM,   3TM,  56 total
TMLv 58: Mana Arrows -> LvM,    2TM,  58 total
TMLv 61: Arrow Rush -> LvM,     3TM,  61 total

Water/Lighting
TMLv 74: Water Shell -> LvM,    13TM, 74 total
TMLv 85: Spider Web -> Lv1,     1TM,  75 total
TMLv 85: Water Tube,            2TM,  77 total
TMLv 88: Lightning -> Lv10,     11TM, 88 total
TMLv 90: Stun Spark,            2TM,  90 total
TMLv 92: Lightning -> LvM,      2TM,  92 total
TMLv104: Blind -> LvM,          12TM, 104 total
TMLv119: Elude -> LvM,          15TM, 119 total

Wind/Water
TMLv 74: Water Shell -> LvM,    13TM, 74 total
TMLv 85: Spider Web -> Lv1,     1TM,  75 total
TMLv 85: Water Tube,            2TM,  77 total
TMLv105: Magic Typhoon -> LvM,  13TM, 90 total
TMLv105: Galvest Typhoon-> LvM, 15TM, 105 total
TMLv120: Elude -> LvM,          15TM, 120 total

Lightning/Fire
TMLv 74: Flame tornado -> LvM,  13TM,  74 total
TMLv 87: Lightning -> LvM,      13TM,  87 total
TMLv 90: Stun Spark,            2TM,   89 total
TMLv100: Mana Ring -> Lv10,     11TM,  100 total
TMLv115: Phobos Blast -> LvM,   15TM,  115 total
TMLv118: Elude -> Lv1,          3TM, 118 total
TMLv120: Cure -> LvM,           2TM, 120 total

Fire/Earth & Earth/Wind not suggested (too much extra spells to get)

Mana Ring Skill builds:
TMLv 1 : Mana Arrows -> Lv1,    1TM,  1 total
TMLv 10: Invincible Casting,    5TM,  6 total
TMLv 20: Mana Ring -> LvM,      13TM, 19 total
TMLv 28: Cure -> Lv9,           9TM,  28 total
TMLv 40: Cure -> Lv10,          1TM,  29 total
TMLv 40: Bottle of Mana -> Lv1, 2TM,  31 total
TMLv 44: Mist of Mana -> Lv10,  13TM, 44 total
TMLv 56: Reinforced MR -> Lv10, 12TM, 56 total
TMLv 59: Reinforced MR -> LvM,  3TM,  59 total
TMLv 62: Mist of Mana -> LvM,   3TM,  62 total

Lighting/Fire
TMLv 75: Lightning -> LvM,      13TM, 75 total
TMLv 88: Flame Tornado -> LvM,  13TM, 88 total
TMLv 90: Stun Spark,            2TM,  90 total
TMLv 92: Cure -> LvM,           2TM,  92 total
TMLv 95: Elude -> Lv1,          3TM,  95 total
TMLv110: Phobos Blast -> LvM,   15TM, 110 total
TMLv119: Elude -> Lv10,         9TM,  119 total

Fire/Earth
TMLv 75: Earthquake -> LvM,     13TM, 75 total
TMLv 88: Flame Tornado -> LvM,  13TM, 88 total
TMLv110: Phobos Blast -> LvM,   15TM, 103 total
TMLv118: Earthly Rock -> LvM,   15TM, 118 total
TMLv121: Elude -> Lv1,          3TM,  121 total

Earth/Wind
TMLv 75: Earthquake -> LvM,     13TM, 75 total
TMLv 77: Cure -> LvM,           2TM,  77 total
TMLv105: Magic Typhoon -> LvM,  13TM, 90 total
TMLv105: Galvest Typhoon-> LvM, 15TM, 105 total
TMLv120: Elude -> LvM,          15TM, 120 total

Wind/Water
TMLv 75: Water Shell -> LvM,    13TM, 75 total
TMLv 85: Spider Web -> Lv1,     1TM,  76 total
TMLv 85: Water Tube,            2TM,  78 total
TMLv105: Magic Typhoon -> LvM,  13TM, 91 total
TMLv106: Galvest Typhoon-> LvM, 15TM, 106 total
TMLv121: Elude -> LvM,          15TM, 121 total

water/Lightning not suggested, you might as well be mana arrow build
instead

Mana Storm Skill builds:
TMLV 1 : Mana Arrows -> Lv1,    1TM,  1 total
TMLv 10: Invincible Casting,    5TM,  6 total
TMLv 15: Cure -> Lv9,           9TM,  15 total
TMLv 35: Mana Storm -> Lv10,    11TM, 26 total
TMLv 40: Cure -> Lv10,          1TM,  27 total
TMLv 40: Bottle of Mana -> Lv1, 2TM,  29 total
TMLv 40: Mist of Mana -> Lv8,   11TM, 40 total
TMLv 42: Mist of Mana -> Lv10,  2TM,  42 total
TMLv 44: Mana Storm -> LvM,     2TM,  44 total
TMLv 47: Mist of Mana -> LvM,   3TM,  47 total

Lightning/Fire
TMLv 60: Lightning -> LvM,      13TM, 60 total
TMLv 75: Elude -> LvM,          15TM, 75 total
TMLv 77: Cure -> LvM,           2TM,  77 total
TMLv 88: Mana Ring -> Lv10,     11TM, 88 total
TMLv 90: Stun Spark,            2TM,  90 total
TMLv 92: Mana Ring -> LvM,      2TM,  92 total
TMLv110: Phobos Blast -> LvM,   15TM, 107 total
TMLv119: Reinforced MR-> Lv10,  12TM, 119 total

Fire/Earth
TMLv 60: Earthquake -> LvM,     13TM, 60 total
TMLv 73: Mana Ring -> LvM,      13TM, 73 total
TMLv 85: Elude -> Lv10,         12TM, 85 total
TMLv110: Phobos Blast -> LvM,   15TM, 100 total
TMLv115: Earthly Rock -> LvM,   15TM, 115 total
TMLv118: Elude -> LvM,          3TM, 118 total
TMLv120: Cure -> LvM,           2TM, 120 total

Earth/Wind</pre><pre id="faqspan-2">
TMLv 60: Earthquake -> LvM,     13TM, 60 total
TMLv 73: Mana Ring -> LvM,      13TM, 73 total
TMLv 85: Elude -> Lv10,         12TM, 85 total
TMLv105: Galvest Typhoon-> LvM, 15TM, 100 total
TMLv115: Earthly Rock -> LvM,   15TM, 115 total
TMLv118: Elude -> LvM,          3TM, 118 total
TMLv120: Cure -> LvM,           2TM, 120 total

Wind/Water not suggested, follow mana arrow build instead

Water/Lightning not suggested, follow mana arrow build instead.

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A Final Note:
This guide was originally posted at www.mytrickster.net, but due to
plagiarism/copyright problems, I was forced to place a copy on
gamefaqs.com.  Having been a victim of copyright infringement in
college, I know first hand the pains of seeing one's work used without
permission.  I do not mind anyone using my guides, but if you are
thinking of putting it elsewhere, contact me about it.