Miriel’s Tips, Tricks, and General Ruminations on Becoming a Better Mage
Hi! I’m Miriel, a mage from S265-Frost Summit. (I do have other characters, but Miriel is my oldest, my best and my beloved.) At the time I’m writing this, Miriel is level 41 and trying to get a better battle rating. XD I’m a non-cash player and proud, though sometimes I do feel sad when I see all the awesome VIP and cash players. (And as an aside, since people keep asking, I AM actually a girl in real life as well as online. :P)
This started out as a chatty little thing about everything I've noticed and want to ramble about. Well, as you can see, it's not so little anymore, but hopefully still chatty! And useful...and entertaining. :P Well, let's get started.
Since I’ve been here a while, this guide is going to be more of a chatty, random “general observations†guide than a really detailed walkthrough, so if you want one of the latter, try checking out some of the other guides around here (some of which are GREAT!) or looking around on Google. Also, this guide will NOT be a comparison of classes; I’m assuming you’ve already chosen your mage and want to know how to develop from there. (Again, if you want a class comparison, there are some GREAT reviews around here, plus some floating around on other gaming sites.) Of course, everything is based off my experience through the development of my mage, so I hope you’ll join me in watching and learning. :3
First of all, some general tips and tricks on the strengths and potentials of mages. Since mages are pretty much the only class with magic attack skills, they have very good AoE (Area of Effect) skills, but they’re balanced by lower health, mediocre basic defense and weaker single shots. (You COULD go for a mainly single shot build, building heavy on the single shot skills, but I don’t recommend it, since mage single shot skills (Delphic Thunder Frenzy, Thunderer) tend to be very costly Rage-wise. Instead, I chose to go with the AoE skills and create a more balanced mage with high HP, high defense and good troops to make up for lost health and defense.)
Starting with low-level mages, you’ll have pretty easy PVE (Player vs. Enemy) battles, plus basically no PVP battles to speak of until around level 20. Since PVE is easy at this point, waste as little Daru as possible on upgrading your troops until you get to harder dungeons; skip Hunter and Priest troops completely (except to recruit 200 for quests) and stick with Lancers. Why? Hunters and Priests are outrageously easy to kill, and since dungeons are pretty relaxing during the first twenty levels or so, you should only have to use Lancers, and you shouldn’t need to upgrade them often. (In my experience, level 5 lancers can kill level 11 monsters fairly well, so don’t waste Daru upgrading Lancers like crazy: wait, and save your Daru for the Paladins, a stronger type of soldier which burns lots of Daru. Additionally, the higher you go in troop type and quality, the more Daru you burn just upgrading your troops to higher levels, so save your Daru for later troops, like Gryphons and Knights.)
A few tips about various features you’ll unlock prior to level 20: first of all, the game gives you trial cards for both VIP service (30 minutes) and the Spirit Covenant (12 hours) at some point. If you go non-cash, non-VIP, like me, these will be your only chances to experience VIP and Spirit Covenant. At least in the case of the VIP Ticket, the game will try to force you to use the VIP card immediately. DON’T LET THE GAME FORCE YOU INTO USING VIP AND SPIRIT COVENANT TRIAL CARDS RIGHT AWAY! As other tutorials have helpfully noted, refreshing the game at the point when you get the VIP Ticket will get you out of being forced to use it right away. With Miriel, I made the mistake of using both VIP service and Spirit Covenant trial periods very early; I now heartily regret it, because VIP service and the Spirit Covenant give good benefits, even for the short time period of the trial. For example, VIPs can spin a VIP wheel for lots of goodies, but each spin takes a certain number of items called VIP tokens; later in the game, you’ll be able to rack up lots of those through dungeon runs and other instances, but you won’t have many when you get your cards.
The moral? SAVE your trial cards--so you can use them later, when you have a better character (and thus more benefits), or when you have more time (so it’s more convenient to use your trials), or when you can secrete the cards away somewhere on a dusty shelf in your inventory so they can become the family heirloom, or…whatever. Just don’t, and I mean DON’T, use them if you want to go non-cash and/or want to be able to test these special services at a later, more convenient time.
A quick tip about guilds, too: when you first apply to a guild, make sure you only apply to high-level guilds (preferably levels 7+), and apply to as many high-level guilds as possible. Miriel’s first guild, Fear, was only level 2 or 3; the members were not very active or engaged in the guild, the community was hardly supportive, and the Guild Altar only allowed for three spins a day. In contrast, my current guild, Nadirim, is something like level 8; it allows for fifteen Altar spins a day—usually more than I can afford—and the community is extremely lively, engaged and helpful. (The only problem is that everyone speaks Hungarian—so half the time I don’t understand what goes on in Guild Chat—but that’s what RosettaStone and language buddies are for, right? :P)
In case you’re still in these early parts of the game, you’ll have a chance to avoid the mistake I made, which was to sell those “weird items like Soul Crystals and Mount Whips which never seem to do anything.†DO NOT SELL THESE! They’ll be very important later in the game, and you’ll be glad you have them if you keep them: for example, Soul Crystals add lots of cool effects through Soul Engraving, accessible from your Inventory, and Mount training Whips are key to training your Mount (which you’ll get at level 40). In short, if it’s an item you’re unfamiliar with, or one that doesn’t seem to do much, at least Google it before you sell it and see if it does anything later on.
During the first twenty levels, your skill points should be pretty much auto-directed by the game toward one skill or another. If you want to reset your skill build prior to level 25, you can; I did not, and I now slightly regret that decision. However, the skill build prior to level 25 is not bad, and it basically just opens all your basic skills, so if you want, you can be lazy like me and not bother to reset your points. :3
After level 20, access to the Arena (which features single-player and multiplayer PVP action), the Hall of Heroes (i.e. PVE multiplayer dungeons), and, later on, the Battlegrounds, opens up. At level 20, or just after unlocking these features, you’ll be pretty weak compared to the gazillions of higher-level players already flocking these instances (or, in the case of Battlegrounds, you’ll be FOREVER at the mercy of high-level and cash players ). Thus, don’t be surprised if you aren’t exactly killing your PVP enemies with ease. In the single-player Arena, however, the game matches you up with potential opponents around your level, so it’s a good idea to start dueling and raising your rank as soon as possible; it only gets harder if you wait. (I made the mistake of waiting with my mage; she’s now stuck somewhere in the 900s and struggling to stay afloat. My knight, Samarru, has had better luck, since I started earlier with her.)
From level 20 to 30, you’ll definitely want to recruit Paladins instead of Lancers; keep them around five to ten levels behind your hero, never below ten levels of your hero’s level. At level 30, switch to Gryphons: they’re a lot stronger, and you won’t have a prayer in Battlegrounds unless you use Gryphons like everyone else. XD Upgrading Gryphons takes a lot of Daru, so save up all your Daru prior to level 30. Also, be sure to keep your Town Hall and Barracks up-to-level with your hero’s level, so that you can start recruiting Paladins and Gryphons as soon as you reach their levels.
Between levels 20 and 30 you should gain access to the Forgotten Catacombs. For the first few levels (up to the level ten levels behind your hero’s level) this will give you nice rewards in EXP and loot, and for the first ten levels or so it should be a breeze. But as you climb upwards in the Catacombs, fighting monsters will get significantly harder; high-level bosses are often much more difficult to defeat compared to the five levels of normal monsters leading up to each boss. If your goal is to reach as high a level as possible—possibly even the top at level 100—try to anticipate whether you’re strong enough to defeat a level; if you’re not careful you’ll get killed, and as a non-cash player you’ll only have a fixed number of times to respawn free, per level run, before you either have to pay cash or restart from Catacombs level 1. However, if you’re simply trying to get as much EXP and loot as possible through Catacombs, killing yourself—even on purpose—can be quite useful: as far as I know, dying in battle is the only way to restart the Catacombs, and therefore the only way to farm EXP multiple times from each level.
Astrals unlock at level 25, and believe me, these are important. A note of warning, however: when I first unlocked Astrals, I wasn't very aware of how much they cost. Make sure you don’t accidentally burn all your money collecting Astrals! (Personally, I find it easiest to rack up lots of gold, at least 200K extra or so, and then go on a long Astral collecting phase, so I don’t have to worry about only having the money to collect three Astrals every other hour or something.)
As a mage, you’ll want to focus on getting Astrals which boost your Magic Attack (Mysticality Astral), Magic Defense (Willpower Astral), Physical Defense (Fortitude Astral), and, less importantly, Health (including Pristine Goddess Blessing, Blessed Health, and Brilliance Astrals). Physical Attack Astrals are meaningless for a mage, since mages don’t have Physical Attack; Crit-based Astrals CAN be used, but again, if you aren’t going for a single-shot mage, they aren’t so useful.
When you first get Astrals, you’ll have only two equippable Astral slots available (changing to three slots at level 30, four at level 40), so don’t waste your time using low-level (green) Astrals and trying to level them up. Instead, wait for a higher-level Astral (blue at least) and then equip it, using green-level Astrals to add EXP to your equipped Astrals. For example, instead of using the normal green-level Brilliance Astral as your health Astral, try waiting until you capture a Pristine Goddess Blessing or Blessed Health Astral; then use normal Astrals, such as Brilliance to level up your Pristine Goddess Blessing Astral. As you get higher and higher types of Astrals, replace your old Astrals with these higher ones and convert the old Astrals into EXP for your newer, better Astrals. (And, last but not least, if you get confused about which Astral is better or higher quality or more useful, you can always look at your Astral Value, in the upper left of the Astral equipping page.)
As a side note: I usually channel all of my lower-level Astrals into EXP for my higher-level, equipped Astrals by sorting the low-level Astrals according to their type: for example, Brilliance Astrals go to my equipped health Astral, Brutality (PATK) and Mysticality Astrals go to my equipped MATK Astral, and Willpower and Fortitude Astrals go to my respective MDEF and PDEF Astrals (the latter of which is a Pristine Fortitude Astral, yay!). This kind of sorting certainly isn’t required, but I find it useful to keep all of my Astrals leveling more or less evenly, since Astrals of each type are pretty evenly distributed in collection.
Hi! I’m Miriel, a mage from S265-Frost Summit. (I do have other characters, but Miriel is my oldest, my best and my beloved.) At the time I’m writing this, Miriel is level 41 and trying to get a better battle rating. XD I’m a non-cash player and proud, though sometimes I do feel sad when I see all the awesome VIP and cash players. (And as an aside, since people keep asking, I AM actually a girl in real life as well as online. :P)
This started out as a chatty little thing about everything I've noticed and want to ramble about. Well, as you can see, it's not so little anymore, but hopefully still chatty! And useful...and entertaining. :P Well, let's get started.
Since I’ve been here a while, this guide is going to be more of a chatty, random “general observations†guide than a really detailed walkthrough, so if you want one of the latter, try checking out some of the other guides around here (some of which are GREAT!) or looking around on Google. Also, this guide will NOT be a comparison of classes; I’m assuming you’ve already chosen your mage and want to know how to develop from there. (Again, if you want a class comparison, there are some GREAT reviews around here, plus some floating around on other gaming sites.) Of course, everything is based off my experience through the development of my mage, so I hope you’ll join me in watching and learning. :3
First of all, some general tips and tricks on the strengths and potentials of mages. Since mages are pretty much the only class with magic attack skills, they have very good AoE (Area of Effect) skills, but they’re balanced by lower health, mediocre basic defense and weaker single shots. (You COULD go for a mainly single shot build, building heavy on the single shot skills, but I don’t recommend it, since mage single shot skills (Delphic Thunder Frenzy, Thunderer) tend to be very costly Rage-wise. Instead, I chose to go with the AoE skills and create a more balanced mage with high HP, high defense and good troops to make up for lost health and defense.)
Starting with low-level mages, you’ll have pretty easy PVE (Player vs. Enemy) battles, plus basically no PVP battles to speak of until around level 20. Since PVE is easy at this point, waste as little Daru as possible on upgrading your troops until you get to harder dungeons; skip Hunter and Priest troops completely (except to recruit 200 for quests) and stick with Lancers. Why? Hunters and Priests are outrageously easy to kill, and since dungeons are pretty relaxing during the first twenty levels or so, you should only have to use Lancers, and you shouldn’t need to upgrade them often. (In my experience, level 5 lancers can kill level 11 monsters fairly well, so don’t waste Daru upgrading Lancers like crazy: wait, and save your Daru for the Paladins, a stronger type of soldier which burns lots of Daru. Additionally, the higher you go in troop type and quality, the more Daru you burn just upgrading your troops to higher levels, so save your Daru for later troops, like Gryphons and Knights.)
A few tips about various features you’ll unlock prior to level 20: first of all, the game gives you trial cards for both VIP service (30 minutes) and the Spirit Covenant (12 hours) at some point. If you go non-cash, non-VIP, like me, these will be your only chances to experience VIP and Spirit Covenant. At least in the case of the VIP Ticket, the game will try to force you to use the VIP card immediately. DON’T LET THE GAME FORCE YOU INTO USING VIP AND SPIRIT COVENANT TRIAL CARDS RIGHT AWAY! As other tutorials have helpfully noted, refreshing the game at the point when you get the VIP Ticket will get you out of being forced to use it right away. With Miriel, I made the mistake of using both VIP service and Spirit Covenant trial periods very early; I now heartily regret it, because VIP service and the Spirit Covenant give good benefits, even for the short time period of the trial. For example, VIPs can spin a VIP wheel for lots of goodies, but each spin takes a certain number of items called VIP tokens; later in the game, you’ll be able to rack up lots of those through dungeon runs and other instances, but you won’t have many when you get your cards.
The moral? SAVE your trial cards--so you can use them later, when you have a better character (and thus more benefits), or when you have more time (so it’s more convenient to use your trials), or when you can secrete the cards away somewhere on a dusty shelf in your inventory so they can become the family heirloom, or…whatever. Just don’t, and I mean DON’T, use them if you want to go non-cash and/or want to be able to test these special services at a later, more convenient time.
A quick tip about guilds, too: when you first apply to a guild, make sure you only apply to high-level guilds (preferably levels 7+), and apply to as many high-level guilds as possible. Miriel’s first guild, Fear, was only level 2 or 3; the members were not very active or engaged in the guild, the community was hardly supportive, and the Guild Altar only allowed for three spins a day. In contrast, my current guild, Nadirim, is something like level 8; it allows for fifteen Altar spins a day—usually more than I can afford—and the community is extremely lively, engaged and helpful. (The only problem is that everyone speaks Hungarian—so half the time I don’t understand what goes on in Guild Chat—but that’s what RosettaStone and language buddies are for, right? :P)
In case you’re still in these early parts of the game, you’ll have a chance to avoid the mistake I made, which was to sell those “weird items like Soul Crystals and Mount Whips which never seem to do anything.†DO NOT SELL THESE! They’ll be very important later in the game, and you’ll be glad you have them if you keep them: for example, Soul Crystals add lots of cool effects through Soul Engraving, accessible from your Inventory, and Mount training Whips are key to training your Mount (which you’ll get at level 40). In short, if it’s an item you’re unfamiliar with, or one that doesn’t seem to do much, at least Google it before you sell it and see if it does anything later on.
During the first twenty levels, your skill points should be pretty much auto-directed by the game toward one skill or another. If you want to reset your skill build prior to level 25, you can; I did not, and I now slightly regret that decision. However, the skill build prior to level 25 is not bad, and it basically just opens all your basic skills, so if you want, you can be lazy like me and not bother to reset your points. :3
After level 20, access to the Arena (which features single-player and multiplayer PVP action), the Hall of Heroes (i.e. PVE multiplayer dungeons), and, later on, the Battlegrounds, opens up. At level 20, or just after unlocking these features, you’ll be pretty weak compared to the gazillions of higher-level players already flocking these instances (or, in the case of Battlegrounds, you’ll be FOREVER at the mercy of high-level and cash players ). Thus, don’t be surprised if you aren’t exactly killing your PVP enemies with ease. In the single-player Arena, however, the game matches you up with potential opponents around your level, so it’s a good idea to start dueling and raising your rank as soon as possible; it only gets harder if you wait. (I made the mistake of waiting with my mage; she’s now stuck somewhere in the 900s and struggling to stay afloat. My knight, Samarru, has had better luck, since I started earlier with her.)
From level 20 to 30, you’ll definitely want to recruit Paladins instead of Lancers; keep them around five to ten levels behind your hero, never below ten levels of your hero’s level. At level 30, switch to Gryphons: they’re a lot stronger, and you won’t have a prayer in Battlegrounds unless you use Gryphons like everyone else. XD Upgrading Gryphons takes a lot of Daru, so save up all your Daru prior to level 30. Also, be sure to keep your Town Hall and Barracks up-to-level with your hero’s level, so that you can start recruiting Paladins and Gryphons as soon as you reach their levels.
Between levels 20 and 30 you should gain access to the Forgotten Catacombs. For the first few levels (up to the level ten levels behind your hero’s level) this will give you nice rewards in EXP and loot, and for the first ten levels or so it should be a breeze. But as you climb upwards in the Catacombs, fighting monsters will get significantly harder; high-level bosses are often much more difficult to defeat compared to the five levels of normal monsters leading up to each boss. If your goal is to reach as high a level as possible—possibly even the top at level 100—try to anticipate whether you’re strong enough to defeat a level; if you’re not careful you’ll get killed, and as a non-cash player you’ll only have a fixed number of times to respawn free, per level run, before you either have to pay cash or restart from Catacombs level 1. However, if you’re simply trying to get as much EXP and loot as possible through Catacombs, killing yourself—even on purpose—can be quite useful: as far as I know, dying in battle is the only way to restart the Catacombs, and therefore the only way to farm EXP multiple times from each level.
Astrals unlock at level 25, and believe me, these are important. A note of warning, however: when I first unlocked Astrals, I wasn't very aware of how much they cost. Make sure you don’t accidentally burn all your money collecting Astrals! (Personally, I find it easiest to rack up lots of gold, at least 200K extra or so, and then go on a long Astral collecting phase, so I don’t have to worry about only having the money to collect three Astrals every other hour or something.)
As a mage, you’ll want to focus on getting Astrals which boost your Magic Attack (Mysticality Astral), Magic Defense (Willpower Astral), Physical Defense (Fortitude Astral), and, less importantly, Health (including Pristine Goddess Blessing, Blessed Health, and Brilliance Astrals). Physical Attack Astrals are meaningless for a mage, since mages don’t have Physical Attack; Crit-based Astrals CAN be used, but again, if you aren’t going for a single-shot mage, they aren’t so useful.
When you first get Astrals, you’ll have only two equippable Astral slots available (changing to three slots at level 30, four at level 40), so don’t waste your time using low-level (green) Astrals and trying to level them up. Instead, wait for a higher-level Astral (blue at least) and then equip it, using green-level Astrals to add EXP to your equipped Astrals. For example, instead of using the normal green-level Brilliance Astral as your health Astral, try waiting until you capture a Pristine Goddess Blessing or Blessed Health Astral; then use normal Astrals, such as Brilliance to level up your Pristine Goddess Blessing Astral. As you get higher and higher types of Astrals, replace your old Astrals with these higher ones and convert the old Astrals into EXP for your newer, better Astrals. (And, last but not least, if you get confused about which Astral is better or higher quality or more useful, you can always look at your Astral Value, in the upper left of the Astral equipping page.)
As a side note: I usually channel all of my lower-level Astrals into EXP for my higher-level, equipped Astrals by sorting the low-level Astrals according to their type: for example, Brilliance Astrals go to my equipped health Astral, Brutality (PATK) and Mysticality Astrals go to my equipped MATK Astral, and Willpower and Fortitude Astrals go to my respective MDEF and PDEF Astrals (the latter of which is a Pristine Fortitude Astral, yay!). This kind of sorting certainly isn’t required, but I find it useful to keep all of my Astrals leveling more or less evenly, since Astrals of each type are pretty evenly distributed in collection.
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