Credit to Ayumil.
The Legendary Heroes: The Arans
Aran’s AP (Ability Points) follows the same pattern as any other warrior:
STR (strength) is your main stat and DEX (dexterity) is your secondary stat.
Your DEX is always double your level.
Example: If your Aran is level 30, your DEX is 60.
Aran AP Auto-Distribution
If you follow the “auto distribution” you will receive:
3 STR and 2 DEX each level from Level 1 – 30.
4 STR and 1 DEX each level from Level 31 – 70.
If you have sufficient funding, you can cap your DEX much earlier.
Regular DEX (Dexterity)
Recommended to add DEX each level. [For first-time players]
This build will have the most accuracy, but weakest attack.
(STR is your primary source for damage, DEX is for boosting your accuracy)
If you follow the Auto AP Distribution by Nexon/Asiasoft:
Auto-AP adds 2 DEX each level till Level 30, and 1 DEX till Level 70.
Note: Get a Zakum Helm and Deputy Star (for more accuracy) when you have the funds.
It’s recommended to cap (limit) DEX around DEX 80 for this build, but it isn’t mandatory,
Low DEX (Dexterity)
Recommended to cap your DEX at around 40 – 60 [For semi-funded players]
For this build, you just add a little DEX, and get the rest of it entirely from your equipments.
For example: Scrolling your overall armor with DEX scrolls provides additional accuracy stats.
This build is probably the most accepted build out of any warrior AP builds.
DEXless
Don’t add any AP into DEX, Leave it at DEX 4. [For well funded players]
For this build, you add all AP points to STR, and ignore DEX.
This will lead to lower accuracy, but higher damage.
Your scrolled equipments will be your primary source for accuracy.
For example: Wielding a maple weapon (provides additional accuracy)
Advantage of DEXless is training on high level monster with low EVA (evasion)
High level monster rewards more EXP but they have more HP.
High STR will defeat them easily. That’s how hardcore DEXless warrior level very fast.
Also, once your character level is on par with monster level, you can hit it easily.
1st Job: Recollections
Tutorial quests and you should reach Lv10 in no time at all. Once you reach Lv10, click on the Giant Polearm wedged in a glacier next to Lirin in order to advance to the First Job. As usual, you will receive 1 SP and have all your AP reset. And no, you don’t get to use that cool looking polearm. Get your own!
NOTE: LV10 Aran star only with Double Swing and Combat Step skills.
NOTE: The remaining skills are acquired through quest, similarly to 4th Job
Reasoning
10 Combo Ability (for Critical Combo in 3rd Job)
20 Double Swing (primary offense skill in 1st Job, for Triple Swing in 2nd Job)
15 Combat Step (traveling purposes: 1000 distance flash jump)
16 Pole Arm Booster (for the -3 speed)
Summary – Total 61 SP
Double Swing (20/20) / Combat Step (15/15) / Combo Ability (10/10) / Pole Arm Booster (16/20)
LV 10 : 1 Double Swing (1/20)
LV 11 : 3 Double Swing (4/20)
LV 12 : 2 Double Swing (6/20), 1 Combat Step (1/15)
LV 13 : 3 Double Swing (9/20)
LV 14 : 2 Double Swing (11/20), 1 Combo Ability (1/10) [QUEST]
LV 15 : 3 Double Swing (14/20)
LV 16 : 3 Double Swing (17/20)
LV 17 : 3 Double Swing (20/20)
LV 18 : 3 Combat Step (4/15)
LV 19 : 1 Combat Step (5/15), Save 2 SP (2)
LV 20 : Save 3 SP (5)
LV 21 : Save 3 SP (8)
LV 22 : 11 Pole Arm Booster (11/20) [QUEST]
LV 23 : 3 Pole Arm Booster (14/20)
LV 24 : 2 Combat Step (7/15),1 Pole Arm Booster (15/20)
LV 25 : 3 Combat Step (10/15)
LV 26 : 3 Combat Step (13/15)
LV 27 : 2 Combat Step (15/15), 1 Pole Arm Booster (16/20)
LV 28 : 3 Combo Ability (4/10)
LV 29 : 3 Combo Ability (7/10)
LV 30 : 3 Combo Ability (10/10)
How do I get Pole Arm Booster? Which NPC should i talk to? I’m level 22 now
You need to complete all ARAN REQUIRED quest! Open you quest window, check under ‘available’ or in progress. Finish all the quest under [ARAN] [Required]
Make sure that you have completed ALL Aran-exclusive quests given before Lv22 (just check to make sure there are no more [Required] quests). Once you have done so, a light-bulb should appear over your head. Click it and select Accept to be teleported to Francis’s house. I suggest you purchase a Lith Harbour scroll as you’ll have to report back to Tru after speaking with Francis.
Q: “Why do you max Combat Step and not Pole Arm Booster?”
A: Mobility is key to any melee character. Try using step off of a ledge to understand why it can be so useful. As you level up Step, the distance it travels increases. Booster, however, only last longer. You can just recast booster to make it feel like level 20, while you can’t reuse Step while falling off of a ledge. Take note that the level 50 Mount is slower than spam Hax-Stepping on normal ground, let alone El Nath. (The super slide on El Nath snow terrain and Combat-stepping in mid air are disabled in KMS now because its too godly :( )
Q: “Why do you push Combo Ability till the end?”
A: Combo is saved until the end because Pole Arm Booster is a necessity.
Maxing Double Swing adds more DPS (Damage per Second) than combo does.
Q: “Why can’t I put Double Swing on a key? How do I use it?”
A: Double Swing is activated when you double tap your attack key. That means on mob-populated maps like Scorpions, you’ll be pressing your attack key none stop, save for the occasional potion. Carpel Tunnel is fun.
Q: What is Lirin’s Ring and how do I get it?
A: Lirin’s Ring is a “Ring” equip that increases all stats, WA, MA, HP & MP by 3. You get it by reaching Lv50 on an Aran character and speaking to Lirin. In KMS this was purely a time-limited event, after which you could no longer get the ring (KMS offered the ring at Lv70, by the way). Whether MSEA will follow suit is uncertain. The ring is permanent (on KMS. not confirmed for MSEA), and can be transferred between characters on the same account, but cannot be traded to other accounts with or without Scissors of Karma.
2nd Job: Memory
Once you reach Lv30, return to Rien and talk to Lirin. Finish up the chain of “quests” that require you to go back and forth between Lirin and Maha, the spirit sealed in the Giant Pole Arm. Soon enough, Lirin will direct you to the Cave of Mirrors which is all the way North of Rien. Enter the portal and you will find yourself in…Mu Lung? Accept the NPC’s quest collect items dropped by the Asiatic Black Bears which you will find in the next map. Once you’re done, return to the NPC and then to Lirin to (finally) get your well-deserved job advancement. ~Credits to Hanabira.Kage
2nd Job Notes
Now, you will probably notice that Combo Ability and Pole Arm Booster are not in your skill list. Fret not, because they are obtained from quests at Lv13 and Lv22 respectively. I will go through the quests in the Skill Quests section.
Reasoning
Pole Arm Mastery (boost minimum damage to 60%, provides stable damage)
Combo Smash (deals 600% damage at max level, consumes -30 combo)
Triple Swing (allows to deal a 3rd attack after Double Swing)
Combo Drain (allows to recover some health after each attack)
Final Charge (added last, does not deal much damage, good for clumping mobs)
Summary – Total 121 SP
Pole Arm Mastery (20/20) / Triple Swing (20/20) / Final Charge (21/30) / Combo Smash (20/20) / Body Pressure (20/20) / Combo Drain (20/20)
LV 30 : 1 Triple Swing (1/20)
LV 31 : 2 Triple Swing (3/20) , 1 Pole Arm Mastery (1/20) [QUEST]
LV 32 : 3 Pole Arm Mastery (4/20)
LV 33 : 3 Pole Arm Mastery (7/20)
LV 34 : 3 Pole Arm Mastery (10/20)
LV 35 : 3 Pole Arm Mastery (13/20)
LV 36 : 3 Pole Arm Mastery (16/20)
LV 37 : 3 Pole Arm Mastery (19/20)
LV 38 : 3 Triple Swing (6/20)
LV 39 : Save 3 SP (3)
LV 40 : Save 3 SP (6)
LV 41 : Save 3 SP (9)
LV 42 : Save 3 SP (12)
LV 43 : Save 3 SP (15)
LV 44 : Save 3 SP (18)
LV 45 : 1 Triple Swing (7/20), Combo Smash (20/20) [QUEST]
LV 46 : 3 Triple Swing (10/20)
LV 47 : 3 Triple Swing (13/20)
LV 48 : 3 Triple Swing (16/20)
LV 49 : 3 Triple Swing (19/20)
LV 50 : 1 Triple Swing (20/20), 2 Combo Drain (2/20)
LV 51 : 3 Combo Drain (5/20)
LV 52 : 3 Combo Drain (8/20)
LV 53 : 3 Combo Drain (11/20)
LV 54 : 2 Combo Drain (13/20), 1 (Rush 1/30) [QUEST]
LV 55 : 3 Combo Drain (16/30)
LV 56 : 3 Combo Drain (19/20)
LV 57 : 1 Combo Drain (20/20), 2 Body Pressure (2/20)
LV 58 : 3 Body Pressure (5/20)
LV 59 : 3 Body Pressure (8/20)
LV 60 : 3 Body Pressure (11/20)
LV 61 : 3 Body Pressure (14/20)
LV 62 : 3 Body Pressure (17/20)
LV 63 : 3 Body Pressure (20/20)
LV 64 : 3 Final Charge (4/30)
LV 65 : 3 Final Charge (7/30)
LV 66 : 3 Final Charge (10/30)
LV 67 : 3 Final Charge (13/30)
LV 68 : 3 Final Charge (16/30)
LV 69 : 3 Final Charge (19/30)
LV 70 : 3 Final Charge (21/30), 1 Pole Arm Mastery (20/20)
DEFENSIVE BUILD
LV 30 – 30 : 1 Triple Swing (1/20)
LV 31 – 31 : 2 Triple Swing (3/20), 1 Pole Arm Mastery (1/20) [QUEST]
LV 32 – 37 : 3 Pole Arm Mastery (19/20)
LV 38 – 42 : 3 Triple Swing (18/20)
LV 43 – 43 : 2 Triple Swing (20/20), 1 Combo Drain (1/20)
LV 44 – 49 : 3 Combo Drain (19/20)
LV 50 – 50 : 1 Combo Drain (20/20), Save 2 SP (2)
LV 51 – 53 : Save 3 SP (9+2)
LV 54 – 54 : 3 Final Charge (14/30)
LV 55 – 56 : 3 Final Charge (20/30)
LV 57 – 62 : 3 Combo Smash (18/20)
LV 63 – 63 : 2 Combo Smash (20/20), 1 Final Charge (21/30)
LV 64 – 69 : 3 Body Pressure (18/20)
LV 70 – 70 : 2 Body Pressure (20/20), 1 Pole Arm Mastery (20/20)
FAQ: Frequently Asked Questions
Q: “Does skills that consumes COMBO also consumes MP?”
A: All skills that consumes COMBO does not use MP (such as Combo Smash) However, it resets your combo to zero. For example, you gain 100 combo, and activate a combo skill, your 100 combo becomes zero.
Q: “Why max Combo Smash but not Triple Swing first?”
A: Combo Smash allows you to deal 600% damage against 10 monsters (at max level) It requires at least 30 combo that you have generated after hitting 30 times. It’s very useful when you want to hit a monster located far away from you. Great to clear mobs of monster at Monster Carnival 1 (at level 45) Save SP at level 39 till level 45 to max this skill once you obtain this skill from Lirin.
Q: “Why Final Charge is added last and not max?”
A: Final Charge at max level only increases 2 mob coverage, and you won’t run into more than 10 mobs often. 9 SP can be spent on other skill such as Body Pressure and Combo Drain. It is max last because it won’t help much in training but very useful in mob areas such as Entrance to Spookyworld with many Gallopera. Level 1 Polearm Push to gain some mobility and clumping monsters.
3rd Job: Skirmish
Okay, moving on. There are some things you have to prepare before taking the Third Job Advancement Test. You must have: Maker Skill, 1 Dark Crystal, 3 Diamond Ores, 3 Garnet Ores, Lots of potions. You should have a pop-up appearing over your head once you hit Lv70, telling you to go to Rien and talk to Lirin. Do so, and head over to Maha to accept his quest. Remember the dock where you depart for Lith Harbour? That’s where you’re headed. Prepare for a boss fight…a big, mutant crow. This guy takes quite a while to kill and does a heck of a lot of damage. Once he’s down, return to Maha and then talk to Lirin. Yes, you have to go to the Cave of Mirrors AGAIN. This time, you end up in El Nath. Does the backdrop look familiar to you? It looks like the Test of Wisdom map…but it’s not. Instead you find a Yeti who has a quest for you. Accept it and enter the portal next to it. Oh ho ho! Surely you didn’t think that was all, did you? The Mutant Crow is back and he wants a piece of you. Kick his butt again and collect the Red Jewel that he drops. Give this to the Yeti. Now you have to forge a Red Jewel for Maha. Use the Maker Skill and the other stuff to forge the Jewel. Return to Maha to advance. ~Credits to Hanabira.Kage
Reasoning
20 Critical Combo (obviously)
30 Final Toss (dump points goes here. Seems least useful)
30 Fenrir Phantom (Even more powerful finisher than Combo Smash)
11 Whilrwind (seems like a better version of Final Take, since it costs less SP to hit 12 enemies, and a 1 second stun can give a little breathing room to recast buffs or whatnot)
20 Full Swing – Double Swing /Triple Swing (Is actually one skill instead of two. Powers up staple skills)
20 Smart Knockback (who wouldn’t want to knockback Pink Bean with 10k damage?)
20 Snow Charge (A free 10% bonus damage on non ice immune/resistant is awesome)
Summary – Total 151 SP
Full Swing (20/20) / Critical Combo (20/20) / Final Toss (30/30) / Fenrir Phantom (30/30) / Snow Charge (20/20) / Smart Knockback (20/20) / Whirlwind (11/20)
LV 70 – LV 70 : 1 Full Swing (1/20)
LV 71 – LV 76 : 3 Full Swing (19/20)
LV 77 – LV 77 : 3 Full Swing (20/20), Critical Combo (2/20)
LV 78 – LV 83 : 3 Critical Combo (20/20)
LV 84 – LV 89 : 3 Snow Charge (18/20)
LV 90 – LV 90 : 2 Snow Charge (20/20), 1 Final Toss (1/30)
LV 91 – LV 99 : 3 Final Toss (28/30)
LV 100 – LV 100 : 2 Final Toss (30/30), 1 Fenrir Phantom (1/30)
LV 101 – LV 109 : 3 Fenrir Phantom (28/30)
LV 110 – LV 110 : 2 Fenrir Phantom (30/30), 1 Smart Knockback (1/20)
LV 111 – LV 116 : 3 Smart Knockback (19/20)
LV 117 – LV 117 : 1 Smart Knockback (20/20), 2 Whirlwind (2/20)
LV 118 – LV 120 : 3 Whirlwind (11/20)
Ayumilove Build
LV 70 – 70 : 1 Full Swing (1/20)
LV 71 – 76 : 3 Full Swing (19/20)
LV 77 – 77 : 1 Full Swing (20/20), 2 Critical Combo (2/20)
LV 78 – 83 : 3 Critical Combo (20/20)
LV 84 – 89 : 3 Smart Knockback (18/20)
LV 90 – 90 : 2 Smart Knockback (2/20), 1 Polearm Toss (1/30)
LV 91 – 99 : 3 Final Toss (28/30)
LV 100 – 100 : 2 Final Toss (30/30), 1 Snow Charge (1/20)
LV 101 – 106 : 3 Snow Charge (19/20)
LV 107 – 107 : 1 Snow Charge (20/20), 2 Fenrir Phantom (2/30)
LV 108 – 116 : 3 Fenrir Phantom (29/30)
LV 117 – 117 : 1 Fenrir Phantom (30/30), 2 Whirldwind (2/20)
LV 118 – 120 : 3 Whirl Wind (11/20)
FAQ: Frequently Asked Questions
Q: Why max Smart Knockback after Full Swing and Critical combo?
A: I have tested out Aran on monsters where most Adventurer class train. Sadly, Aran damage is not sufficient to knockback monsters to prevent them from casting their magic attacks. Aran can attack fast but their damage are low. To counter this, Smart Knockback is maxed to lower down the knockback requirement, so every hit allows Aran to keep knocking back the monster to prevent it from moving pass you and prevent them from casting spell (this skill also works on bosses).
Apart from that, Final Toss works along with Smart Knockback. If you can’t knockback the monster consistently, you can’t keep the monster in air for long. Every successful knockback keeps the monster afloat in air (this prevents them to cast spell and makes them stationary at 1 place while you happily hit them without them hurting you abit!) Couple with Combo Drain and Body Pressure, you will be using less HP (health potion) compare to the rest of the Adventurer and Knight of Cygnus Class! (except for Cleric)
Q: “Fenrir Phantom vs Combo Smash. Which skill is more powerful?”
A: – Fenrir Phantom is always better than Combo Smash.
Combo Smash : 30 combos : 600% damage
Fenrir Phantom : 100 combos : 800% damage x 2 = 1600% damage
Based on the skill description, Smash is better since
30 combos x 3 = 90 combos
= 600% x 3 = 1800% damage
you need only 90 combos and deal 1800% damage
BUT !!! you havent include the bonus damage from Combo Ability & Critical Combo.
By requiring 100 combos, Fenrir Phantom unlock Combo Ability & Critical Combo true potential, adding a total of 10 WA and +100% critical damage with 60% to activate. Making the damage deal by Fenrir is way more than 1600%. AND since Fenrir is a 2 hits skill, giving it a higher chance to activate combo in one of the hit or even in both hits. And a 2 hits skill also mean a much more stable damage than a one hit skill.
Other Information
Snow Charge is a free 10% damage to non ice monsters, which is a huge plus for a class that mobs like crazy, plus the slow is really nice to have.
The Full Swings power up our staple attacks, which is always nice.
Smart Knockback makes it easier to reduce how often enemies will attack you.
The reason I put spare points for Final Toss is because the damage increase for the enemies in the air seem really minuscule because it requires setting up the enemy for the bonus damage. Now I ask why deal a measly 110% to 12 enemies for a bonus +100% damage (which for Aran multipliers doesn’t seem much at all) when you can kill them faster without Final Toss and/or push them forward with Final Take for a bigger mob?
MapleStory Aran Skill Combinations
Double Swing : (ATTACK) + (ATTACK)
Also known as the Double Swing skill. You WILL be spamming this during 1st Job.
You don’t have any other option. It is rather powerful, though.
Triple Swing : (ATTACK) + (ATTACK) + (ATTACK)
Triple Swing skill. This will take over from Double Swing.
Take note that the last hit moves you forward a little bit, so keep some potions handy.
Tips #1 : (Body Pressure) + (Triple Swing)
Using Body Pressure before attacking with Triple Swing .
This makes sure that you deal a little extra damage
when the last hit moves you a little too far forward.
Still, keep some potions handy at all times.
Polearm Push : (Triple Swing) + (LEFT/RIGHT) + (ATTACK)
Triple Swing – Polearm Push combo. At max level, this will
slash 12 enemies 3 times each then slash once more to pile them up.
This will be your main attack combo for mobbing once you get Polearm Push.
Note that you can press to rush toward the left.
Combo Smash : (Triple Swing) + (DOWN) + (LEFT/RIGHT) + (ATTACK)
Triple Swing (or whatever combo) until you get more than 30 COMBO,
then use Combo Smash. This will probably kill off most of the enemies closer to you.
Polearm Toss : (Triple Swing) + (UP) + (ATTACK)
Triple Swing – Polearm Toss combo.
No, you can’t juggle mobs so don’t even think about it.
Just continue whacking before they land to deal maximum damage.
[Tips #2] : Triple Swing + … + Triple Swing + Polearm Toss + Combo Smash
- Triple Swing – Polearm Toss-Combo Smash combo.
Combo Smash’s damage is insane enough as it is.
If you hit mobs whle they’re in the air, the damage will be a lot higher.
Just be quick with it or you may miss your chance to hit them with Combo Smash.
[Polearm Finale aka Polar Bear Paw] : Triple Swing + Down + Attack
- Triple Swing – Polearm Finale combo. As I’ve stated before,
you can choose between Polearm Push and Polearm Finale for your main attack combo.
Yes, Polearm Finale is stronger, but if the mobs aren’t all in one spot,
Polearm Finale won’t hit all of them. In such a case,
you can use Polearm Push to pile them up first, then use Polearm Finale to crush them.
Polearm Push or Polearm Finale?
Upon maxing Polearm Finale, you’ll face this dilemma:
When should I use Polearm Push and when should I use Polearm Finale?
Here’s a general guideline:
1. Use Polearm Push when facing a large group of spaced-out monsters.
2. Use Polearm Push when in situations where monsters WILL push you back such that your next hit won’t connect.
3. Use Polearm Finale when up against monsters that are very close together/on the same spot.
Combat Step
- There’s a reason why Combat Step has the word “Combat” in its name. Utilising Combat Step quickly and efficiently can help you maintain your COMBO counter and also save your skin at times. For example, there are 2 groups of monsters, one in front of you and the other behind. You kill off one group, then turn and Combat Step to the other group and start hitting them. This will keep the COMBO count intact, provided you do it quick enough. Therefore, Combat Step might be a better choice to max compared to Polearm Booster.
Aran Recommended Training Areas
As an Aran, you’re quite flexible in where and how you’d like to train.
I’m going to post down a couple training areas that I know/have been told to be good.
Note: PQ refers to Party Quest.
Level 10-20
Cynical Orange Mushrooms, Rainforest East of Henesys (Pig and Orange Mushies), Pig Beach, Caution Falling Down, Henesys PQ, Orbis Exchange Quest
Level 20-30
Cynical Orange Mushrooms, Ant Tunnel 1, Ant Tunnel 2 Mini dungeon [Zombie Mushrooms/Horned Mushrooms], Hunting Ground In the Deep Forest 1 [Curse/Evil Eyes], Sahel 1 & 2[Scorpios/Sand Rats], Ariant PQ, Kerning PQ
Level 30-40
Monster Carnival PQ, Ludibrium PQ, Scorpions at Sahel 1, Iron Mutaes, Fire Boars
Level 40-50
Monster Carnival PQ, Ludibrium PQ, Roids at C-1, Truckers, Straw Target Dummy
Level 50-60
Mysterious Path 3[Selkie Jr. & Slimy], Truckers, Ludibrium Maze PQ, Monster Carnival PQ 2, Forest Of Golem[Mixed Golem & Dark Golem], Roids and Neo Huroids @ C-2, Sleepy Dungeon 5,
Level 60-80
Lower Ascent[Windraiders & Stormbreakers] , Mysterious Path 3[Selkie Jr. & Slimy], Forest Of Dead Trees[Coolie Zombies], Fantasy Theme Park 2[Yabber Doo & Booper Scarlion], Orbis PQ, Magatia PQ
Level 80-120
Area of ANY Kentaurus, Fantasy Theme Park 3[Vikerola], Spirit Vikings, Entrance to the Spooky, World[Gallopera], Dual Ghost Pirates, Windraiders @ Lower Ascent, Himes, Squids, Memory Lane 1,2,3,4, Road of Regrets 1,2,3,4
Level 120+
Himes, Road of Regrets 3,4, Road to Oblivion 1 2 3 4, Skelegons& Skelesaurus’, Crimson Guardians
Aran 2nd Recommended Training Areas
Stats: Pure Str all the way till 30
Equipment: Dex 10 bathrobe, Dex 5 shoe
Weapons that add accuracy (Polearm)
Maple scorpio – hunt at fantasy theme park 2 blooper scarlion (that antique wright brothers aircraft)
Guanyu, Maple Karsten
Suggested End game Weapons
Purple Surfboard – Speed +5, and fast
Aran Training Guide
Note: h is short for Hour (duration it takes to complete the training)
01 – 13 : Do Quest (<1h)
13 – 20 : HPQ – Henesys Party Quest (<2h)
20 – 23 : Green Mushrooms (<1.5h)
23 – 30 : Zombie Mushroom / Horned Mushroom (Ant tunnel 1-2 Mushroom Cave) (<4h)
(Remember to get those 99 and 999 quests and other mushroom quests at ant tunnel 3, 4 and sleepywood)
LV30 – LV35 : Add dex – until base 40 dex
30 – 32 : Sahei – Scorpion (Buy sniper potion if can’t hit – Get your combo king medal) (<2h)
(Max Pole Arm Mastery first, it adds to accuracy)
32 – 50 : Monster carnival 1 – Start with teddy first then king bloc and then do max rombot +spd at around lvl 39. Remember do all in room 3/4
(Note : first few levels will miss toy trojans depending on accuracy, may need to go nlc buy that accuracy 8 min potion)
mc1 33-40 <5h
40-45 <4h
It is strongly recommended to train at Monster Carnival 1. Why?
If you are soloing and your party member is dead or at the revived area,
1 rombot yields 450 exp.
32 – 40 : Sahel 1 Scorpion (High Spawn Rate + Easy to maintain combo)
40 – 45 : A night in the forest – Paper Lantern Ghost (Bring accuracy pots from NLC)
45 – 50 : B-1 Magatia – Kill Iron Mutae (Single platform too and Godly Spawn)
51 – 71 : MC2 2min rushed swap too. each 2min rush swap is 33k exp
50 – 58 : Mulung – Straw Target Dummies (Single platform, Godly Spawn)
58 – 68 : C-2 Magatia – Roids (Single platform, Godly Spawn)
68 – 73 : Lab 201 Magatia – Homun (Single platform, Godly Spawn)
73 – 82 : Lab 202 Magatia – (Single platform, Godly Spawn)
82 – 85 : Either MPQ or Ftp2 or you can stay at lab 202 Magatia.
85 – 90 : Party at Sky Nest 2 all the way till 94.
Each 1 take a platform. Sky nest 2 is inflict a lot of status effect upon you.
90 – 94 : Temple of time (First map)
94 – 130 : Spooky, party with another aran. each 1 take a platform
130+ : Temple of time, pt with others, each 1 take a platform. (Some mobs can’t be frozen)
Thanks