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WhiteAsIce's Archer Guide

2007-09-18

WhiteAsIce's Archer Guide
v2.01

This is a guide for new archers who are not funded by a higher level character.
This guide assumes you know what Maple Story is, and the mechanics of the game.
Therefore I will not take too much time to explain things through and through,
but rather I will just get down to the bare bones of information.

VERSION HISTORY

v1.0 09/19/2005 - initial guide
v1.1 09/21/2005 - fixed some typos, added FAQ section
v1.2 10/05/2005 - updated EQUIPMENT, TRAINING SPOTS, and FAQ sections
v1.3 03/08/2006 - Everything updated to reflect new patches. Will add third job information in the next update
v1.4 06/14/2006 - Omega Sector was released in Global MS, so the appropriate sections have been updated
v1.5 07/01/2006 - Received feedback from forum members, so some sections have been updated
v1.51 07/03/2006 - Updated Training Areas
v1.52 07/04/2006 - Updated Training Areas, Skill Descriptions, Tips, Skill Analysis, and Credits sections
v1.53 07/07/2006 - Info added to PKB, screenshots added to Training Spots, other minor details changed
v1.54 07/28/2006 - Ludibrium Party Quest section added
v1.6 07/30/2006 - Like patch 0.15, the latest patch (0.26) has greatly changed Maple Story. Many sections have been updated
v1.61 08/01/2006 - Changed Equipment sections, updated Quests
v1.62 09/05/2006 - Updated sections to include Aqua Dungeon
v1.63 09/11/2006 - Minor changes, also added links to other useful threads
v1.7 09/19/2006 - Can't believe it's been a year since I started this XD Minor changes to various sections, answering questions asked by the community
v1.8 11/16/2006 - Complete overhaul of the Training sections, added many screens, updated skills to reflect the introduction of fourth jobs
v1.81 11/21/2006 - Fixed formatting errors in Training sections
v1.82 11/25/2006 - Information regarding Iron Arrow added, added Skill Damage Totals section
v1.83 11/30/2006 - Fixed random typos and grammar errors, fixed some skills information, fixed other random bits
v1.84 01/01/2007 - Happy New Year! Updated FAQ, training areas, third job info, quests, tips
v1.84a 01/07/2007 - Added a few screenshots
v1.85 01/21/2007 - Added some new sections, updated training areas with new monsters, updated and fixed quests, fixed typos, added FAQs
v1.86 02/14/2007 - Perion Excavation Camp is released, so respective areas have been updated; updated other minor info, started on MapleSEA exclusive areas
v1.86a 03/14/2007 - I was hoping to update after the patch, but the patch never came- a server check did. MapleSEA info complete, other minor touchups
v1.87 03/20/2007 - Patch 0.35 is the worse patch ever to hit GMS (IMO). Updates reflect patch changes
v2.0 09/01/2007 - About time, huh? Updated Training Areas through patch 0.41, third job skill builds, and fourth job section. Didn't update as much as I had expected to...
v2.01 09/03/2007 - Added the Monster HP:EXP Ratio List

Table of Contents
1. Born as a Beginner (LVL 1-10)
-Creating the Ideal Archer
-Your Ability Points
-Archer Compared to Other Jobs
2. Living as an Archer (LVL 10-30)
-The Basics of a Bowman
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
-Other First Job Tips
3. The Road as a Hunter/Crossbower (LVL 30-70)
-Job Advancement Test
-Hunter or Crossbower?
-The Way of the Hunter/Everything On Crossbow
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
4. The Path of a Ranger/Sniper (LVL 70-120)
-Job Advancement Test
-Your Ability Points
-Path of the Ranger/Sniper's Scope
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
5. The Masters of Range (LVL 120-?)
-A Sneak Peek
6. The STR-less Archer
7. Tips
-General Tips
-Monster HP:EXP Ratio List
-Quest Help
-Ludibrium Party Quest
8. Skill Damage Totals
9. Frequently Asked Questions
10. Credits
11. Disclaimer
12. Conclusion


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

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

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

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

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

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

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

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

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

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

* = STR to 25 is just a recommendation. If you really wanted to, you don't have
to have that much STR so early. However, it makes leveling to 10 easier since
you do more damage, and besides, you will need that STR in the future anyways.
Most unfunded Archers will be using a melee weapon until level 15-20, so it
wouldn't hurt to have a bit of extra strength to assist.


THE UPS AND DOWNS OF AN ARCHER
So why choose to play as an Archer over the other three jobs. Archers have
distinct features that set them apart from the other three jobs. First I will
list the pros, then the cons will follow.

+ Masters of Range +
Archers have the most range, even more than Assassins. Archers cover all parts
of the field, from the longest forward range to surrounding areas to even behind
the Archer. Being ranged means you often can kill your target without getting
touched, saving you some HP potions. If you need ranged work done, look no
further than the Archer.

+ High Ranged Damage +
If you're looking for high damage without being up close, Archers hit hard.
Crossbows are the strongest ranged weapons. High damage comes at a price, and
that is attack speed.

+ Accurate to a Fault +
Archers will always naturally have the most Accuracy, followed by Assassins in
second. This means that Archers can hit nearly anything, provided the monster
isn't plenty times stronger. This also means that Archers can fight bosses
earlier than other jobs can.

+ Mob Tamer +
Handling multiple monsters at a time is natural to Archers. Archers gain some of
the best mob skills in the game, and this allows Archers to train faster by
hunting multiple monsters at a time.

+ Equipment Choice +
Archer armors do not require a secondary stat, meaning that Archers can wear any
color armor while still gaining the benefit of the primary stat by allocating AP
away from the secondary stat. For example, a Red-Lined Kismet adds 4 STR, but
Archers need DEX for damage. At level 50, a Hunter would need 55 STR total to
hold a level 50 weapon. All the Hunter has to do is have only 51 STR, and the
armor will add 4 to complete the requirement, and the other 4 AP can go into
DEX.

- Poor Durability -
Sadly, Archers are the least likely to survive. Warriors have high HP and
defense, Magicians get Magic Guard, and Thieves have high avoidability and Dark
Sight. Archers have... nothing. Archers are plagued with the second lowest
defense of the three jobs, and no skills to help with survival.

- Limited Mobility -
Archers do not really have a skill to help with movement. Archers cannot attack
while airborne, so must rely on skillfully jumpshooting in order to cover ground
while training. Gaining mobility will come through the use of scrolled armors.

- Lack of Party Skills -
This only applies to the first three jobs. Parties do not benefit much from an
Archer member since it does not have any buffs. Archers simply fill the role of
a damage dealer, but players looking for high damage dealers will look for melee
players.

- Slow Training for Perfection -
To make the best Archer, one would have to gain skills to support future skills.
This means that Archers will level slowly during the second job in order to
prepare for the third job. Once into the third job, leveling speed will return
to average.

--------------------------------
Living as an Archer
--------------------------------

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

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

Critical Shot (ML 20) - Allows you to perform a critical attack with a certain
success rate
---
In other words, free extra damage. When maxed, normal shots do double damage.
Contrary to popular belief, Critical Shot only adds 100% damage to the current
attack multiplier, it does not double damage. Because of this, Arrow Blow is
rather inferior to Double Shot. Also, Critical Shot also makes archers' damage
really unstable, even with mastery in the second job. Regardless, all archers
should max this skill. Critical Shot effectively adds 40% to any damage
multiplier with the exceptions of Arrow Bomb and Iron Arrow.

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

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

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

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


Double Shot used on a Coolie Zombie

SKILL TABLES
n = Skill level

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The argument for Focus is that it grants EVA. Archers don't have as much natural
EVA as Thieves do, so having a skill that adds EVA is helpful. It may cost MP
and have a duration, but being more of a defensive skill, it depends on the
situation: whether training in crowded maps or traveling around, Focus is quite
versatile.

There have been debates about Focus not working. That is, when Focus is active,
sometimes Archers still get damaged even though a MISS appeared. Archers
who have experienced this glitch will argue against the use of Focus. Also, with
the release of Puppet, some Archers have associated this Focus glitch with
Puppet. Some Archers have experienced the Focus glitch more when Puppet is
active.
I have experienced the MISS-glitch before now, and I can say from personal
experience that it has nothing to do with Focus or Puppet. What this glitch does
is the game outputs the wrong damage banner at times. When you actually take
damage, MISS appears instead. It can also go vice-versa: sometimes damage will
appear, but you take no damage, like you got a MISS.
Again, this glitch occurs rarely. This should not discourage the use of Focus
because you still get the inherent EVA bonus, but you have to put up with not
relying on the text that appears on the screen.

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

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

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

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


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

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

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

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


The Standard "Cookie cutter" Build (1)
This is the build that most new archers will take.

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

Dual Attack Build (2)
Not used by many archers anymore, but it's put here for reference.

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

Non-Focus Build (3)
For those against casting Focus for extra EVA.

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

No-PQ/Really Unfunded Build (1)
This build is for archers not wanting to PQ until the late 20's, or not at all.

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

Funded Archers Build (1)
This build doesn't tie in with the theme of this guide (for new archers), but
it's here anyways.

Code:
Level SP
10    +1 Critical
11    +3 Critical
12    +3 Critical
13    +3 Critical
14    +3 Critical
15    +3 Critical
16    +3 Critical
17    +1 Critical, +1 Arrow Blow, +1 Double Shot
18    +3 Double Shot
19    +3 Double Shot
20    +3 Double Shot
21    +3 Double Shot
22    +3 Double Shot
23    +3 Double Shot
24    +1 Double Shot, +2 Blessing
25    +1 Blessing, +2 Eye
26    +3 Eye
27    +3 Eye
28    +3 Focus/Arrow Blow
29    +3 Focus/Arrow Blow
30    +3 Focus/Arrow Blow
You get critical first to give you more damage, then Double Shot for even more.
You get eye later, then you choose between Focus or Arrow Blow (see above
builds). With this build, you will be consuming many potions: HP potions because
you have low range, MP potions because you'll be using Double Shot to train.

My Personal Build (1)
This is just to show that you are free to add your SP any way you'd like.

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

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

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

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

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

Level 10-15
Snails
Stay on the first floor of the Henesys Hunting Ground. You may get into
conflicts with other players training, but do your best.
Or try A Hill East of Henesys, a map one screen east of Henesys. The map is more
spread out than the hunting grounds. The structure is the same: Snails and other
weak monsters on the bottom, stronger monsters up above. Remember, you are using
a melee weapon to conserve arrows, which is probably the weapon Bigg gave you.

Slime
On the second floor of Henesys Hunting Grounds are Slimes. A tad bit tougher
than Red Snails, these are good if you found a two-handed weapon. Better than
Snails altogether because they pay out more EXP and Mesos than Red Snails and
are just as tough to defeat.

Stump
Try the Field Up North of Ellinia if the hunting grounds above are crowded.
There are Slimes and Stumps here, both of which drop items for quests. These do
quite a bit of damage without decent armor, so do try to avoid attacking
multiple monsters at once. Save 120 Squishy Liquids, 100 Tree Branches, and 30
Slime Bubbles for quests. Sell the rest, or keep some branches for Processed
Wood.

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

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

Slime
Slimes are the best monsters to train on right now. The EXP and Meso drop rate
is great, and they don't do much damage especially if you have new armor.

Travel to The Tree That Grew, which is a map two screens north of Ellinia. There
should be many Slimes there, with some Snails. The map is designed for three
players to take each level of the tree. The spawn rate is not fast here, so it's
a safer place to train on Slimes.

Southern Forest I is a map full of Slimes, more than the previous. From Ellinia,
go south 3 screens, and enter the leftmost tree.

Entrance to Southern Forest I
There should be A LOT of Slimes here. There is only one safe spot to idle-heal.

Stay here to go AFK and heal
It's harder to split the map up between other players. The EXP rate is the best
here. You definitely want to spend some time in this tree, especially if you're
still carrying a melee weapon.

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

Entrance to Mushroom Garden
Because this is a large map with multiple types of monsters here, I chose to not
train here. This map is very nice to those who already have a ranged weapon
because the terrain is flat. Melee players should stick to Slimes.

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

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


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

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

Pig & Ribbon Pig
There are two places that hold both types of Pigs: Pig Beach and The Rain-Forest
East of Henesys.

To get to Pig Beach, head to the 3-Way Road-Split. Use the image below to help
locate the entrance:

Entrance to Pig Beach
Ribbon Pigs drop Stiff Feathers which you need to make arrows with. The way Pigs
move makes this a difficult map to train in, despite being mostly flat. This is
no place for a melee weapon, so make sure you have a ranged weapon here.

If Pig Beach doesn't suit you, go to The Rain-Forest East of Henesys, two maps
east from Henesys. Because it's small, it may be difficult to train here because
of others around you. But since it's flat, using a class-specific weapon to hunt
here is rather efficient. It would behoove you to spend some time collecting
Stiff Feathers from Ribbon Pigs.

Dark Stump & Axe Stump
At Perion Street Corner, you can circle the map killing the monsters here. Every
monster drops an item you need, whether it's for quests or Processed Wood. This
map is the east exit from Perion. I highly suggest activating Winston's quest so
you can start to collect fossils. Winston is at East Rocky Mountain II, which is
two maps east then one map north from Perion.

Green Mushroom & Horned Mushroom
The better monsters to be training on with ranged weapons are these Mushrooms.
Unlike the other mushrooms you've seen, these do not jump and do not move as
quickly. There are various trees around Ellinia where you will find these.
SNIPING SPOT: A good monster to attack would be Green Mushrooms. Around Ellinia,
you will find trees you can enter. Some of these trees contain Green and Horned
Mushrooms. These trees have platforms where you can safely attack mushrooms
without fear of getting hit by one. I trained here for 4 levels.

This is Southern Forest IV, probably the most popular Mushroom Tree.

One of my favorite trees is Forest Up North II. Go three maps north from Ellinia
to the leftmost tree on the bottom. The entrance:

Entrance to Forest Up North II
Lots of little platforms inside mean that you can attack without getting hit.

Blue Mushroom
Blue Mushroom Forest is a very archer-friendly place. In The Forest East of
Henesys, go to the top platform and look for a woodpost on the left side. Hit up
there to enter Blue Mushroom Forest.

Entrance to Blue Mushroom Forest
The Blue Mushrooms here are great training. Unfortunately there are many other
weaker monsters around to block shots. You can use them to your advantage if you
are getting mobbed by many Blue Mushrooms: take a hit from a weak monster for
two seconds of invulnerability to escape.

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

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

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

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

Green Mushroom & Horned Mushroom
These monsters are still good training. It might slow down a bit, but it will
always be an available option.

Bubbling
While hanging around Kerning City, head into the Kerning City Subway. At Line 1
are Bubblings. They are just as tough as Green Mushrooms, but faster
and deadlier. Not a good recommendation, but some people need the drops here.

Stirge
Further into the Subway at the Transfer Area are Stirges. This will be the first
flying monster you see. They move fast and do good damage, but other than that,
that's all. Low HP and low defense makes them easy to kill, not to mention high
EXP and Meso payout. Will require the use of attack skills, meaning MP potions
will be used.

Horned Mushroom & Zombie Mushroom
You can now train at Ant Tunnel without fear of dying. However, mages love this
place, and they will probably steal your kills here. It may be too early to
train here at this point, but some are brave enough to try. I never did though.
SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small
platforms. Stand on the right platform, face left, and start attacking. You can
hit most monsters from here, and you're relatively safe from Zombie Mushrooms.


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

All Stumps
Try a map called Over The Wall, which has many stump-type monsters. They are
slow, there are platforms for you to attack from, and they drop all you need for
Processed Woods. To get there, go east once from Perion, then drop to the
bottom. Locate a wooden door and enter it.

Entrance to Wild Boar Land
Walk right and you will see three more wooden doors. The middle door brings you
to Over The Wall.

Entrance to Over The Wall

Street Slime & Urban Fungus
Exclusive to GMS, these two appear and act like their cousins on Victoria, but
share similar stats to Horned Mushrooms. You can find these in Jungle Clearing,
just outside New Leaf City. Try to avoid Boomers, which are most likely too much
for you to handle at this point.

Crow
Sadly, Crows no longer have one of the lowest HP:EXP ratios of all monsters, but
now is a flying Wild Boar. Still, ranged players have an advantage in hunting
flying monsters over melee players, and the maps are large. These should take 2
hits to kill.

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

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

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

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

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

Level 1-10

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

Once you hit level 10, shank your way to Victoria (no pun intended?). You are
going to walk to Henesys to advance as an archer. Why pay for transportation
when Henesys is the easiest town to reach from Lith Harbor of the other 4 towns?
When you reach "A Hill West of Henesys," don't be afraid to die to Pigs. Not
only do you not suffer EXP loss, but you will respawn in Henesys. If, however,
you don't die, then props to you.

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

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

Level 11-16

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

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

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

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

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

Level 18-22

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

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

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

Level 25-26

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

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

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

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

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

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

Level 28-30

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

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

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

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

Other First Job Tips
-It does not matter whether you use a Bow or Crossbow. The point of the first
job is to introduce you to the available weapons of the second job so that first
job players who haven't decided what to advance as can experience what life may
be like in the second job. You can mix up weapons to use if you want to use all
arrows you may have picked up. For example, it's not a bad idea to keep both a
Battle Crossbow and Hunter's Bow on you for a while. At least you can use every
arrow you find.

-Attack skills generally aren't worth using all the time due to unstable damage.
A Double Shot may result in two 1s, which is rather disappointing.

Using skills occasionally is fine, but if you are trying to conserve potions,
avoid using too many skills. Skills are best used after getting some Mastery.

-If you don't have enough money to buy all the equipment, prioritize. Remember
that your weapon is more important than your armor.

For more tips, see the General Tips section at the bottom of the guide.


--------------------------------
The Road as a Hunter/Crossbower
--------------------------------

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

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

Your objective: Kill monsters and collect 30 Dark Marbles.

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

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

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

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

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

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

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

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

Bow/Crossbow Mastery (ML 20) - Increases the bow/crossbow mastery and accuracy.
It only applies when a bow/crossbow is in hand.
---
Every class has some sort of mastery. What is Mastery? Mastery is a skill that
increases your minimum damage. Notice how sometimes you do hundreds of damage
with one shot, while other times you hit 1? Your mastery of your class-specific
weapon prevents you from hitting very low damage on monsters. Getting a Critical
Shot with a base 30 damage isn't very exciting, but when mastery is high,
getting a Critical Shot with a base 150 damage is noticable. Also note that
using Arrow Blow without mastery may result in 260% of 10 damage... pitiful.
Mastery is another reason why Double Shot is preferred over Arrow Blow -
consistent damage. Mastery should go to level 19 soon so you get your full
mastery of 60% there. Level 20 only adds 1 point of accuracy, so that last SP is
better spent elsewhere until the end of the second job. Also, the accuracy given
by increasing Mastery only affects the weapon that Mastery gives. You will want
to max Mastery by level 70 because a fourth job skill requires maxed Mastery.

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

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

Power Knock-Back (ML 20) - Improves the success rate of knocking back the
enemies far when swinging the bow/crossbow. The higher the level, the higher the
number of enemies the character can knock down.
---
This is a fun attack. It's more of a support skill than attack. Power Knock-Back
(PKB) increases your chance to push monsters back when swinging your weapon at
some MP cost. Also, PKB is multi-targetting. Maxed PKB is similar to a Warrior's
Slash Blast. PKB is an essential skill that all Archers should max because you
will eventually need to push monsters away to gain room to attack. PKB only adds
to the current weapon's rate of pushback; if PKB fails to push monsters back,
then the same rate is used in making the monsters flinch. The only real downside
is that PKB is NOT passive. You have to set it to a button to activate it. You
might accidentally do a second PKB after pushing the monsters back and end up
hitting air. Even so, you will notice that PKB even at level 1 will push back
monsters more often than a normal swing.

Power Knock-Back used on Coolie Zombies

Soul Arrow: Bow/Crossbow (ML 20) - Temporarily allows the character to fire
bow/crossbow arrows without using up the arrows. Only works with a bow/crossbow
in hand.
Pre-Requisite - Level 5 Booster
---
When you use Soul Arrow, your bolts are replaced by a large golden lance. You
can't see this when using other skills except for Double Shot, where you get two
large golden lances. This is cool in itself. Soul Arrow free up inventory space,
allowing you to carry more potions and scrolls, allowing for longer training
sessions. The only problem with Soul Arrow is that it does not take the attack
bonus of stronger arrows, like Bronze and Steel. If it did, Archers would be too
imbalanced. Get a decent level Soul Arrow that lasts a while. Level 10 is fine,
but nothing is stopping you from maxing it. I strongly encourage you to get at
least level 1 early on, since it does help with saving arrows.

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

Arrow Bomb used on Coolie Zombies

Iron Arrow: Crossbow (ML 30) - The arrow that's fired will go through a monster
and attack another one behind it. The damage decreases for every monster the
arrow goes through. Can damage up to 6 monsters at once.
---
This is the Crossbower's main multi-hit attack. You fire an arrow in a straight
line, piercing all monsters. Because it goes in a straight line, you can't hit
monsters above or below your Y-axis. You will almost always miss Jr. Neckis. On
the plus side, Iron Arrow flies through walls, just like a Magician's Magic
Claw. This is beneficial in maps with monsters behind walls like Gollems or
Chronos. Though damage decreases with each monster hit, the decrease is barely
noticable; not to mention that you may get a critical hit. Tests show that Iron
Arrow's damage decreases by a factor of 0.82, and that criticals are also
subject to this decreasing factor. Max it because no other classes get
something like this in the second job, and it's your only mob attack.

Iron Arrow used on Sakura Cellions

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

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

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

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

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

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

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

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

SKILL ANALYSIS

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

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

Arrow Bomb
28 MP
130%, up to 6 targets

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

455% �130% = 3.5

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

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

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

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

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

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

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

Double Shot average damage of both hits to 1 monster with maxed critical
260*0.36+360*0.48+460*0.16 = 340%
Arrow Bomb total average damage of all 6 hits in a 6-hit shot with maxed
critical
36.426+164.208+304.78+298.62+163.076+47.232+5.658 = 1020%
Arrow Bomb average damage to 1 target in a 6-hit shot with maxed critical = 170%
Ignore this, the above equation assumes that Arrow Bomb does what it's thought
to do, which is 130% to all targets with the standard +100% critical. Since
there are two separate damages, actual proof of calculations would take about a
full page to write out. For the actual average damage of Arrow Bomb, see the
section below.

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

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

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

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

*Iron Arrow*
The amount of damage that Iron Arrow reduces by is 0.82 of the previous damage
modifier. So if you arrange six monsters in a row, this is what the damage will
look like across the six monsters:
Monster # - damage
1 - 1.800
2 - 1.476
3 - 1.210
4 - 0.992
5 - 0.814
6 - 0.667
Now these numbers are without Critical Shot. Like Arrow Bomb, Critical Shot
works differently with Iron Arrow than the rest of a Bowman's skills. It still
gives the standard +100% damage to the multiplier, but all critical hits are
subject to the damage reduction caused by Iron Arrow, so Critical Shots will go
down by a factor of 0.82 per hit. As a result, you get new damages:

Average damage of Iron Arrow with Critical Shot to # monster in a line of six:
Y=1.8*0.82^(X-1)+0.4*0.82^(X-1)
1 - 2.200
2 - 1.804
3 - 1.479
4 - 1.213
5 - 0.995
6 - 0.816
So in actuality, The last hit of Iron Arrow will still be light-hitting, despite
Critical Shot kicking in.

Total average damage of Iron Arrow with Critical Shot for # monsters hit:
1 - 2.200
2 - 4.004
3 - 5.483
4 - 6.696
5 - 7.691
6 - 8.507

If you compare Iron Arrow to Arrow Bomb, you'll notice some trends, especially
if you graph the damage in the same grid. With Arrow Bomb, damage starts low but
gradually gets higher. With Iron Arrow, damage starts high but the increases
slow down.

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

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

An Archer with Final Attack is powerful early on. With Double Shot, you're
dealing at least 510% damage (130% + 130% + 250%), and that turns to 810% if
Critical Shot kicks in three times. FA allows Archers to train on bigger tougher
monsters earlier than most other players can. This is reminiscent of Gunners in
Trickster Online, who get a skill that adds 400 damage to every attack quite
early in level comparison.

It's also worth mentioning that Final Attack ignores minimum range. If you
attack a monster that gets within your minimum range after your shot, the Final
Attack arrow will come out, no matter how close the monster is to you. Also, FA
will not trigger if the Archer is not grounded. If you jumpshoot or fall off a
ledge while attacking, FA won't come out.

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

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

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

Final Attack is based on the player's style of training. Mobbers will want to
stay away from Final Attack. Archers who use Double Shot to train might want to
max Final Attack to have something to knock back with. Final Attack is an
all-or-nothing skill: either you max it or don't touch it. Final Attack requires
30 SP to master, and that's 30 SP well spent elsewhere, especially the buffs
(Soul Arrow, Booster, Focus).

Still unsure about getting Final Attack or not? If you choose to go with a
typical FA build, there are some pros and cons:
PROS:
-Free hard-hitting arrow, can flinch big monsters if the first two hits didn't
-Greatly speeds up training from around level 45 to about 75
-DS+FA is very MP-efficient and is better than level 10- Strafe
-No minimum range issues
CONS:
-You'll have to shorten buff lengths from the second job (30 SP is A LOT)
-Takes a split second extra to fire; if the monster died from the first shot,
the next shot hits nothing unless there is another monster behind it
-Interferes with mobbing
-Doesn't work with third job skills
With that last point, a good summary would be that if you don't ever plan on
getting to the third job, then maxing Final Attack would be worthwhile. Those
intent on making the third job should skip it.

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

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

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

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

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

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

Standard No-FA build 1 (1)

Code:
Level SP
30    +1 Bomb/IA
31    +3 Mastery
32    +3 Mastery
33    +3 Mastery
34    +3 Mastery
35    +3 Mastery
36    +3 Mastery
37    +1 Mastery, +2 Booster
38    +3 Booster
39    +1 Booster, +2 Soul Arrow
40    +1 Power Knock-Back, +2 Bomb/IA
41    +3 Bomb/IA
42    +3 Bomb/IA
43    +3 Bomb/IA
44    +3 Bomb/IA
45    
46    
47    
48    
49    +15 Bomb/IA
50    +3 Power Knock-Back
51    +3 Power Knock-Back
52    +3 Power Knock-Back
53    
54    
55    +9 Power Knock-Back
56    +1 Power Knock-Back, +2 Booster
57    +1 Soul Arrow, +2 Booster
58    +1 Soul Arrow, +2 Booster
59    +1 Soul Arrow, +2 Booster
60    +1 Booster, +2 Focus
61    +3 Focus
62    +3 Focus
63    +3 Focus
64    +2 Soul Arrow, +1 Booster
65    +2 Soul Arrow, +1 Booster
66    +2 Soul Arrow, +1 Booster
67    +2 Soul Arrow, +1 Booster
68    +2 Soul Arrow, +1 Booster
69    +3 Soul Arrow
70    +2 Soul Arrow, +1 Mastery
The typical build for Archers choosing not to touch Final Attack. After mastery,
Bomb/IA is obtained to have a new skill to use in training. PKB is essential.
After that, Booster, Soul Arrow, and Focus can be maxed in any order. I simply
chose to mix it all up. This is assuming you got 9 Focus in the first job. The
next build is the same as this one, but in a different order.

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

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

FA/Focus build (3)
Code:
Level SP
30    +1 Bomb/IA
31    +3 Mastery
32    +3 Mastery
33    +3 Mastery
34    +3 Mastery
35    +3 Mastery
36    +3 Mastery
37    +1 Mastery, +2 Booster
38    +3 Booster
39    +1 Booster, +2 Soul Arrow
40    +3 Final Attack
41    +3 Final Attack
42    +3 Final Attack
43    +3 Final Attack
44    +3 Final Attack
45    +3 Final Attack
46    +3 Final Attack
47    +3 Final Attack
48    +3 Final Attack
49    +3 Final Attack
50    +3 Power Knock-Back
51    +3 Power Knock-Back
52    +3 Power Knock-Back
53    +1 Power Knock-Back
54    
55    +8 Power Knock-Back
56    +2 Power Knock-Back, +1 Bomb/IA
57    +3 Bomb/IA
58    +3 Bomb/IA
59    +3 Bomb/IA
60    +3 Bomb/IA
61    +1 Bomb/IA
62    
63    
64    
65    +14 Bomb/IA
66    +1 Bomb/IA, +2 Booster
67    +1 Soul Arrow, +2 Focus
68    +3 Focus
69    +3 Focus
70    +3 Focus
You shorten Booster and Soul Arrow for more Focus. This build is now scrapped
because Mastery has to be maxed by level 70. This build is just here to show how
Archers went during Beta, because this build created a real powerhouse of an
Archer. Sadly, this build is now completely useless.

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

My personal build
Code:
Level SP
30    +1 Bomb/IA
31    +3 Mastery
32    +2 Mastery, +1 Booster
33    +3 Booster
34    +1 Booster, +2 Soul Arrow
35    +1 Soul Arrow, +2 Mastery
36    +3 Mastery
37    +3 Mastery
38    +3 Mastery
39    +3 Mastery
40    +2 Bomb/IA, +1 Booster
41    +3 Bomb/IA
42    +3 Bomb/IA
43    +3 Bomb/IA
44    +3 Bomb/IA
45    
46    
47    
48    
49    +15 Bomb/IA
50    +3 Booster
51    +3 Booster
52    +3 Booster
53    +2 Soul Arrow, +1 Power Knock-Back
54    +3 Power Knock-Back
55    +3 Power Knock-Back
56    +3 Power Knock-Back
57    +2 Booster
58    
59    
60    +10 Power Knock-Back
61    +3 Booster
62    +3 Soul Arrow
63    +3 Soul Arrow
64    +3 Soul Arrow
65    +3 Soul Arrow
66    +3 Soul Arrow
67    +3 Focus
68    +3 Focus
69    +3 Focus
70    +2 Focus, +1 MasteryI love Soul Arrow so much that I get it ASAP. I personally don't mind a few
extra levels with bad damage. After that, I follow a build similar to the
Standard No-FA build 1. I like buffs better than PKB, so I got more buffs
before maxing PKB.

TRAINING SPOTS
This time, the summary at the end of each level section will be extended.
There will be more information to help you find a training spot.

Level 31-35
A number of areas have opened up to you now that you are in the second job.

Victoria

Horned Mushroom & Zombie Mushroom
You might still be training in Ant Tunnel for a while longer. This is the
preferred training grounds for all jobs at this level range, so expect to share
maps with other players. Works out easily, Horned Mushrooms take a DS, while
Zombie Mushrooms will take a DS or two.
SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small
platforms. Stand on the right platform, face left, and start attacking. You can
hit most monsters from here, and you're relatively safe from Zombie Mushrooms.


Wild Boar
Wild Boars is tough, but possible. If you can, wait until level 35 for these.
Most likely you won't be able to do enough damage quickly enough to keep up with
the spawn.

Ghost Stump & Wooden Mask
Near Perion, you can head to Excavation Site I to find these two monsters. Ghost
Stumps resemble Blue Mushrooms, but move slow like Stumps. Wooden Masks are like
Cicles in Aqua Road. This map is large, so you should try to split it up with
someone.

Crow
Crows are stronger than Wild Boars, and they fly. Crows are a sad alternative to
Boars, really.

Street Slime & Urban Fungus
They bear similar stats to Horned Mushrooms, so they might be worth a try. The
only map with these two monsters also has Boomers. Try not to pick fights with
Boomers unless you feel that you can take them on.

Other Victoria mentions: Over the Wall, Rocky Mask

Ossyria

Jr. Sentinel
In Orbis, you can definitely do Jr. Sentinels now. The advantage of these is
that they do as much damage as Ribbon Pigs, which at this level is not much. Jr.
Sentinels have more HP and defense than Wild Boars, but drops much more Mesos
than other monsters of similar levels. With a layout similar to Ellinia's trees,
sniping is easy in the Orbis Tower. The 20th Floor is the easiest map to train
in, though the 19th or 18th Floors will work too.

Now is a good time to explore Aqua Road. Right when you enter though, the
monsters might be tough. Try not to attack these monsters as you make your way
to the Aquarium. Go east from the Aquarium until you reach warm water (the water
will be green, not blue), a map called Blue Seaweed Road. All monsters from this
point are what you are looking for to train on. Keep in mind that your HP will
decrease steadily while underwater without Air Bubbles, which is an extra fund.
If you are low on money, you should not train here because of having to deal
with the HP loss. Also, the Tower Scrolls cost money, and getting here is quite
dangerous.

Krappi, Cicle, Cico, Pinboom
The first three monsters don't fight back when attacked, but Pinbooms attack
when approached. Shouldn't be a problem since you have range, so just attack
from a good distance away. Any map from Blue Seaweed Road on will do. Use this
opportunity to get used to the physics of being underwater and training.

Other Ossyria mentions: Leatty, Dark Leatty

Ludibrium

Trixter & Green Trixter
In Ludibrium, Trixters are nice and snipable. I was at Trixters for this period.
Trixters are a no-brainer monster to train on because they have no horizontal
movement, meaning you can just stand away and shoot normal shots. Training here
requires almost no potions thanks to the nature of the map and monsters in it.
The only problem is that the drops are worth the NPC value. The money you make
here is the same as elsewhere because more Mesos can be made, but potion costs
offset that.
SNIPING SPOT: In EOS Tower Floor 71, drop down to the bottom, right next to the
portal. There are two Trixters and a Green Trixter on the other side from the
portal. Stand on the screw closest to the portal, face right, and attack.


Other Ludibrium mentions: Ratz, Brown Teddy, Chirppy

SUMMARY:
VICTORIA: Horned Mushroom*, Zombie Mushroom*, Wild Boar, Dark Axe Stump, Ghost
Stump, Wooden Mask, Rocky Mask, Crow, Street Slime, Urban Fungus
OSSYRIA: Jr. Sentinel*, Cicle, Cico, Krappi, Pinboom
LUDIBRIUM: Ratz, Trixter, Green Trixter
Do NOT train on: Evil Eye, Sentinel, Fire Sentinel, Ice Sentinel

Level 35-40
You gain a Fast weapon during this level period, so even more areas to train in
open up.

Victoria

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

Entrance to Wild Boar Land II

Wooden Mask & Rocky Mask
These monsters bear similar stats to Wild Boars, except they don't jump and are
not as fast. This map is small, but has 3 platforms like Wild Boars, so you
could split the map up. Both of these are in Excavation Site III.

Crow
On the bright side, you should be able to kill these in one hit now. On the down
side, Wild Boars are better in most aspects.

Cloud Fox & Flaming Raccoon
A Fire Wizard's dream, The Mountain of Cloud Fox is a large map with nothing but
Cloud Foxes. They are slightly stronger than Brown Teddies, but give the same
EXP. With a good weapon, you could kill one with one DS. Nonetheless, even if
you cannot kill these in one hit, this is a good training area, especially if
you split the map with other players. Hoard the tails they drop for a quest.
Flaming Raccoons are slightly weaker than Cloud Foxes and give the same EXP, so
consider training in the map with both these monsters. Flaming Raccoons are only
found in Forest of Animals.

Killa Bee
The Soul Corridor is a large map that contains only Killa Bees. Has HP like a
Bubble Fish, but gives EXP like a Fire Boar. They fly and move quick, and has
relatively high defense, so bee careful here.

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

Sakura Cellion
These darker kittens are flawed. They carry the same stats as their cousins, but
drop similar items to their auntie, Cellions. Sakura Cellions drop Cellion Tails
as well as huge amounts of Mesos. The spawn is low but in a compact flat area,
so you should have an easy time training there. If you need money, train here.

Other Victoria mentions: Horned Mushroom, Zombie Mushroom

Ossyria

Dark Leatty
In Orbis, Dark Leatties are the place to be. I was here for 4 levels. The 3rd
floor has the best spawn. However, though slow, it doesn't drop anything
worth much. The advantage of this place is that the map lends itself to sniping,
like all vertical maps. Dark Leatties may do much damage, but move so slow that
it shouldn't be threatening.

Jr. Cellion, Jr. Lioner, Jr. Grupin A.K.A. the Kittens
If you don't like getting no drops from Leatties, try your luck at kittens. They
are closer to Orbis than El Nath, but they move fast and tend to travel in mobs.
They don't do much damage, compared to Leatties. However, they move fast and
travel in packs, so most likely you won't be able to kill them as fast. Best to
come back after level 40.

Krappi, Cicle, Cico
In Aqua Road, the same monsters are still good training from the previous level
range. Blue Seaweed Road and beyond works great, and now should go down to one DS.

Flowerfish & Bubblefish
Slightly stronger than Evil Eyes, these monsters come right before the previous
three as you walk from town. They are much easier to kill because they don't mob
up like Evil Eyes do and you have a lot of space to attack from. Sand Castle
Playground or Big Fish Playground are both nice maps. I personally prefer the prior.

Other Ossyria mentions: Jr. Sentinel, Leatty, Pinboom, Scuba Pepe

Ludibrium

Trixter & Green Trixter
Still works by saving potion money, but the EXP will be extremely slow.

Brown Teddy, Pink Teddy, Roloduck
The Toy Factory presents more monsters to train on. Brown Teddies and Pink
Teddies are easy training. Roloducks are a little harder, but easily snipable.
The drops aren't good, but the Meso drop is decent. The maps are right next to
town, which is a small plus. The maps are horizontal by design, so training is
simple here.

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

Other Ludibrium mentions: Ratz, Black Ratz, Chirppy, Helly, Drum Bunny, Toy
Trojan

SUMMARY:
VICTORIA: Horned Mushroom, Zombie Mushroom, Wild Boar*, Fire Boar, Sakura
Cellion, Crow, Cloud Fox, Flaming Raccoon, Wooden Mask, Rocky Mask, Killa Bee
OSSYRIA: Jr. Sentinel, Leatty, Dark Leatty, Scuba Pepe, Pinboom, Cico, Cicle,
Krappi*, Flowerfish, Bubblefish
LUDIBRIUM: Ratz, Black Ratz, Trixter, Green Trixter, Chirppy, Helly, Drum Bunny,
Brown Teddy, Pink Teddy, Roloduck
Do NOT train on: Tick, Curse Eye

Level 40-45
Welcome to the beginning of a difficult training period. It only gets harder
from here on out.

Victoria

Fire Boar
Fire Boars are definitely the way to go... if you're in Victoria. Good drops,
fast spawn, but too many people here. Burnt Land II is the best map for Fire
Boars. Simple map design: two levels of flat terrain, so circle the map
clockwise to train efficiently. One Double Shot should take one out.

Entrance to Burnt Land I

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

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

Sakura Cellion
The new alternative kitten, Sakura Cellions is a great moneymaker. They drop as
much Mesos as Zombies, and the terrain is small and flat, perfect for Archers.
You can find these in Amoria at Purple Plains 1.

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


Cloud Fox (Flaming Raccoon) (MapleSEA)
Cloud Foxes are slightly weaker than Brown Teddies. If you can't consistently
kill Brown Teddies in one hit, consider Cloud Foxes and Flaming Raccoons.

Other Victoria mentions: Iron Hog, Copper Drake

Ossyria

Dark Leatty
Dark Leatties are still okay with the good EXP and good drops. However, the
spawn rate is slow, and having to climb up and down a vertical map takes time.

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

Entrance to The Road to Garden of 3 Colors
In this map, climb to the top to find three colored crystals which lead to maps
containing the kittens of the respective color.

From left to right: Cellion, Lioner, Grupin

Star Pixie
If you have a high attack weapon and an attack glove, give Star Pixies a chance.
Watch out for their magic attack though. A Blue Moon from an Orbis quest will
help with the added MDEF. They are tougher than Jr. Wraiths, so you may want to
wait to train on these.

Nependeath
Like Trixters, Nependeaths do not move horizontally. In fact, they do not move
at all. However, they can attack you if you get within range. Fortunately, you
should always be able to outrange it. At Strolling Path, you can get into a
rhythm of killing Nependeaths going counter-clockwise around the map. As long as
you don't bother the Star Pixies above, the spawn should be consistent until a
Fierry spawns.

Flowerfish & Bubblefish
In Aqua Road, Flowerfish and Bubblefish are one-hit kills. The EXP is slow, but at
least you'll get nearly constant one-hit kills.

Krip & Mask Fish
Fortunately, you can find both of these monsters at the Seaweed Tower. Both should
be near one-hit kills. If you can consistently one-hit kill Mask Fishes, go to
Forked Road: West Sea, where only Mask Fish spawn. Both
monsters move slow and are similar to many other monsters around this level.

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

Other Ossyria mentions: Jr. Pepe, Freezer, Sparker, Chipmunk, Red Porky

Ludibrium

Toy Factory: Pink Teddy, Roloduck, Panda Teddy, Tick
Ludibrium is brimming with monsters for the 4X period. You can train on any of
the monsters in the Terrace maps. I recommend Pink Teddies and Roloducks. If you
fight Ticks, you'll have to share the map with Tick-Tocks, which are annoying
because of high defense. Almost any monster in the Toy Factory vicinity is good
training now.

Drum Bunny
These are very slow moving small monsters that don't spawn often. The problem is
that two quests involve killing Drum Bunnies, so it's best to activate the two
quests before training on these. The 57th Floor of the EOS Tower is the best
place to find Drum Bunnies, though you'll also have to deal with Propellies.

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

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

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

Other Ludibrium mentions: Brown Teddy, Toy Trojan, Ratz, Black Ratz, Chirppy,
Helly, Propelly, Retz

SUMMARY:
VICTORIA: Fire Boar, Jr. Wraith, Ligator, Sakura Cellion, Cloud Fox, Flaming
Raccoon
OSSYRIA: Kittens*, Dark Leatty, Star Pixie, Flowerfish, Bubblefish, Krip, Mask
Fish*, Scuba Pepe, Jr. Seal, Poopa, Poison Poopa, Chipmunk, Red Porky
LUDIBRIUM: Pink Teddy, Roloduck, Toy Trojan, Tick, Tick-Tock, Ratz, Black Ratz,
Chirppy, Helly, Drum Bunny, Propelly, Mateon, Barnard Gray, Retz
Do NOT train on: Bloctopus, King Bloctopus, Jr. Seal, Cold Eye

Level 45-50

Victoria

Stone Gollem
FA Archers will want to head to Stone Gollems now. The extra pow from Final
Attack will allow you to flinch them. Gollem's Temple II is a low-spawn map. If
you want a higher spawning map, stay in The Entrance of Gollem's Temple.

Entrance to Gollem's Temple II

Copper Drake & Fire Boar
In Dangerous Valley I, you will find these monsters with Fire Boars. This is a
map designed for parties. If you plan on soloing this map, good luck. Do your
best to find a party though. The EXP isn't that fast, and the drops aren't great
either. Recommend heading elsewhere unless you find a party.

Jr. Wraith
In Victoria, Jr. Wraiths are now 1-hit kills. The Subway maps to find these are
Line 1 Area 2, and Line 2 Area 1. The latter contains Jr. Neckis as well, so you
might want to spend time there. Easy one-hit kills, both Jr. Wraiths and Jr.
Neckis. The map design is nice too, but since it's so big, you should party with
someone here, preferably a Cleric.

Skeledog & Mummydog
With stats similar to Wraiths and Torties, these undead dogs will take 2 DS to
kill. They don't lend themselves to mobbing, don't expect to mob. Study the
terrain well, because it is difficult to attack on the ledges above. These
monsters are in Remains I & II.

Lorang
Florina Beach is finally possible to train at. With a solid new skill, fighting
here will be a breeze. Watch out for wary Lightning Wizards. Your primary target
will be the many Lorangs running around. Lorangs are 2-hit kills with decent
drops. Recommend having high speed to keep up with the Lorangs here.

Lupin & Zombie Lupin
Nearby Ellinia, Monkey Forest I houses Lupins and Zombie Lupins. This map is
built for mobbing, but it does a number on your HP potions. A costly map to
train in, recommend having maxed out your mobbing skill for best effect.

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


Paper Lantern Ghost & Dark Cloud Fox
Both of these monsters should be 2-DS kills. The map is completely flat and
crowded, so you'll be burning HP potions here fast. These are found in A Night
in the Forest

Extras (MapleSEA)
On the road to Showa are human baddies known as Extras. For this level, you'll
want to stay in Showa Street 1 because it doesn't have any bosses. All monsters
in this map are 2-hit kills.

Other Victoria mentions: Curse Eye, Cold Eye, Drake

Ossyria

Nependeath
Stick to Strolling Path I for Nependeaths. The EXP may start to slow down, but
since you are sniping, you shouldn't really be losing too much money on potions.
If you want a challenge, head to the Disposed Flower Garden to find Nependeaths,
Star Pixies, and Lunar Pixies.

Star Pixie & Lunar Pixie
Lunar Pixies are tough, but drop great stuff. Cloud Park IV is the best map. You
will find mostly Lunar Pixies with some Star Pixies and the occasional Fierry.
Lunars take 2 DS to kill, while Stars and Fierries should take one.

Sniping from two platforms up
If you attack from two platforms up as shown in the picture, the pixie cannot
attack back. On the ground floor, you can have a lot of fun mobbing, but watch
your HP.

Jr. Pepe
Jr. Pepes are annoying, but people need fish. Have some fun with the Fizards
here. Be careful around Jr. Pepe because they do over 100 damage, move fast, and
do not flinch without Arrow Blow or Final Attack (by the time you can flinch
them, you'll kill them). You should snipe them from mini platforms in the 1st
floor of Orbis Tower. Don't fight them head-on - always make sure you're sniping
them.

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

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


Freezer & Sparker
At this point, you will be training mostly west of the Aquarium in Aqua Road. My
map of choice is Forked Road: West Sea. Here you will find Freezers and
Sparkers. Both are nearly identical in stats, taking two Double Shots to kill.
Be sure to complete Nanuke's quest while training here.

Flyeye
If you're feeling adventurous, delve down to the bottom of the sea to where the
Wrecked Ship is. Locate a small cave that takes you to The Dangerous Cave, where
Flyeyes swarm. At this level range, these should be 2-hit kills.

Entrance to The Dangerous Cave

Mu Lung: Sky Forest
In various Sky Forest maps, many monsters are 2-hit kills that walk on platforms
within sniping distance. These maps are made for sniping. The