Sign Up   Sign In   User C/P   Add Favourite  SignOut

Home Database Market Friend Guide Fun&Pics Avatar Forum
Home > Guide > Warrior

The big WK exp/money reference

2007-10-05

With this reference, I hope to record the the efficiency of training areas for White Knights. I'm writing this
as a general reference for all warriors (but mainly WKs) who are confused on where to level after 3rd job
and for those WK interested in how much experience and money they are REALLY getting.  

Keep in mind these numbers are not absolute, your actual exp will depend on your str/dex, weapon attack,
equipments, level of elemental charge, solo or party, and other boosts/variables.

I will update this reference according to my leveling speed, so it won't be updated frequently. Feel free to
comment or add things that I might have missed. Thanks for reading.  

---------------
To Do List:
---------------
some upcoming updates to look for:
- add VKPT and 6-way Grims Split
- add DGPPT Exp

-----------------------
Term Definitions:
-----------------------

Notable drops - I will mainly put good scrolls, stars, high value item for that monster, and items of
interest for warriors. The high value items may not all be 1 million+ items, some are just "high value" for
that particular monster or high value NPCable items that you resell for quick pot money.

EXP/hour and Mesos/hour - These are rounded to the nearest thosand. Some maps I will test multiple
times to see how much improvement will be gained by the additional charges. Some of the maps later
down the road I will be testing both solo and with a holy symbol priest (when she is on  ), and I will
try to get exp and mesos for both characters. Maybe with this, we WKs can convince more priests to
party with us for our uber fast killings instead of the overrated hyperbody.  

Pot Usage - Pots used are pretty exact, so even if I'm not the best at saving pots and dodging attacks,
if I say I used 100 unagis for that map, you can expect to use at least 90 unagis at that level.  

Meso profits - Meso drops minus amount spent on pots. I use the general prices, so no discount
unagis or things like that. This does not include drops. If I tested a particular map with other pots or
pills (ie. accuracy pill for dual pirates or grims), I will include those in as well.

Conclusion and Tips - I state my thoughts on how good/bad the map is and how efficient it is to actually
train there. This way, instead of just thinking "wow that maps looks good, I think I will go level there at
xx level," then go and find out the exp/money suck horribly, you can actually have a more accurate
assessment of what that map is like.

I will also throw in some tips for maxmizing your training efficiency, it could be how to save pots, or how to
get the best spawns, or even the most efficient way to nagivate that particular map. These may or may not
help you base on your playing style, so please do not come back and throw rocks at me if you did not get the
same training experience I did. TYVM.  

Term Abbrviations:
WK = White Knight | DK = Dragon Knight
PS = Power Strike | SB = Slash Blast | CB = Charge Blast
PG = Power Guard | HS = Holy Symbol | ER = Elemental Resistance
HB = Hyper Body | ME = Meso Explosion
KB = Knock Back | CC = Changing Channel
VKPT = Spirit Viking Full Party | SQPT = Squids Full Party


CC/CS Method Breakdown:
Throughout this guide I've used the term CC method for several maps. I will explain what it is here, and
which maps you can use it in. In order to use this method, several conditions must be met:

1) When you change channels (CC), or come out of cash shop (CS), you must always appear in the same
part of the map after doing so, no matter where you were on the map before.
2) This part of the map that you appear in must be at the top or near the top, to avoid climbing up. Basically
CC Method works because you don't climb any ladders and just drop down and kill. You save alot of time like
this.
3) The map must be easy to navigate with little or no oeverlapping/backtracking. That means you can always
keep killing without retracing any of your foot steps.

*Maps you can use the CC/CS Method in: YnP (Ice Valley 2), Duals (Unbalanced Time), Gigs (Twisted Time)
*How to CC quickly: Esc -> Enter -> Use Arrow Keys to select Channel -> Enter


My Skill Build:
10 Fire
4 Ice
Max Fire
Max Charge Blow
Max Lightning
Max Ice
Max Magic Crash
10 Shield Mastery or 10 Relax

----------------
EXP TABLE:
----------------

*EXP needed to reach next level. IE. at lv70, you need 2,062,925 exp to reach lv71
**My current Level is always highlighted

70 - 2,062,925
71 - 2,175,973 | 72 - 2,295,216 | 73 - 2,410,993 | 74 - 2,553,663 | 75 - 2,693,603
76 - 2,841,212 | 77 - 2,996,910 | 78 - 3,161,140 | 79 - 3,334,370 | 80 - 3,517,093
81 - 3,709,829 | 82 - 3,913,127 | 83 - 4,127,566 | 84 - 4,353,756 | 85 - 4,592,341
86 - 4,844,001 | 87 - 5,109,452 | 88 - 5,389,449 | 89 - 5,684,790 | 90 - 5,996,316
91 - 6,324,914 | 92 - 6,671,519 | 93 - 7,037,118 | 94 - 7,422,752 | 95 - 7,829,518
96 - 8,258,575 | 97 - 8,711,144 | 98 - 9,188,514 | 99 - 9,692,044 | 100 - 10,223,168
101 - 10,783,397 | 102 - 11,374,327 | 103 - 11,997,640 | 104 - 12,655,110 | 105 - 13,348,610
106 - 14,080,113 | 107 - 14,851,703 | 108 - 15,665,576 | 109 - 16,524,049 | 110 - 17,429,566
111 - 18,384,706 | 112 - 19,392,187 | 113 - 20,454,878 | 114 - 21,575,805 | 115 - 22,758,159
116 - 24,005,306 | 117 - 25,320,796 | 118 - 26,708,375 | 119 - 28,171,993 | 120 - Paladin


-------------
Level 70:
-------------

Forest of Dead Tree I-IV (Coolie Zombie)
Notable Drops:
Coolie Zombie: Bronze ID, White Poly Hat, Brown Stud/Pants, Red China/Pants, Crystal Flower Earrings
EXP/hour:
~220,000 (10.7%, lv70)
~224,000 (9.8%, lv72)
Meso/hour:
~210,000 mesos/hour (lv70)
~214,000 (lv72)
Pots used:
~60 unagi, ~70 mana elixir (lv70)
Meso profit:
~100,000 mesos/hour (lv70, excluding drops)
~112,000 profit (lv72)
Conclusion:
This is hands down the best exp/money you will get, since level 1 charge won't really do anything for you.
Keep in mind, however, drops are very bad here as well as the exchange quest. You can expect consistent
exp/meso here, but you won't get rich. Keep in mind that once you 2hko (1PS,1FA) almost 100% of the
time, your exp/hour will stay pretty constant and won't improve much even if you gain more level or improve
your weapon attack. I know a number of 8x and 9x and above who still comes back here when they run out
of money. 1hko + straightforward map = fast n' easy money.
TIPS:
Map II and IV gives best exp solo. III and IV is best for partying with HS priest. I is the worst.

-------------------
Level 71~73:
-------------------

Icy Cold Field (Yeti, Transformed Yeti, Jr. Yeti)
Notable Drops:
Yeti: Redemption, Holy Spear, Evil Wings, Dark Anakarune, Dark/Sapphire Gigantic, Brown Scarab, Golden
Crow, Gold Drop Earring
Transformed: 10/60% Earring Int, Holy Cross Earring
Jr. Yeti: 60% Glove Atk, Crescent Polearm
EXP/hour:
~180,000 (8.3%, lv71, 4 Fire charge)
~195,000 (8.5%, lv72, 7 Fire charge)
~204,000 (8.5%, lv73, 10 Fire charge)
~212,000 (7.9%, lv75, 12 Fire charge)
Meso/hour:
~170,000 (lv71)
~174,000 (lv72)
~205,000 (lv73)
~193,000 (lv75)
Pots used:
~120 unagi, ~70 mana elixir (lv71)
~90 unagi, ~54 mana elixir (lv72)
~85 unagi, ~56 mana elixir (lv73)
~72 unagi, ~50 mana elixir (lv75)
Meso profit:
No profit, broke even (lv71)
~40,000 profit (lv72)
~78,000 profit (lv73)
~84,000 profit (lv75)
Conclusion:
Decent exp, but not as good as I had hoped for. Both exp and meso improve as you gain more fire charge.
I was a bit surprised by the meso dip at lv75, I'm guessing I miss-clocked the time at lv73, but whatever.
There are alot more yeti than transformed at this map so exp is slightly worse than Ice Valley I. You should
have at least 7 fire charge for this map if you want to kill quickly without burning pots. The exp plateaus
at around 220k exp and only gets better when you can 2hko consistently. The money is pretty good here
as well as drops. This is a good place to build up your bank account for meso burning training in your late
7x and early 8x.
TIPS:
Small map, so it's easy to circulate than icy valleys. I can 3~4hko with only 4-7 fire charge. This map is
good if you can 2hko the Yeti/Transformed, but I don't think you can do that until around lv20 fire charge.
By that time however, you might as well do Ice Valley II (Yeti & Pepe) for the much better exp. Use
different strategies when attacking Yeti and Transformed. Yeti does the power-up skill when you hit them,
so it gives you plenty of time to attack. If you have have at least 4~7 fire charge, you can usually 3hko
with Final Attack without getting hit. With Transformed, they will immediately attack back upon being hit,
so whether or not FA came out on the first hit, you'll still have to jump to dodge the earthquake attack.
If FA came out on the first hit, jump straight up and attack. You can usually avoid the magic AND kill them
at the same time. If FA did not come out, then jump forward and attack, you would rather get bump damage
than magic attack damage (~100 vs ~600).

Ice Valley I (Transformed Yeti, Jr. Yeti, White Pang)
Notable Drops:
Transformed: 10/60% Earring Int, Holy Cross Earring
Jr. Yeti: 60% Glove atk, Crescent Polearm
White Pang: Tobi, Red Oriental Helm, Shining, Steel Avarice, Pink Flower Earring, Blue Gaia Cape
EXP/hour:
~175,000 (8.1%, lv71, 4 Fire charge)
~202,000 (9.3%, lv71, 4 Fire charge) *Using the Channel Changing method
~201,000 (8.3%, lv73, 10 Fire charge)
Meso/hour:
~135,000 (lv71)
~150,000 (lv71) *CC Method
~143,000 (lv73)
Pots used:
~110 unagi, ~60 mana elixir (lv71)
~140 unagi, ~70 mana elixir (lv71) *CC Method
~95 unagi, ~60 mana elixir (lv73)
Meso profit:
~20,000 loss (lv71)
~47,000 loss (lv71) *CC Method
Broke even, no profit (lv73)
Conclusion:
This map is a bit more mobby than Icy Cold Field and spawns mostly Transformed Yetis. The spawn is very
unevenly distributed, so if you only have 1 channel or is sharing the map with someone, take note. The
bottom three ledges spawns the most, and are easy to navigate, the top 3~4 ledges spawn few, and have
scattered platforms which involves more jumping. Warriors should try to stay at the bottom.
TIPS:
The bottom 3 ledges gives 80% of the map's spawn, and usually the monsters from the top 3 ledges will jump
down. If you just stick to the bottom ledges and switch back and forth between 2~3 channels, You can get
200k+ exp and above as you gain more charge.

Cold Field II (Pepe, Hector, White Pang, Jr. Yeti, Transformed Yeti)
Notable Drops:
Pepe: Red Katana, Red Duke, Sapphire Slain, Black Gaia Cape
Hector: 60% Cape Dex, Blessing, Golden Crow, Dark Arten, Serpent's Coil
White Pang: Tobi, Red Oriental Helm, Shining, Steel Avarice, Pink Flower Earring, Blue Gaia Cape
Jr. Yeti: 60% Glove atk, Crescent Polearm
Transformed: 10/60% Earring int, Holy Cross Earring
EXP/hour:
~195,000 (9.1%, lv71, 4 Fire charge)
~206,000 (9%, lv72, 7 Fire charge)
Meso/hour:
~215,000 (lv71)
~235,000 (lv72)
Pots used:
~80 unagi, ~70 mana elixir (lv71)
~78 unagi, ~72 mana elixir (lv72)
Meso profit:
~85,000 profit (lv71)
~105,000 profit (lv72)
Conclusion:
Thanks to Goggyfour and t0k3n for pointing this map out to me. The Pepes and Hectors spawn fast and
in mobs. Decent meso/drops as well as exchange quest items. If you can 2~3hko pepes, your pot usage
will be very minimal here. This map offers slightly better exp than crown flyer, but worse drops, since there
are alot more hectors than pepe. Stay here until you can 2hko pepe consistently, then consider moving to
crown flyer, because exp will be better there once you can 2hko pepe (around 10 fire charge).
TIPS:
You can circulate the map clockwise or counter-clockwise, won't make too much difference. But it's probably
best to start from the right, either clear the hectors as you go, or you can herd them all together and slash
blast, climb the left ledge and take out 3 ledges of pepes, rinse and repeat. I tend to only go to the far right
after maybe 3~4 rounds of the pepe ledges, doing it every time will only slow down your exp.

Hidden Street: Crown Flyer (Pepe, Jr. Yeti)
Notable Drops:
Pepe: Red Katana, Red Duke, Sapphire Slain, Black Gaia Cape
Jr. Yeti: 60% Glove atk, Crescent Polearm
EXP/hour:
~178,000 (8.2%, lv71, 4 Fire charge)
~198,000 (8.6%, lv72, 7 Fire charge)
~202,000 (8.4%, lv73, 10 Fire charge)
~208,000 (7.7%, lv75, 12 Fire charge)
Meso/hour:
~200,000 (lv71)
~216,000 (lv72)
~220,000 (lv73)
~235,000 (lv75)
Pots used:
~72 unagi, ~70 mana elixir (lv71)
~82 unagi, ~65 mana elixir (lv72)
~65 unagi, ~65 mana elixir (lv73)
~58 unagi, ~55 mana elixir (lv75)
Meso profit:
~78,000 profit (lv71)
~85,000 profit (lv72)
~108,000 profit (lv73)
~137,000 profit (lv75)
Conclusion:
The exp is surprisingly decent for this place, as well as drops. The pepe drops black crystal ores like crazy,
as well as several decent rare drops. The beak can be exchanged for 10% shoe dex scroll. This map is
perfect for solo because it's small and rarely disturbed. Once you have enough fire charge and can 2hko
pepe 100% of the time, your exp/hour will break 200k easily. At lv75, I can 2hko pepe 100% and decided
to come here again. Both exp and money is great here, even if you get no drops. This place is perfect for
making back your pot money if you power train and burned pots at YnP or Ghost Pirate.
TIPS:
Don't pay attention to the monsters to the left of the little hill and just circulate the 3 ledges and the
bottom right. If you have good weapon and atk glove as well as 7~10 fire charge, you can 2hko pepe most
of the time. Just keep in mind pepe require 110 accuracy to 100% hit. At lv75, with 12 fire charge, I can
2hko pepe 100% of the time.

Wolf territory V (White Pang)
Notable Drops:
White Pange: Tobi, Red Oriental Helm, Shining, Steel Avarice, Pink Flower Earring, Blue Gaia Cape
EXP/hour:
~178,000 (8.2%, lv71, 4 Fire charge)
~199,000 (8.7%, lv72, 7 Fire charge)
Meso/hour:
~180,000 (lv71)
~204,000 (lv72)
Pots used:
~60 unagi, ~60 mana elixir (lv71)
~65 unagi, ~60 mana elixir (lv72)
Meso profit:
~80,000 profit (lv71)
~95,000 profit (lv72)
Conclusion:
A good alternative to zombies when you get bored. The exchange quest doesn't give anything noteworthy
so I would sell the tails instead of exchanging them. You can 2hko (1PS,1FA) easily with only 4~7 fire charge.
Pangs are stingy with drops, so unless you stay here for several levels, don't expect alot of tobis to make
you rich. This map is good when you have low level fire charge and can't handle yetis or YNP, because
like the zombie map, the exp stays pretty constant once you 100% 2hko them.
TIPS:
There are 4 ledges that spawn, but you don't have to clear the entire map for spawning. Stay in the middle
2 ledges, when you see the spawn is dying (ledge only spawn 1 pang instead of 3), then go kill the bottom
ledge (you'll know, the bottom ledge will have 2 pangs instead of the usual 1). The top ledge doesn't do
anything to spawn so don't worry about it.

Sharp Cliff II (Dark Pepe, Dark Jr. Yeti, Dark Yeti, Dark Transformed Yeti)
Notable Drops:
Dark Pepe: Omega Spear, Arc Staff, White Anakamoon, Dark/Aqua Gold Circlet
Dark Jr. Yeti: 60% Wand, Thorn
Dark Yeti: Dark Carzen Boots, White Poly Hat
Dark Transformed: 10% Dagger, 60% Cape Luk
EXP/hour:
~168,000 (6.6%, lv74, 4 Ice charge)
Meso/hour:
~150,000 (lv74)
Pots used:
~60 unagi, ~72 mana elixir (lv74)
Meso profit:
~60,000 profit (lv74)
Conclusion:
This map spawns mostly dark pepe and dark jr. yeti, with occasional dark yeti/transformed. The spawn is not
great, add that to the fact that alot of the dark jr. yeti doesn't transform and result is you get so-so exp.
This place is not good for exp, and money isn't too great either. You can come here with ice charge before
you can handle dark ynp since the drops aren't that bad here. But if you went ice first, I would recommend
going straight to ludi at 71 after you have 4 ice.
TIPS:
The spawn is pretty bad here. Assuming you start at the bottom and kill towards top, once you reach the
top and starts to come back down, you will notice there are no spawn for the first 2 ledges. Same thing if
you went top to bottom. You can either do the channel switching method, or you can just wear speed
equips, I recommend the 2nd. The channel switch method is alot of hassle and should only be done on maps
where monsters are not instant spawn, ie. Werewolves, Lycans, etc...

Warped Path of Time (Buffy, Lazy Buffy)
Notable Drops:
Buffy: 60% Staff, Dark Clench, Neocora, Blue Duke, Geta, Gold Pow, Skull Earring, Blue Magic Cape
Lazy Buffy: 60% Wand/Earring int, Metal Silver Earring, Black Gaia Cape, Redemption, Sapphire Clench,
White Calaf, Dark Moss Boots
EXP/hour:
~185,000 (6.9%, lv75, 4 Ice charge) *~8.5% at lv71
Meso/hour:
~186,000 (lv75)
Pots used:
~84 unagi, ~72 mana elixir (lv75)
Meso profit:
~50,000 profit (lv75)
Conclusion:
I did this map at lv75 when I had 4 level ice charge, but you can do this map easily at lv71 if you got ice first.
The exp and money was pretty decent, but this map gives really bad drops. It's a good alternative to zombies
or buffoons for ice WKs and you would still make money even without any luck on drops.
TIPS:
Ludi maps are huge, but don't let that intimidate you because they are fairly easy to navigate. Most of them
can be easily circulated clockwise or counter-clockwise. I did this map clockwise from top, and I can hit every
platform without any back tracking. Level 4 ice is more than enough for this place, since you mainly want ice
for the freezing, not the elemental damage boost. Once you have more ice, consider moving to buffoons for
better exp.


-------------------
Level 74~76:
-------------------

Stairway to the Sky II, Garden of Darkness I~II (Lucida)
Notable Drops:
Lucida: Doombringer, Red Oriental Helm, Bronze Planet, Blue Infinium Circlet, Silver ID, Brown Stud Set (M)
EXP/hour:
~200,000 (7.8%, lv74, 4 Ice charge)
Meso/hour:
~188,000 (lv74)
Pots used:
~360 unagi, ~72 mana elixir (lv74)
Meso profit:
~252,000 loss (lv74)
Conclusion:
I did Stairway to the Sky II, the map is smaller so it's easier to circulate than the other 2 maps. Perfect for
solo. With that said however, ludica is total crap, both exp and money. Their magic attack hits hard, and
while ice does freeze, lucida moves quite fast and the map is mobby, so you will get hit alot even with ice
charge. Even with low dex, a 99 atk doombringer, and 10 atk glove, it still took a good 6~7 Power Strike to
kill one with ice charge. If your charge duration is short, you will suffer even more because they can squeeze
in a quick magic atk when you recharge, which hits you around 700 dmg.
TIPS:
Lucidas move fast and their magic hits hard, so you want to freeze as much as you can. Use Slash Blast
strategically when they are clustered or against the corner, and use use Power Strike when you want to
control their placement (to line up for SB) or to finish them quickly. The map structure is similar for all
three maps, one long ladder runs up and down the center, with a few ledges on either side, so circulate
them according to your personal perference.

Dangerous Cliff (Dark Jr. Yeti, Dark Yeti, Dark YNP)
Notable Drops:
Dark Jr. Yeti: 60% Wand, Thorn
Dark Yeti: Dark Carzen Boots, White Poly Hat
Dark Transformed: 10% Dagger, 60% Cape Luk
Dark YnP: Tobi, 60% 2H Sword/Staff
EXP/hour:
~192,000 (7.5%, lv74, 4 Ice charge)
Meso/hour:
~98,000 (lv74)
Pots used:
~130 unagi, ~100 mana elixir, ~6 sniper pill (lv74)
Meso profit:
~110,000 loss (lv74)
Conclusion:
Although the exp/hour is quite decent here, I would still categorize this as a drop hunting map, instead of a
training map. Great, but not spectacular exp, so-so meso drops (due to DYnP), and lots of pot usage.
I had to switch to dex gloves here because DYnP requires 138 accuracy at this level (74) to 100% hit. It
took around 14~15 hits just to separate the dark yeti and dark pepe, and another 5 and 4 hits respectively
to finish them both. I wouldn't recommend doing this map for exp. If you want to hunt items for either
yourself (battle roads or weapons) or for money, I suggest coming back in a few levels when you can use
atk gloves instead of dex gloves.
TIPS:
For my training, I stayed in one channel. The spawns wasn't great, but wasn't bad either. The DYnP, while
not instant spawn, spawns alot faster than werewolves. So if you have 2 empty channels to hop back and
forth in, it should feel like instant spawn. In MachineMade's WK guide, he recommends only killing the DYnPs
on each channel and circulate all 20 channels. I'm not sure how much exp you will gain over regular single or
double channel training, but I can tell you that you will waste alot more pots. I mean, the whole point of
going ice was so it actually saves you money to train...if you are going to drop 100k or so for every hour of
leveling, you might as well go fire all the way.

Wolf Territory I~II (Werewolf, Hector, White Pang)
Notable Drops:
Werewolf: Tobi, 10% Earring Int, 60% Claw/Wand, Blue Dragon Babuta, Dark Infinium Circlet, Brown Requiem,
White Anakamoon, Purple Galaxy, Black Scarab, Kandine
Hector: 60% Cape Dex, Blessing, Golden Crow, Dark Arten, Serpent's Coil
White Pang: Tobi, Red Oriental Helm, Shining, Steel Avarice, Pink Flower Earring, Blue Gaia Cape
EXP/hour:
~155,000 (6.0%, lv74, 4 Ice charge)
Meso/hour:
~158,000 (lv74)
Pots used:
~85 unagi, ~70 mana elixir (lv74)
Meso profit:
~22,000 profit (lv74)
Conclusion:
The exp and money from pure meso drop is actually not too bad. With Ice charge it takes around 7~9 hits
to kill one werewolf (PS and FA counts as 2 hits). If you don't really care about training speed and actually
take time to look before you jump, and do your best to avoid damage, you can get away with using alot less
HP pots. This is definitely a good training place, especially if you want to hunt that precious dark battle
road...of course evil wing might not be bad either.
TIPS:
You will need at least 2 channels to switch back and forth from, preferrably 3. Assume if you start from
the bottom and clear up to the top equals 1 time slot, it takes approximately 2 1/2~3 time slots to respawn
the werewolves. So start at bottom of channel 1, kill everything as you climb to top, change to channel 2,
kill as you drop down. At this point, you can either switch back to channel 1 and repeat steps, or you can
change to channel 3, it's your choice. Just know that if you switch back to ch1, you'll have to wait about
5~10 seconds before those werewolves will respawn. You can also just circulate all 20 channels, kill
everything, and change to next channel if someone is there.

Also, Slash Blast work wonders here since they also freeze hectors. Just watch out for the occasional white
pangs since you can't freeze them, and you won't be able to 2hko anymore since ice charge is weak. Most
of the times you should have plenty of time to recharge, even at low levels with short duration, but if you
find your charge is about to end while attacking a ww, you should jump into the ww, and recharge while
taking bump damage. 300 hp loss is a lot better than the 1k hp loss from the magic attack.

Cave of Trial II (Cerebes, Jr. Bulldog)
Notable Drops:
Cerebes: 60% Spear, Metal Heart Earring, Dark Husk, Sparta, Dark Seraphis, Angel Wing, Phoenix Wand,
Dark/Brown Requiem, Dark Eyes, Deadly Fin
Jr. Bulldog: 10% Cape Int, Nine Dragon, Dark Golden Circlet
EXP/hour:
~155,000 (6.1%, lv74, 4 Ice charge)
Meso/hour:
~132,000 (lv74)
Pots used:
~180 unagi, ~50 mana elixir (lv74)
Meso profit:
~97,000 loss (lv74)
Conclusion:
There are way too many jr. bulldogs and too few cerebes, hence the result is both exp and money suffers.
I was actually predicting that with ice charge, I can at least break even or make a little profit from meso
drops, but the result was quite surprising...close to 100k loss while exp is a measly 150k/hour. Stick to
other maps you want drop hunt with ice. Only come here if other training/hunting places are taken.
TIPS:
map II is bigger than I and spawns alot more cerebes, so stick to map II. Be aware that if you go into cash
shop or change channels here, you will be sent back to the minor zombie map. The green flame poisons you
at 30 HP/second, so unlike zombies where you let the poison wear out, it's probably a good idea to carry lots
of antidote/all cure pots if you decide to train here.

Warped Path of Time II (Buffoon, Deep Buffoon)
Notable Drops:
Buffoon: 60% Cape Str/Luck, Green Scarab
Deep Buffoon: 60% 2H Sword, Half Earring, Chrono, Dark Scarab, Dark Patriot
EXP/hour:
~178,000 (6.6%, lv75%, Ice charge)
Meso/hour:
~118,000 (lv75)
Pots used:
~260 unagi, ~88 mana elixir (lv75)
Meso profit:
~223,000 loss (lv75)
Conclusion:
If you are a WK who went ice first instead of fire, this map can totally replace yetis and maybe YnP in terms
of exp. Buffoons are perfect for you when your ice charge is still too low level to do DT. I had only lv4 ice
charge, so I lost a bit of money and it wasn't worth it. With the drop change patch, buffoons/deep buffoons
no longer give good drops so move to DT as soon as you can.
TIPS:
It's easier to circulate the map counter-clockwise here, but play it to your own style. Buffoons and deep
buffoons are both big and wide, so it's a bit harder to group them to slash blast, do it at your own discretion.
Since they are weak to ice, you can kill one in fewer hits (4~6) than alot of other maps where you use ice to
train. A good map to do when you can't find priests for death teddys or ghost pirates.

Forgoteen Path of Time (Soul Teddy, Master Soul Teddy)
Notable Drops:
Soul Teddy: 60% Glove Atk/Overall Luk, 10% Staff, Gold Drop Earring, Evil Tale, Dark Calas, Dark Garner,
Sapphire Gigantic, Dark ID
Master Soul Teddy: 60% Dagger/Cape Luk, Dark Anakamoon, Black Polyfeather Hat, Golden River
EXP/hour:
~243,000 (2.4%, lv100, Max Fire Charge)
Meso/hour:
~244,000 (lv100)
Pots used:
~54 ice cream pop, ~64 mana elixir (lv100)
Meso profit:
~88,000 profit (lv100)
Conclusion:
I skipped this map early on because the monsters are not elementally weak to any charge, and also the drops
were very bad. But after the drop change patch, the drops became surprisingly good considering the easiness
of these monters. With max fire charge, I can 1~2hko soul teddy and 2hko master teddy. Their magic atk
don't do very much dmg either. The exp is pretty bad, but it's a good place to come drop hunt if you need
money. Pure meso wise, these won't be better than zombies or yetis, but it offers much better drops.
TIPS:
It's easier to circulate the map counter-clockwise here, but play it to your own style. Buffoons and deep
buffoons are both big and wide, so it's a bit harder to group them to slash blast, do it at your own discretion.
Since they are weak to ice, you can kill one in fewer hits (4~6) than alot of other maps where you use ice to
train. A good map to do when you can't find priests for death teddys or ghost pirates.

Forgotten Path of Time II (Klock, Dark Klock)
Notable Drops:
Klock: 10% Earring Int/Glove Dex, Metal Silver Earring, Black Poly Hat
Dark Klock: Steely, 60% Overall Int, Dark Dragon Babuta, Dark Ritual, Dark Patriot
EXP/hour:
~170,000 (6.3%, lv75, 4 Ice charge)
Meso/hour:
~205,000 (lv75)
Pots used:
~142 unagi, ~76 mana elixir (lv75)
Meso profit:
Broke even, no profit/loss (lv75)
Conclusion:
The best place to get steelies before you can do dual pirates, since red drakes spawn few and you get KSed
alot, and tauromacis spawn even less (maybe 2~4 per map). The spawn proportion of klocks and dark klocks
are similar to those of buffoons and deep buffoons, about 60-40. The exp is slightly less since klocks only
give 270 exp, but money/pot usage is much better than buffoons. One of the better drop hunting places
since you are not wasting millions of money on pots if you don't find any drops, AND you get ok exp. At
higher levels with max ice, this place will become one of the better meso making places in ludi, due to good
drops/money and low pot usage.
TIPS:
One of the smaller maps in ludi with only 5~6 ledges. It doesn't matter how you circulate because there's a
long platform that runs across the screen in the middle, so you'll backtrack a bit either way. klocks and dark
klocks are easier to group and slash blast than buffoons/deep buffoons, and it's a good idea to do so more
here since it takes longer to kill them. You can use fire here if you want, but I don't recommend it. their
magic hits hard and knock you back far even with power guard. But if you use fire, you can kill quicker and
exp might be better, it's your call.

-------------------
Level 77~80:
-------------------

Ice Valley II (Yeti & Pepe, Jr. Yeti, Yeti, Yeti Transformed, White Pang)
Notable Drops:
YnP: Steely, Icicle, 10% Cape Dex/Luk/Claw, White Gaia Cape, Holy Spear, Redemption, Skylar, Silver Planet,
Dark Enigmatic, Dark Garner, Dark Gigantic, Deadly Fin, Dark Pilfer
Yeti: Redemption, Holy Spear, Evil Wings, Dark Anakarune, Dark/Sapphire Gigantic, Brown Scarab, Golden
Crow, Gold Drop Earring
Transformed: 10/60% Earring Int, Holy Cross Earring
Jr. Yeti: 60% Glove atk, Crescent Polearm
White Pang: Tobi, Red Oriental Helm, Shining, Steel Avarice, Pink Flower Earring, Blue Gaia Cap
EXP/hour:
~250,000 (9.3%, lv75, 10 Fire charge)
~282,000 (10%, lv76, 12 Fire charge)
~296,000 (9.9%, lv77, 15 Fire charge)
~309,000 (9.8%, lv78, 18 Fire charge)
~310,000 (9.3%, lv79, 21 Fire charge)
Meso/hour:
~168,000 (lv75)
~186,000 (lv76)
~189,000 (lv77)
~191,000 (lv78)
~195,000 (lv79)
Pots used:
~280 unagi, ~75 mana elixir, 6 warrior pill (lv75)
~312 unagi, ~60 mana elixir, 6 warrior pill (lv76)
~275 unagi, ~65 mana elixir, 6 warrior pill (lv77) *I 100% hit w/ atk gloves, but still used war pills
~130 ice cream pop, ~54 mana elixir, 6 warrior pill (lv78) *4h to break YnP and 2hko Yeti = less mp pots
~112 ice cream pop, ~50 mana elixir, 6 warrior pill (lv79)
Meso profit:
~185,000 loss (lv75)
~192,000 loss (lv76)
~154,000 loss (lv77)
~128,000 loss (lv78)
~82,000 loss (lv79)
Conclusion:
At lv75 with 12 fire charge, you get good exp but also burn lots of pots. I had to use dex glove to 100% hit
so I used warrior pill to make up the difference in atk. Exp increases and meso loss becomes less as you gain
more fire charge. When you have lv20+ fire charge, you should be breaking YnP in 4 hits while 2hko the yetis.
The 150k loss is easily made up by any drops, and if you are lucky with steely or geta, you can turn handsome
profits here. With max fire charge, you can easily break even or make money off pure meso drops.
TIPS:
I soloed this place and found the spawn to be excellent and mobby. However, it is recommended that you
share map or party with someone else to get the best spawn...any of the fellow warriors would work, thieves
and bows would work too, but I'm not sure what level they would have to be to match our killing speed. If
you want to save some money, you can party a priest, but keep in mind, while your exp will be just as good
if not better than solo, the priest's exp will not be good since majority of HS exp goes to the main attacker.
They will probably rather go MDT or Grims. Also, you'll be expected to share drops.

This is one of the first maps you can use the CC method in. You will always appear at the top near NPC
Gibbers, so you can just drop down and kill with ease. YnP's magic attack does around 1k damage, so you
try to take bump dmg as much as you can. The map is quite mobby so use it to your advantage. Alot of
times you can bump into the jr. yetis or other monsters while attacking other YnP's, since you'll be taking
100 bump dmg instead of YnP's 500 bump dmg. Pay attention to the rope placements since some are only
on one side, you can easily figure out the best navigation route after a few trips up and down.

Wolf Territory III~IV (Lycanthrope, Werewolf, White Pang)
Notable Drops:
Lycanthrope: Iibi, Strawberry Earring, White Seraph Cape, Blue Screamer, Dark Linnex, Blood Nightfox
Werewolf: Tobi, 10% Earring Int, 60% Claw/Wand, Blue Dragon Babuta, Dark Infinium Circlet, Brown Requiem,
White Anakamoon, Purple Galaxy, Black Scarab, Kandine
White Pang: Tobi, Red Oriental Helm, Shining, Steel Avarice, Pink Flower Earring, Blue Gaia Cape
EXP/hour:
~194,000 (6.5%, lv77, 15 Fire charge)
Meso/hour:
~247,000 (lv77)
Pots used:
~150 unagi, ~48 mana elixir, 6 warrior pill (lv77)
Meso profit:
~52,000 profit (lv77)
Conclusion:
In my opinion, lycans are way better than werewolves when it comes to hunting for money. Not only do they
give better and more valuable drops, they are so easy to kill with fire charge. The white pangs are just
additional bonuses. The exp/money figures I got is from doing 1 map (IV) solo, with no channel changing.
I got a few tobis from pangs so I'm not totally complaining about the slow lycan spawns. Lycans, DYnP, and
YnP are what I consider to be the best drop hunting maps in your 7x and 8x. You get to drop hunt without
insane potting and wasting money, while also getting decent exp.
TIPS:
One thing I noticed was that lycan spawns are not totally dependant on time, but also the pangs you kill,
especially the bottom row ones. I basically circulated each row, kill 1 lycan, 2 pangs up and down, get to
the bottom row, kill about 2~3 more sets of pang spawn until only 1 pang spawns, then you know lycans
will have respawn and you and repeat. You can also try 2 other methods. One is to circulate both map 3
and 4, you'll get a few more lycans with less waiting time. The other is to channel switch, just keep in mind
that if you just circulate and kill only lycans, when you go back to your original channel, chances are you
still have to kill a few pangs on the bottom to respawn those lycans.

I have not really tested allowing lycans to spawn ww. I have seen people do it, but when I actually tried it
out, it takes forever for them to spawn 3. I find it alot more efficient to just hit lycan a couple times, go
back down on rope, wait for lycan to spawn 1 ww, and kill them both. Lycans spawns that first ww fast,
and this way, you are not wasting time and get to hunt as much ww as lycans. I'm not a big drop hunting
person, so any pros who's camped lycans a few levels and feel like they have a good strategy (and also don't
mind sharing it) are welcome to post their comments. I'll add those in.

darklunatica's Camping Method:
baobao, imo, camping solely wolf territory 4 is easier. theres this bottom lvl which spawns only pangs
which is quite useful.

1.go clear the lycans at tops.
2.then go down to bottom. whack the fast spawning pangs at the bottom.
3.massacre them until their spawn slows down (ard 3-4 waves of pangs)
4.tada~ ur lycans shud be rdy for cooking up there. <3
5.repeat 1-4

i went to try lycans at 7x with ard half max fire charge and it works pretty well just keep hugging them.
a constant 4-5k blow should deal with them just nice.

Warped Path of Time III (Ghost Pirate, Buffoon)
Notable Drops:
Ghost Pirate: 10% Overall Dex, Omega Spear, Gold Dragon, Red Babuta, Blue Battle Road, Purple Galaxy
Buffoon: 60% Cape Str/Luck, Green Scarab
EXP/hour:
~480,000 (16%, lv77, 15 Fire Charge)
~430,000 (13.6%, lv78, 18 Fire charge)
~512,000 (15.4%, lv79, 21 Fire charge)
~548,000 (15.6%, lv80, 24 Fire charge)
~705,000 (6.9%, lv100, Max Fire Charge/CB)
Meso/hour:
~120,000 (lv77)
~104,000 (lv78)
~127,000 (lv79)
~155,000 (lv80)
~197,000 (lv100)
Pots used:
~290 ice cream pop, ~70 mana elixir, 6 warrior pill, 6 sniper pill (lv77)
~180 ice cream pop, ~72 mana elixir, 6 warrior pill, 6 sniper pill (lv78)
~200 ice cream pop, ~74 mana elixir, 6 warrior pill (lv79)
~188 ice cream pop, ~54 mana elixir, 6 warrior pill (lv80)
~160 ice cream pop, ~48 mana elixir, 6 warrior pill (lv100)
Meso profit:
~560,000 loss (lv77)
~332,000 loss (lv78)
~357,000 loss (lv79)
~292,000 loss (lv80)
~184,000 loss (lv100)
Conclusion:
The exp is fantastic here and so is pot burning. At lv77, I was going for the max exp so I didn't care about
dmg and jumped into mobs alot. At lv78, I tried to avoid dmg whenever I can and I can also KB 90% of the
time, you can see a dramatic decrease in pot usage, but as a result, your exp suffers a bit...although it'll still
be the best you can get at this level. By 78/79, you should be constantly 6~7hko and KB pirates, and exp
will be wonderful, however, money loss is inevitable with mobs on small platforms (and no sniping) and very
bad drops. Try to move to duals as soon as you can. With priests, you can do it as early as 77/78.

Burning 3m per level is a bit much, especially since pirate drops stinks, there's no way to turn profit here. I
recommend three solutions, 1) party HS priest, 2) level here for a bit, get good exp while burning mesos, then
switch to a money making place like zombies or yetis and make your money back, or 3) Stick to YnP for
less but still decent exp, with much better drops. I'm switching off between 1) and 3), depending on my
priest situation. At lv100, I decided to do another one for the heck of it. Since I was 4hkoing, I was doing
much threaten/CB, hence my pot usage was pretty much same as before. The drop change patch made drops
slightly better with some good warrior stuff like omega, blue road, and babuta, so it's a decent place to train
now. No need to rush to duals if you don't mind the slightly less exp.
TIPS:
The map is mixed with buffoons, so you can either switch to ice charge to kill buffoons or just circulate the
pirates only platforms. The guides and other WKs will tell switching charge is a hassel, but I found that
for this particular map, it's actually not bad. Only the top 3 platforms spawn buffoons, and one of them spawn
only buffoons. The other 2 spawn at most 1~2 pirates and you can either just use fire on them or switch to
ice, either way, I didn't find buffoons to slow me down that much.

One important thing to keep in mind is to NEVER jump attack pirates, or attack them from an elevated position.
Pirates will only do magic attack (1k+ dmg) when you are above their clock (front of their ship). During the
whole hour of testing here, I didn't get attack by magic even once. Also, I didn't find SB to be that helpful here,
not only are they not able to KB, their inconsistent dmg actually make you kill slower and take more bump dmg
than PS. Also, try to use threaten as much as you can, not just in mobs. the -wdef might not be too noticeable
but the -watk will lower your bump dmg by a bit, and over time, it will equal much pot savings.

Forgotten Path of Time III (Death Teddy)
Notable Drops:
60% Cape Int, Black Seraph Cape, Helios, Emerald War Greave, Phoenix Wand, Dark Clarity, Dark Neli Shoes,
Angelic Betrayal
EXP/hour:
~772,000 (7.5%, lv100, Max Fire Charge/CB)
Meso/hour:
~167,000, (lv100)
Pots used:
~306 ice cream pop, ~46 mana elixir, 6 warrior pill (lv100)
Meso profit:
~531,000 loss (lv100)
Conclusion:
Even though they are weak to fire, it's much suggested you use ice here. Their magic attack are dodgeable
but comes out very fast, freezing them makes it much easier and better on your pocket. With that said,
however, I wouldn't suggest you train here unless you are planning to max ice first. If you go fire, pirates
and duals provide much better exp and pot usage efficiency (since their magic atk almost never come out).
I would recommend at least 10~16 ice charge before coming here since at lower levels, it simply takes too
many hits to kill, and you might as well do buffoons. Even at lv100, I still lost a considerable amt of money
with fire charge despite the fact I can 4hko them. Even with the better changed drops, it's still not worth
it here unless you do it with max ice.
TIPS:
Their magic atk comes out as soon as you hit them, so try to take bump dmg as much as you can by jumping
into them. You can use threaten on mobs if you want, and CB as much as possible if you train with fire.
With ice, things are much easier, just group them and freeze. If you circulate counter-clockwise from the
entrance, you can hit every platform without back tracking. Alot of priests and hermits also train here, ask
for party whenever you can.

-------------------
Level 81~90:
-------------------

Hidden Street: Unbalanced Time (Dual Ghost Pirate)
Notable Drops:
60% Polearm/Cape int, Steely, Metal Heart Earring, Dark Requiem, Dark Pireta Hat, Dark Studded top/pants,
Gold Hinkel, Orihalcon War Greave
EXP/hour:
~627,000 (17.5%, lv80, 24 Fire)
~690,000 (18.6%, lv81, 27 Fire)
~712,000 (18.2%, lv82, Max Fire)
~771,000 (18.7%, lv83, Max Fire)
~792,000 (18.2%, lv84, Max Fire)
~879,000 (18%, lv86, Max Fire)
~852,000 (15%, lv89, Max Fire)
~820,000 (13%, lv91, Max Fire/CB) *less exp due to constant effort to dodge dmg
~1,065,000 (12.2%, lv97, Max Fire, CC Method)
~1,098,000 (10.7%, lv100, Max Fire, CC Method)
~1,113,000 (9.3%, lv102, Max Fire, CC Method)
~1,215,000 (4.5%, lv118, Max Fire, CC Method)
Meso/hour:
~134,000 (lv80)
~145,000 (lv81)
~152,000 (lv82)
~148,000 (lv83)
~172,000 (lv84)
~174,000 (lv86)
~175,000 (lv89)
~170,000 (lv91)
~218,000 (lv97)
~215,000 (lv100)
~233,000 (lv102)
~252,000 (lv118)
Pots used:
~284 ice cream pop, ~80 mana elixir, 6 warrior pill (lv80) *used dex glove to 100% hit, no sniper pill
~200 ice cream pop, ~50 mana elixir, 6 warrior/sniper pill (lv81)
~224 ice cream pop, ~38 mana elixir, 6 warrior/sniper pill (lv82)
~214 ice cream pop, ~58 mana elixir, 6 warrior/sniper pill (lv83)
~238 ice cream pop, ~50 mana elixir, 6 warrior pill (lv84)
~260 ice cream pop, ~54 mana elixir, 6 warrior pill (lv86)
~200 ice cream pop, ~40 mana elixir, 6 warrior pill (lv89)
~120 ice cream pop, ~40 mana elixir, 6 warrior pill (lv91)
~268 ice cream pop, ~58 mana elixir, 6 warrior pill (lv97)
~286 ice cream pop, ~72 mana elixir, 6 warrior pill (lv100)
~310 ice cream pop, ~58 mana elixir, 6 warrior pill (lv102)
~218 ice cream pop, ~24 mana elixir, 6 warrior pill (lv118)
Meso profit:
~537,000 loss (lv80)
~328,000 loss (lv81)
~365,000 loss (lv82)
~360,000 loss (lv83)
~380,000 loss (lv84)
~429,000 loss (lv86)
~289,000 loss (lv89)
~119,000 loss (lv91)
~405,000 loss (lv97)
~456,000 loss (lv100)
~482,000 loss (lv102)
~242,000 loss (lv118)
Conclusion:
At lower levels with dex gloves and not enough KB, exp was great, but meso loss was significant. Before
you can KB 90% of the time, I would recommend not using booster so that your FA has a chance to KB too.
Your meso loss situation won't improve until you have a significant level of CB (20+). The drops are pretty
decent here with patch 0.27; if you are lucky with steely drops, it will cover your training for a few levels.
If you don't mind slightly lower exp, you can save lots of hp pots by not using SB alot. If you are careful,
has consistent KB, and pick them off one by one, you will save a pretty significant amount of money.

Once you max fire, you should have no problem finding priests to go duals. Some priests will still want to go
grims, but at least you have a better chance of snatching them from DKs at MDT now. You can also party
other WKs, F/P Mages, or Crusaders and split the map viking style. The priest can HS fairly quickly using either
cash shop or quickly cc and back, just make sure you have attackers who kill at the similar rate as you. So
that means don't bother grabbing hermits/CB/rangers/snipers for this. If you solo, the exp ultimately plateaus
around 1.2m exp per hour, it might seem decent when you are 8x and 9x, but it will be slow once you get
higher.
TIPS:
This is another map which you can use the CC/CS Method. Use threaten as much as you can when when
you drop down to the next platform. Try to get a priest when your CB level is still low and can't solo mobs
too well. If you are soloing, try to pick duals up one by one and KB kill them, if you can't, then you should
lure them into mobs of 3 or more and SB. Try to stay in the middle and attack out. If you stay near the
edge and gets knocked off, it's a pain to get back sometimes due to the magic attack keep knocking you off
ladder. Once you no longer need the accuracy to 100% hit, you may choose to wear your speed equips/pill
to move thru map quicker. This is also a good map to use 1H Swords, since their KB is low and has no magic
attack, faster weapons like Khan/Fraute will kill slightly faster in higher levels.

Dual Parties:
Same idea as viking party, you have 1 Priest that goes up and down with HS and 4~5 attackers who each
gets a pair of platforms. Generally most ideal for lv8x and 9x, you'll want 5 attackers consisting of any
combination of Crusaders, F/P Mage, White Knights, Chief Bandits, and Rangers/Snipers. When your level
is lower you should have 2 people split the bottom and bottom+1 platform. When you are 11x+ and do this
type of party, you will only need 4 attackers, just place your strongest at the bottom and he can clear both
bottom mob and bottom+1, the other 3 each gets a pair of platforms.

-------------------
Level 90~120:
-------------------

Hidden Street: Forbidden Time (Grim Phantom Watch)
Notable Drops:
10% Claw, Morningstar, Dark Emperor/Imperial, Dark Enigma Shoe, Marine Raven, Blood Larceny
EXP/hour:
~1,000,000 (15%, lv92, Max Fire, Solo)
~1,377,000 (17.6%, lv95, Max Fire, 1 Priest follow)
~1,214,000 (14.7%, lv96, Max Fire, Solo)
~1,201,200 (13.8%, lv97, Max Fire, Solo)
~1,562,000 (16.1%, lv99, Max Fire, 1 Priest follow)
~1,782,000 (18.4%, lv99, Max Fire, 2 Priest, 1 follow, 1 split map)
~1,688,000 (15.6%, lv101, Max Fire, 1 Priest follow)
~1,331,000 (11.7%, lv102, Max Fire, Solo)
~1,672,000 (14.7%, lv102, Max Fire, 1 Priest follow)
~1,383,000 (10.9%, lv104, Max Fire, Solo)
~1,400,000 (10%, lv106, Max Fire, Solo)
~1,694,000 (10.8%, lv108, Max Fire, Follow Priest)
~1,996,000 (12.7%, lv108, Max Fire, 2-way Priest Split)
~2,180,000 (10.1%, lv114, Max Fire, 2-way Priest Split)
~1,910,000 (8.9%, lv114, Max Fire, 3-way, DK/Priest, WK solo bottom)
~1,527,000 (6.7%, lv115, Max Fire, 5-way, DK, Sader, WK, 2 Priests)
~1,857,000 (8.1%, lv115, Max Fire, Full Party, DK, Sader, WK, Hermit, 2 Priests)
~2,214,000 (9.2%, lv116, Max Fire, 2-way Priest Split) *12x level priest
~1,674,000 (6.3%, lv118, Max Fire, Solo)
~2,106,000 (8%, lv118, Max Fire, 2-way Priest Split)
~2,366,000 (9%, lv118, Maxe Fire, 2-way Priest Split, Priest used +120 Matk Pies) *for fun
Meso/hour:
~208,000 (lv92)
Unrecorded (lv95)
~261,000 (lv96)
~256,000 (lv97)
Unrecorded (lv99)
Unrecorded (lv101)
~262,000 (lv102, solo)
~263,000 (lv104)
~285,000 (lv106)
~187,000 (lv108, Follow Priest)
~236,000 (lv108, 2-way Priest Split)
Unrecorded (lv114, 2-way Priest Split)
Unrecorded (lv114, 3-way DK/Priest/WK)
Unrecorded (lv115, 5-way + Full)
Unrecorded (lv116, 2-way Priest Split)
~340,000 (lv118, Solo)
~239,000 (lv118, 2-way Priest Split)
Pots used:
~565 ice cream pop, ~448 mana elixir, 6 warrior/sniper pill (lv92)
~10 ice cream pop, ~102 mana elixir, 6 warrior pill (lv95, 1 Priest follow)
~384 ice cream pop, ~122 mana elixir, 6 warrior/sniper pill (lv96)
~370 ice cream pop, ~146 mana elixir, 6 warrior/sniper pill (lv97)
~60 ice cream pop, ~100 mana elixir, 6 warrior pill (lv99, 1 Priest follow)
~34 ice cream pop, ~98 mana elixir, 6 warrior pill (lv101, 1 Priest follow)
~358 ice cream pop, ~114 mana elixir, 6 warrior (lv102)
~362 ice cream pop, ~128 mana elixir, 6 warrior (lv104)
~368 ice cream pop, ~120 mana elixir, 6 warrior (lv106)
~46 ice cream pop, ~104 mana elixir (lv108, Follow Priest)
~368 ice cream pop, ~100 mana elixir (lv108, 2-way Priest Split)
Unrecorded (lv114, 2-way Priest Split)
Unrecorded (lv114, 3-way DK/Priest/WK)
~106 ice cream pop, ~68 mana elixir, 6 warrior pill (lv115, 5-way, DK/Sader/WK/2 Priests)
Unrecorded (lv116, 2-way Priest Split)
~420 ice cream pop, ~98 mana elixir, 6 warrior pill (lv118, Solo)
~288 ice cream pop, ~92 mana elixir, 6 warrior pill (lv118, 2-way Priest Split)
Meso profit:
~1,297,000 loss (lv92)
Unrecorded (lv95)
~656,000 loss (lv96)
~645,000 loss (lv97)
Unrecorded (lv99)
Unrecorded (lv101)
~594,000 loss (lv102)
~610,000 loss (lv104)
~596,000 loss (lv106)
~25,000 profit (lv108, Follow Priest)
~630,000 loss (lv108, 2-way Priest Split map)
Unrecorded (lv114, 2-way Priest Split map)
Unrecorded (lv114, 3-way DK/Priest/WK)
Unrecorded (lv115, 5-way + Full Party)
Unrecorded (lv116, 2-way Priest Split)
~635,000 loss (lv118, Solo)
~448,000 loss (lv118, 2-way Priest Split)
Conclusion:
Soloing grims in the late 8x and early 9x will not be better than duals in exp if you are using dex glove to make
up your acc. Also, the nerfed grim drops (patch 0.27) combined with high potting rate will absolutely murder
your bank account. I would definitely recommend grabbing a priest, although it's hard to party random priests
until late 9x, when you can 6~7hko grims. This is because early on, priests can not survive with lower HP and
unmaxed ER, so they would much prefer a DK for the HB. There are many ways to party at grims once priest
can hold their own here (unlike vikings/squids where they are only good for HS), you don't necessarily have to
have a full party. Even with just 1 priest, you can still split the map and the priest can solo bottom and only
come up to HS/bless you.

There are many ways to party here at grims, but one thing to keep in mind is to have your best attacker
at the bottom. If the bottom guy can't kill fast enough, the rest of the party gets crappy spawns. Usually
hermits get the bottom, but a high level priest can do well too, not to mention it will be easier to HS members
if you have 1 priest at top and 1 at bottom. For a sample party composition, look below where it say Tiger's
full party method. You can construct your own party, just make sure all your killing speeds are about the
same so no one is leeching.

*NOTE 1*Surprisingly, Full party yielded worse exp than just 2-way. The way we did was DK/Priest
circulate 1 way, WK circulate the other, 1 Priest gets middle, Hermit/Saders shares bottom, and everyone
meet in bottom+1 platform for buffs. The kill rate seemed fast, but somehow the exp wasn't as good. I did
not like this arrangement since you don't need 2 good attackers on bottom and also me and the DK/Priest KSed
each other quite often when we meet on top. I think Full Party is still best done when everyone gets a part
of the map with no overlap, the only overlap should be at bottom where the bottom and bottom+1 is shared by
1 attacker and 1 priest. You can also put the best attacker in the middle where he gets both middle platforms.

TIPS:
You will want to use CB and threaten as much as possible when you are soloing, until you can kill faster.
Grim's icicle magic attack only happens if you are on the left side of grim so if you are attacking from the left
try to bump atk or use CB to stun. Icy attack comes up in random places, so even if you are attacking from
the same place, you can't predict when you will get hit. You can clear the map in any way you want, below
I have posted my clearing route, along with a couple others which I've found in a thread a while back. You
can choose not to threaten/CB if you are with a priest because it slows down your killing. When I party a
following priest, I only use CB to control the mob at the bottom because grims tend to wander off alot.

My Method:


Blade's Method:

going counter-clockwise, and the blue represents where you splits off with priest and mob.

Tiger's Full Party Method:
*This is for high levels where everyone has to kill quick to spawn the best mobs



this is the best way to clear a grims map in a party, usually i can gain around 3mill exp an hour(yup, 6mill during 2x exp) if no one slacks

the 2 hermit usually on the sides go to the top for hs using fj, wk are also good and crusader..

the priest on top should be able to solo, it's better exp for him to if he makes kills.
The priest at bottom should help the hermit kill using sr, since s/he should have hb, but also going to heal the dk above.

the dk in the middle and hermit at the bottom should have the best spawn providing everyone can kill fast.

*NOTE*Phantom watches at Forgotten Path of Time IV is exactly like Grims, except they give 500 less exp
and way less crowded than Grims. Consider them as a so-so alternative when you absolutely cannot find an
empty channel...I know it happens in Scania. But most people, if they can't go grims, just go solo duals or
party at spirit vikings and squids.

Warped Path of Time IV (Spirit Viking)
Notable Drops:
Spirit Viking: Iibi, Dark Battle Road, Dark Falcon, Dark Infinium Circlet, Dark Enigmatic
EXP/hour:
~842,000 (10.8%, lv95, lv12 Lightning, 1 Priest follow)
~975,000 (9.5%, lv100, lv27 Lightning, solo))
~1,050,000 (8.3%, lv104, Max Lightning, solo)
~1,781,183 (6.7%, lv118, Max Lightning, 6-way VKPT)
Meso/hour:
Unrecorded (lv95)
~235,000 (lv100)
~282,000 (lv104)
Unrecorded (lv118)
Pots used:
Unrecorded (lv95)
~480 ice cream pop, ~86 mana elixir, 6 warrior/sniper pill (lv100)
~532 ice cream pop, ~48 mana elixir, 6 warrior/sniper pill (lv104)
~420 ice cream pop, ~28 mana elixir, 6 warrior pill (lv118)
Meso profit:
Unrecorded (lv95)
~870,000 loss (lv100)
~915,000 loss(lv104)
Unrecorded (lv118)
Conclusion:
Soloing Spirits with lightning is very, very expensive, so don't even think about it if your charge isn't at least
lv20. The problem is their bullet matk...it's quite hard to dodge consistently and it hurts alot. Also, Even after
max lightning charge, the exp won't be better than duals or grims unless you do full parties. I highly suggest
a priest if you go drop hunting, or simply just use ice charge. It's slower, but saves you alot of money on pots.
In full party, the exp will be pretty decent if you have good attackers who are all lv100+ except for priest.
However, the exp will not beat partying at grims and maybe not even at squids since higher levels of other
classes (including priests) usually prefer SQPT.
TIPS:
If you are not partying a priest, I would recommend grabbing another ice mage with you, so you can do dmg
with lit while he freeze them. The only time I do spirits is when I can get in a 5 attacker, 1 priest full party.
I have only been in a couple of good full parties so my experience is limited in this area, but I can tell you
that the exp does not beat grim parties. Most of the hermits, bows, or I/L mages move onto squids fairly
quickly so most of time you end up partying lv9x or 10x, which isn't that great exp wise.
VKPT:
I finally got a chance to do a formal exp test for full VKPT, it started out rocky cuz people kept leaving and/or
not killing fast enough. Then we managed to get some 9x and 10x hermit/sniper/WK/CB while I did bottom.
The exp and spawn was decent, and since I killed very fast, I got plenty of solo exp even though vikings give
less exp than squids/grims. Overall, VKPT is good for WKs exp/drop wise...potting is not so good because
you waste alot of pots even at higher levels. so for the 3 main high levels maps, SQPT=VKPT in terms of exp,
SQPT saves you alot of pot money due to ice charge, while VKPT offers much better drops. GrimPT is still the
best exp anyway you put it, 2-way, 3-way, or full 6-way...they all beat SQPT and VKPT.

Dangerous Sea Gorge II (Black Squid, Lethal Squid)
Notable Drops:
Black Squid: 60% Shoe dex, Gold Drop Earring, Redemption, Silver Kalkan, Red Oriental Fury Hat, Gold Hinkel
Lethal Squid: 60% Glove atk/dex, Rose Earring, Helios, Black Oriental Fury Coat, Dark Pirate Set (M)
EXP/hour:
~1,668,000 (10.6%, lv108, Max Ice, 5 attacker full-party)
*93 Priest, 115 I/L, 109 I/L, 123 Crusader, 108 Hermit, 108 WK (me)
Meso/hour:
~220,000 (lv108)
Pots used:
~52 ice cream pop, ~70 mana elixir, 6 warrior pill (lv108)
Meso profit:
~62,000 profit (lv108)
Conclusion:
Soloing squid is very, very slow considering we get no elemental advantage so I don't recommend trying
unless you are item hunting (which isn't that great either). SQPT (squid party) fared much better in terms
of both exp and money, however, it still does not beat grims or viking parties, at least of us WKs. We are
just not suited for SQPT since our dmg with ice isn't that great. The dmg is on par with ice mage's (of
similar level) cold beam/ice strike, but they can use thunderspear (also mobbing) while we just PS. And
we are completely overshadowed by crusaders and DKs when it comes to no elemental advantage monsters.
The result when you don't get as much kills in a full party is is that the exp suffers.
TIPS:
SQPT is fun and good exp if you get a good priest and all lv110+ attackers, the exp might be slightly worse
than grims or vikings, but since you are using ice charge, you spend close to nothing in terms of pot money.
When you SQPT, try to get platform 2~4. I/L mage does much better with 1 since their ice strike has a big
range area, and you will never get bottom because it's reserved for your best attacker/mobber due to the
best spawn. Don't bother trying 4 attacker parties unless you are all at least lv120+ (except priest), the
spawn is very bad and you must work your tail off to even come close to get the exp of a 5 attacker SQPT.

PawtucketPat's Squid Party Basics (SQPT):

Brought to you by GoogleSearch, SQPT - The Basics of Squid Partying.

SQPT, or Lethal Squid Parties (Dangerous Sea Gorge II) consist of 4-5 attackers and one priest. SQPTs are much alike VKPT (Viking Parties), as they consist of multiple attackers, each having their own attacking "lane" and a priest that runs up and down giving holy symbol and bless to each of the members. However, Viking parties are restricted to having five attackers constantly for it to be decent EXP. SQPTs allow you to have a full party and still have EXCELLENT experience if one of the members needs to go AFK for a few minutes. Also, for you priests, it is MUCH easier to go around giving holy symbol and bless because of swimming. However, as a SQPT priest, you have to heal each member as you pass them by. This makes potion costs decrease dramatically because priests go up and down so quickly, you will hardly EVER use a potion, especially if you have a dragon knight in your party. Oh, and another thing, dragon knights can actually party at lethal squids now without using insane amounts of potions becase of the priests being able to heal everyone. :]

Now, I know that all of you guys care about EXP, so I'll lay it down nice and smooth for you.

I am a level 115 ranger, and I get 8-9% an hour at Lethal Squid parties. That's, 1,700,000 (one point seven MILLION) experience per hour. This is godly compared to the 5-6% an hour in Viking parties and 6-7% an hour at grims (while using 10,000,000 mesos in potions per level, that is).

Level 114 priest, Synphony, also receives 8% an hour at Lethal Squid parties. He says that this is just as fast experience as grims.

Level 114 Dragon Knight, Nephylim, receives 8% an hour at Lethal Squid parties also. She also says this is just as fast as grims.

Level 146 Hermit, Shynobi, says that Lethal Squid parties are equal to the experience gained at grims.

Level 114 Ice Mage gains 8-10% an hour at Lethal Squid parties.

Is this not proof enough for the amazing-ness (:P) of SQPT? Low-cost potions, decent money (60% glove attack, dark oriental fury coat male and female, and tons of good NPCable items), and the best EXP around.



Now that I've explaind how amazing lethal squids are, let's get to how to split up the map. First I am going to explain how to split the map in a 5 attacker, 1 priest party.




Lane #1 (top)-

Suggested attackers here-
Ice mages, because they can hit all of the platforms from the top (correct me if I'm wrong), and any other class can do well here as long as they can swim to the side and attack them from a distant area, and warriors do fine in any position here.


Lane #2-

Suggested attackers here-
Dragon knights (and other warriors as well), as all of the lethal squids bunch up together at this platform which yields amazing results for both polearm and spear dragon knights. Also, I think that Hermits could also use avenger here to yield similar results, as well as Fire Mages being able to effectively take on this platform due to Posion Mist.


Lane #3 (middle)-

Suggested attackers here-
Ice mages do well here, along with bowmen, because of their ability to hit multiple platforms. However Hermits can take this platform, so long they swim away from the squids and attack them from there.


Lane #4-

Suggested attackers here-
Bowmen, Hermits, and Ice Mages do excellently here, because Bowmen and Hermits can snipe them while Ice Mages can attack all of them.


Lane #5 (bottom)-

Suggested attackers here-
Warriors, Hermits, and Ice Mages do well here. They just have to remember to go up and clear the platforms that are directly above them.


Now, 4 attacker parties are not much different (at all, really) as all you have to do is combine lane #1 and lane #2 to combine it into "lane #1b"


*I borrowed this from party central, GoogleSearch's post (aka PawtucketPat), so please credit him and address all SQPT questions regarding this mini guide to him.

Twisted Time (Gigantic Spirt Viking)
Notable Drops:
Gigantic: Heaven's Gate, Red Battle Road, Dark Battle Empress, Dark Husk, Gold Raven, Dark Wing Boots,
Dark Enigma, Dark Sage, Dragon Tail
EXP/hour:
~1,450,000 (6.4%, lv115, Max Lightning, Solo)
Meso/hour:
~405,000 (lv115)
Pots used:
~620 Ice Cream Pop, 72 Mana Elixir, 6 Warrior Pill (lv115)
Meso profit:
~992,000 loss (lv115)
Conclusion:
There are 3 things I like about gigs. 1) you can use the cc/cs method like duals here, 2) they give alot
better drops than grims while providing better exp solo, 3) they spawn fast and are fairly mobby. However,
the cons make it not worthwhile to train here. Their bullet magic attack is alot bigger than spirit vikings,
making it harder to dodge. And not only do both bump and magic dmg hit harder, their mobbiness combined
with longer ledges make them harder to control with CB. Also, you have to watch out for some F/P mages
since they go poison misting every channel sometimes. So even with some good points, this is really not a
good place to train. If you have a priest, the pot situation might change, but since priest can't attack them
like grims, they can't help you kill or split the map with you, so your exp will be far worse than grims.
TIPS:
Overall not a bad place if you can find willing priests (non exp-whores) to go with you. The drops are decent
and exp is also not too shabby. This is one of those maps that combines decent exp and drops so you don't
have to go for pure exp/crap drops (grims) or crap exp/good drops (vikings/GKs). If you go here, definitely
come with a priest because pot burning rate is just too much here solo.

Forgotten Passage (Thanatos)
Notable Drops:
Thanatos: 10% Shoe/Glove Dex, Rose Earring, Dark Battle Road, Dark Raven, Green Giles Cape, Kandine
EXP/hour:
~771,000 (3.4%, lv115, Max Lightning, Solo)
Meso/hour:
~112,000 (lv115)
Pots used:
~160 Ice Cream Pops, 128 Mana Elixir, 148 All Cures, 6 Warrior Pill (lv115)
Meso profit:
~460,000 Loss (lv115)
Conclusion:
Thanato is elementally neutral and stunnable, so use lightning and CB. While it is not as pot burning as GK
in terms of dmg, you have to use all cures or other status cures since thanatos have seal, darkness, and
half exp. Add that to the fact thanatos don't have as nice drops as GKs, it pretty much isn't worth your
time hunting if you solo. A high level priest would really help here since they can dispel the status attacks
and help with the attacking (holy-weak). It might still be worth hunting since thanatos can be killed much
quicker than GKs (ice is really weak =P)
TIPS:
This would be a decent drop hunting place if you have a priest and use the 6 channel cc method, since
neither of you would really need to use any pots. If your priest don't have good level dispel, you might end
up still using lots of all cures or simply waste time waiting for priest to dispel 4~5 times. If you are soloing,
use CB as much as you can, thanatos recovers from stun after about 3~4 hits with FA. In my test, I didn't
CB as much as I should have since I wanted to see the exp rate, therefore I ended up using alot more HP
pots and all cures. If you are just drop hunting, you should use CB all the time, and your pot usage will be
very little.

Warped Passage (Gate Keeper)
Notable Drops:
Gate Keeper: 10% Shoe jump, Strawberry Earring, Red Battler Road, Eclipse, Gross Jaeger,
Dark Arund, Black Mamba, Blue Scarab
EXP/hour:
~705,000 (3.8%, lv111, Max Ice, Solo)
Meso/hour:
Unrecorded (lv111)
Pots used:
~272 ice cream pop, 72 mana elixir, 6 warrior/sniper pill (lv111)
Meso profit:
Unrecorded, but major losses w/o drops (lv111)
Conclusion:
I used the CC method due to the slow spawns. I find that if you just do a row of channels (ie 1-6), the GKs
are pretty constant spawned. Even with ice charge however, pot usage was alot higher than I had
anticipated. This is due to several reasons: 1) you almost always get hit at least once, due to the gigantic
swings of GK's blade, 2) when you are stuned, you will get hit at least 2~4 times, 3) sometimes you will get
trapped between 2 GKs, 4) their dmg is high (~1.2k on bumps, ~2.4k on stun atks). I would definitely
recommend a priest if you are drop hunting, even with drop splitting, you are alot better off than solo. An
ice mage might not be bad either, since their freezing atk is ranged. GKs do give nice drops, so its not a
bad hunting place if you are not potting an insane amt. On avg, with ice charge, you kill 2 GKs every 45
seconds or so.
TIPS:
I would definitely grab a priest, unless you absolutely despise splitting drops. GK hunting is long and pots
WILL add up if you are unlucky with drops. GKs take a good 15~20 seconds at least to spawn, so it's a
good idea to keep CCing. Any number that's more than 5 will probably keep GK instantly spawned. Just
watch out for other CCers. When I see ppl, I usually work out a way to split channels with them so we
don't kill each other's GKs. GKs are one of the more worthwhile drop hunting monsters due to freezing, good
drops and small map.

------------------------
Boss Mini-Guide:
------------------------


----------
Pianus:
----------

General TIPS:
*spawn time: right pianus = 24hours, left pianus = 36 hours
*max 10 people allowed in cave, can enter as many times as you wish.
*dont bring a big party unless you have 2 fish, due to drop splitting; a party of 5~6 is good (1 priest).
*loots are free for all, so watch out for looters.
*DK and Priest is a must for any party (if you don't want to waste pots or die alot)
*Pianus is Weak to Fire
*Blood boom can ONLY be killed with a 8k+ dmg ice charge (fire and lightning does 1 dmg)
*Blood boom deals 8k+ dmg regardless of PG, usually you have a DK or a charged crusader kill it
*Right pianus is easier - casts almost no dispel and seal at all
*The weight atk can be avoided, just watch where the marker falls
*When pianus do the def up skill, don't attack so you save pots, and its a good time to rebuff all your skills.
*Right pianus gives more exp.

Pianus SKills: (I will add pics to these when I get a chance)
*Dispel - negates all buffs and charges, but not pills (DK must keep HB up, Priest must keep MG up)
*Seal - can't use skills (Priest dispels, or use all-cure)
*lava eruption atk (1hp/1mp)



*10t weight atk (~4.5k dmg)



*Magic Beam atk (~4.5k dmg for right)



*Physical Defense up (all physical dmg delt become 1's)
*Magic Defense up (all magic dmg delt become 1's)
*Summon blood boom



Pots to bring:
*HP - cheese(4k) or milk(5k) works, bring about 2~300. You can bring more if you can't find elixirs.
*MP - 300 mana elxirs are enough, since he spams the 1hp/1mp thing, pure waters will just be wasted.
*All cures - around 50 for the left one. Priest can dispel, but it's good to have some on you.
*Elixirs - these are the best deals for ANY boss runs, I usually stock at least 5~600 of these whenever I can.
*Power Elixirs - tho you dont really need these, I would still pack a good 50+ or so for emergencies (ie. if
your priest is laggy and can't keep up heal, or you are killing bombs while pianus does a skill.
*note*if your priest is really good or you have 2 priests, you can get away with just ice cream pops or
no hp pots at all (pianus runs can get expensive, so I try to think of ways to save money). Keep in mind tho,
that pianus bump dmg is 4k+ (3.5k with PG), and don't take a chance if a bomb is nearby.

Party Recommendations:
*Try to bring all lv100+ for quicker fights, lv110+ is preferred if you want to do multiple runs.
*A party of 4~5 is usually good, more people means more drop splits *I like to bring mostly warrior parties because we tend to survive better due to high HP.
*At least 1 DK and 1 Priest is recommended for HB, HS, Heal, and Dispel.
*At least 1 WK is recommended for elemental weakness dmg.
*Crusaders work well with rage on party and dmg with panic, they can also help clear bombs.
*Chief Bandit's ME is good, but pianus don't really have that good of drops to justify the money used.
*Any other class that can do decent dmg is fine

--------------
Populatus:
--------------

General Tips:
*12 people max limit, can only enter 2x a day, entrance closes once populatus is summoned.
*DK and Priest is a must for both parties (if you don't want to waste pots and die alot)
*Elementally neutral, use lightning
*Bomb explodes for 10k dmg regardless of PG, if you can't kill in 1 hit (10k HP)
*Bomb is ice-weak so use ice charge (at lv110+max ice, I can clear bombs 90% of time, bw are less consistent)
*Don't bother using power guard, it doesn't really help you survive better and might provoke bombs.
*Watch carefully where you strike, sometimes your FA can accidently hit a bomb and kill nearby priests.

Populatus Skills:
*Dispel - negates all skills and buffs used on party, except pills.
*1hp/1mp atk - exactly like the name implies, whether to use milkl/mana or elixirs is entirely up to you.
*Stun clap - Dmg and stuns everyone nearby.
*Lightning atk - casts lightning that fills up entire screen.
*Summon Darkstars - the bombs on platforms stay in place, while the ground ones moves around.
*Not sure if there are anymore, but the mains ones are here

Pots to bring:
*HP - 3~400 cheese/milk, less if you have a good stock of elixirs.
*MP - 300 mana elxirs, more if you have less attackers (the longer the fights, the more you'll need).
*Elixirs - 5~600 is good. I like to use these because it allows me to attack back quicker.
*Power Elixirs - 100 for emergencies, the combination of pap's skills and ground bombs are deadly.

Party Recommendations:
*1 party is enough if attackers are good
*1 DK and 1 Priest is necessary, you can bring 2 DK or 2 Priests if one is lower lv or inexperienced.
*1 Chief Bandit is recommended for meso explosion (ME)
*1 decent lv crusader for KBing papulatus to control ME placement
*Any other decent dmg attackers are fine as long as they can survive well
*I hate to say it, but WKs aren't very good at pap since no elemental weakness. At lv112, my lightning
charge only does around 5~9k dmg, tho I can kill bombs with ice charge. BUT, a high lv WK is still invited
to parties since we offer consistent dmg and good survival rate.

----------
Zakum:
----------

HP/MP Drain ---------------------------\ Body /----------------------HP/MP Drain
F/P ATk (Fire Weak)-------------------\ Body /-----------------I/L ATK (Ice Weak)
Status ATK (Curse,Seal, Weak)-----/ Body \-----------Heal (50k HP/30 seconds)
Physical ATK---------------------------/ Body \----------------------Physical ATK

General Tips:
*Before you go in altar, turn off everything that can contribute to lag.
*Try not to use window mode and don't hesitate to restart comp if you find the need to.
*When you form parties, you should try to have a fast clicker/partyer as leader. This ensures that during
body, if DK or priest dies/dc in your party, you can reform very quickly w/o dying.
*For WKs and Crusaders, it is recommended that you have a haste thief in your party. Otherwise, you will
find it very annoying when trying to attack the top 2 arms on the right.
*Try to keep the parties balanced, make sure each party gets a DK, a priest, a thief, and a mobber (mage
or bow). This ensures a smoother run since even if some die/dc, it doesn't affect the group as much.

Arms:
*The arms are easy and fast (should be) with a good party, so conserve your pots during arms.
*The bottom 2 right arms are always taken out first so it can't heal itself.
*The arms killing order after this doesn't matter that much, but even if your parties decide to move some
people over to the left side, be sure to leave good attackers to take out the top right drain arm.
*The last arm is usually either the 2nd from bottom left (status) or top left (drain). The status arm is
preferred since it's easier for your Bandits to calculate time and set up their money bags for ME for body.

Body:
*Zakum has 3 body forms (watch the color of his HP).
*Half your time should be spend hawking your hp meter while the other half is for calculating your distance
to hit body w/o getting bumped by it. We have a shorter atk range than DKs so you have to watch carefully
to make sure you are really hitting it.
*Body1 should be fairly fast since he doesn't spam as much skills during this one, and your Bandits have a
easier time bombing them from setting up after arms.
*Body2 is when you start to see hints of skill spams, the 3 main ones to watch out for are 1hp/1mp (self-
explanatory), lava drop stun atk (lava falls, if you are stunned if you get hit by them), and summons (this
can get very annoying if your mobbers aren't doing their job, or they are dead).
*When you are attacking all 1's, it means zakum cast the def up skill. Stop attacking and recast all your
buffs and charges. Everyone else will be doing the same things, so just take turns test attacking and
recasting buffs every 20 seconds or so.
*Body bump dmg is really nothing to worry about for us WKs, since with PG and good def, the dmg is only
a little over 6k. By lv120, I think your maxHP with HB should be good enough to survive 2 bump dmg,
if not, then definitely by lv125.
*If you are going before lv110, don't be afraid to spam pots/powers when you are stuck in body or aren't
sure of where you are exactly among the chaos.
*One thing I do to find my exact location among all the chaos is to recast PG. It has a fairly noticeable
animation and will be a big life saver for you.
*Body3 is where the real problems gets here. Zakum spams all kinds of skills as well as all the types of
summons. It's laggy, hard to focus on where you are and where you attack, and things that usually aren't
problems can become a problem here.
*Just keep your potting up, don't overly depend on priests, make sure your DK is always keeping up HB and
you should be fine. Congrats, you have just survived another sucessful zakum run.

Pots to Bring:
*HP - 600 milks should be sufficient since you should also have some pink elixirs.
*MP - Lots of mana elxirs 600~800. Zakum spams the 1hp/1mp thing, pure waters will just be wasted.
*All cures - Bring some 50~100, you shouldn't need these since you should have dispel priests, but if your
priest don't have good level dispel, I would bring about 200~300 of these.
*Elixirs - 300~400 is enough is you plan on using mostly milks/mana, but these allow you to go back attacking
quicker (1 key press vs 2), and can be a lifesaver when zakum spams summons and 1hp/1mp.
*Power Elixirs - Bring about 100 of these for the body. When zakum spams summons and skills, it can be very
hard to see what's going and you could be walking toward body w/o even knowing it. Spam a few of these
during those situation can mean the difference between surviving and not surviving the run.

xSakura's Zakum Tips:
Whether you have Zakum'd or not, I have plenty of tips that you can keep in mind when fighting Zakum. These can either help you live, kill it faster, or save pots/time. Simple.

1. Whether you generally lag ingame or not, there's still a big chance you can lag out at Zakum, mainly in the begining. The best thing to do to avoid this is after the Zakum is summoned, don't attack it right away. Also tell your party to wait 5-10 seconds before attacking (usually 10 seconds since most idiots speed-count). After the time passes, eveyone will slowly start attacking, but they won't all attack at the same time since they will all have different counting speeds. So only a few at a time will attack, it will be easier for your comp to handle. Everyone will be going full blast within 15 seconds. If you ever lag anytime else during Zakum, don't attack, just press the HP pots button every 1-2 seconds, this should save you even if your screen freezes. It has saved me many times.

2. Do as little talking as possible. Some people love chatting during Zakum, and I really can't say 'don't talk at all', even though most of it is about random stuff and not about anything much related to Zakum. The onyl points where you should really talk is to announce if someone DC'd or died, to announce you need a party member, or possibly even if you're lagging, or something closely related to those subjects. Other things that are silly I don't recommend, but they will occur. If you're really tempted to say random crap, do it during the arms where there's a less chance of death. The arms are rpetty weak, but during the body, you want to take that down as fast as possible, and it's really dangerous to talk, even if it's about partying/DCing or whatever.

3. There is a point in Zakum where he maxes his physical defense, so just about every physical attack with do 1-3 damage, usually 1. When this happens, Assassins should stop throwing their stars, because it will be a 100% waste of stars, save them, you don't want to run out. What I usually do during this time is I use booster, cast HB on my whole party, and cast dragons blood. I usually repeat this as much as I can until Zakum's physical defense ability wears off.

4. Zakum has an attack that reduces everyone's HP/MP to 1. But this is rarely sudden, you'll often see a white bright like coming from its mouth, which shows he's about to cast his attack. To avoid this, bump into a monster right before he casts it. But this is very difficult to do all of the time, especially since i've seen him cast it up to 3 times in a row. What I usually do is I use one reindeer milk potions (heals 5000 HP), and I wait a second. If I see he's not going to cast it again, I use an MP pots and start attacking. Usually the priest heals the rest of my HP, but I always keep my distance from Zakum's body (can deal 7k-9k damage) until i'm fully healed.

5. During the body, DKs are the most important class, then comes priests. The reason why priests are not the most important class is because during the body, you will be using your own pots anyway. So try to have at least 1 DK per party. If your priest dies, you're not out of hope, even though priests are still helpful.

6. On Zakum's final form, during the last half of his HP, he summons monsters like crazy, and all of this chaos usually causes people to lag and DC or lag and die (I've seen countless points where Zakum had such little HP left, but people kept dying due to lag, even Dragon Knights), so usually when Zakum has his physical defense up, I start killing the monsters that are near us. We want as little lag as possible. But, often monsters are trapped in the top left corner of the screen, and it's best not to attack them. I only aim for the monsters during the final form when Zakum has his defense up skill. When I see his skill wears off, I just go back to attacking the body. The longer you wait, the more he summons.

7. As for those arms, it's most wise to take down the two on the bottom right first. The 2nd one from the bottom (right side) is the healing arm. Because this is so close to the bottom right arm, it's most wise to take both of them down first. Everyone should be concentrating on those two arms. After those arms are killed, there are many options on what to do. What has been happening recently is some sins and mages stay on the right side and kill the remaining two arms on the rigt, while everyone else attacks the left. This choice isn't a must, keep that in mind. Out of all of the arms, the one I find most annoying, being a warrior, is the 2nd arm from the bottom on the left side. This is the one that causes status ailments such as darkness (blind) and seal (can't use any skills). That one is often taken down after the bottom left is destroyed. Usually the last arm remaining is the top left arm, which drains MP by I think 300 each time. This is the point where most parties re-arrange parties for anyone who might have died or DC'd. It is rare that someone would die (maybe a priest), but it is extremely common for someone to DC.

8. I'm not sure if this applies to everyone, but I have noticed often when Zakum's curse arm casts something like darkness or seal, it takes effect right away, but I don't see the message nor the symbol on my characters head until 5 seconds later. But, if I use a pot (like an allcure) before the 5 seconds are up, the ailment is dispelled and I never see the message. Basically what I do is when i'm attacking and I suddenly see a lot of people missing, I know Zakum has casted darkness, even though it doesn't say it. When this happens, I usually cast an allcure or an eye drop. When I notice I stopped attacking, I also use an allcure, but the priests usually dispels this right away since it's the only real ailment they notice. Things like weaken (prevents jumping) and curse aren't that big of a deal usually. But when I know i've been fighting a certain arm for a while, I get rid of curse asap.

Personally, being a level 12X DK, this is what I pack for Zakum:
500 Reindeer Milk
400 Pure Water
300 Allcure
100 Holy Water
100 Eye Drop

It took me a while to realize a DK doesn't really need elixer. Read #4 to read what I do instead of elixer. (Although I do have them on an emergency slot)

These are all I have for now, I hope they are of at least some use. If you have any questions, you can ask, and I may even add more to this list depending on what else I answer.

MapleStory Database | MapleStory Guide and Tips | MapleStory Market | MapleStory Make Friends | MapleStory Fun&Pics | Contact us

Copyright(c) 2006-2008 4Maple.com Add Favourite Goto Top