Pulled straight from my thread on sleepywood, but since I will probably be hanging around here a bit, I figured I might as well post it here as well.
This will organize everybody's training grounds and newcomer magicians can use this information.
This thread is only meant to serve as a guide to magicians on which training ground members of the magician community have found to be effective for experience, money gain, or both. All that is presented here is the general knowledge that the community has accumulated on what training locations tend to be most effective at the various periods of a character's training life. It is not meant to be a law by which all magicians must follow when they play maple story.
If you wish to do something different from what is listed here, you are free to do so. It is likely that deviating from this guide will give you poorer results in training, but it is also possible that you find something even better than what this reference has to offer.
If a training place is missing or if a new place comes out, you may send me a PM to have it added. It is possible for me to miss things (though I try not to). If you want me to add something, please provide as much information as possible. Posting things such as level, experience rate, skill build, AP distribution and funding information makes it much easier to see the feasibility of a training method for others.
[INDENT]<Disclaimer> Before getting started, I reserve the right to make changes to this information based on my own experience and on people's suggestion. I do not take any credit for "discovering" good training spots, however I do take credit for scavenging for the information and putting them all into one organized thread for the public to use.[/INDENT]Update History:
Legend
$ -- Easy on your pocket; possibly a good gold mine. Remember: possibly. No promises.
$ -- Heavy spending. This spot is a potion burning furnace.
% -- Awesome experience. Seriously, zomgwtphax0rs kind of experience.
% -- Slow experience, maybe very slow. You should have reasons to train here other than for good exp.
Full attacker party -- partying to the maximum carrying capacity of the map (for instance, a full Dual Ghost Pirate attacker party is 4-5 people). There are usually priests in full attacker parties. Carrying capacity various from map to map.
Party with <specific class> -- This strictly means you party this class with the exception of maybe 1-2 other people in the party for extra killing. "Party with" means that other class and you are always together for each other's skill buffs.
Split map with <specific class> -- Very different than "Party with <specific class>". Split map means you go out on your own, killing in your own spot(s). When eachother's skill buffs runs out, just get together and recast.
Magicians
Fire/
Poison Wizards/Mages/Arch Mages
Ice /
Lightning Wizards/Mages/Arch Mages
Clerics /
Priests /
Bishops
Outdated training grounds:
This will organize everybody's training grounds and newcomer magicians can use this information.
This thread is only meant to serve as a guide to magicians on which training ground members of the magician community have found to be effective for experience, money gain, or both. All that is presented here is the general knowledge that the community has accumulated on what training locations tend to be most effective at the various periods of a character's training life. It is not meant to be a law by which all magicians must follow when they play maple story.
If you wish to do something different from what is listed here, you are free to do so. It is likely that deviating from this guide will give you poorer results in training, but it is also possible that you find something even better than what this reference has to offer.
If a training place is missing or if a new place comes out, you may send me a PM to have it added. It is possible for me to miss things (though I try not to). If you want me to add something, please provide as much information as possible. Posting things such as level, experience rate, skill build, AP distribution and funding information makes it much easier to see the feasibility of a training method for others.
[INDENT]<Disclaimer> Before getting started, I reserve the right to make changes to this information based on my own experience and on people's suggestion. I do not take any credit for "discovering" good training spots, however I do take credit for scavenging for the information and putting them all into one organized thread for the public to use.[/INDENT]Update History:
Spoiler
Update 1.0 – Pulled original thread from sleepywood
Legend
$ -- Easy on your pocket; possibly a good gold mine. Remember: possibly. No promises.
$ -- Heavy spending. This spot is a potion burning furnace.
% -- Awesome experience. Seriously, zomgwtphax0rs kind of experience.
% -- Slow experience, maybe very slow. You should have reasons to train here other than for good exp.
Full attacker party -- partying to the maximum carrying capacity of the map (for instance, a full Dual Ghost Pirate attacker party is 4-5 people). There are usually priests in full attacker parties. Carrying capacity various from map to map.
Party with <specific class> -- This strictly means you party this class with the exception of maybe 1-2 other people in the party for extra killing. "Party with" means that other class and you are always together for each other's skill buffs.
Split map with <specific class> -- Very different than "Party with <specific class>". Split map means you go out on your own, killing in your own spot(s). When eachother's skill buffs runs out, just get together and recast.
Magicians
Spoiler
Levels: 0-8
Possible Training Grounds:
Possible Training Grounds:
Possible Training Grounds:
Possible Training Grounds:
- Maple Island: Snail, Blue Snail, Shroom
- attack
Possible Training Grounds:
- Victoria Road: Right Around Lith Harbor: Blue Snail, Slime
- Energy Bolt
- Victoria Road: The Tree That Grew I: Snail, Slime
- Energy Bolt
- Victoria Road: Henesys Hunting Ground I: Snail, Blue Snail, Shroom, Slime, Orange Mushroom
- Energy Bolt
- Magic Claw
- Energy Bolt
- Hidden Street: Mushroom Garden: Orange Mushroom, Shroom, Red Snail
- Energy Bolt
- Magic Claw
- Energy Bolt
- Henesys Party Quest
Possible Training Grounds:
- Excavation Site III: Rocky Masks, Wooden Masks
- Magic Claw
- Victoria Road: Rain-Forest East of Henesys: Pig, Ribbon Pig
- Magic Claw
- Hidden Street: The Pig Beach: Pig, Ribbon Pig
- Magic Claw
- Victoria Road: Tree Dungeon, Forest Up North II: Green Mushroom, Horny Mushroom
- Magic Claw
- Transfer Area: Stirge
- Magic Claw
- Ludibrium: Eos Tower 73st: Trixter
- Magic Claw
- Masteria: Jungle Clearing: Street Slime, Urban Fungus, Boomer
- Magic Claw
- Dungeon: Ant Tunnel I: Horny Mushroom
- Magic Claw
- Hidden Street: Caution Falling Down: Octopus, Blue Mushroom%
- Magic Claw
- The Burning Sands: Tent of Entertainers, Outside East Entrance of Ariant: Desert Rabbit (F), Desert Rabbit (M)
- Magic Claw
- Kerning City Party Quest
- Ariant Coliseum
Comments: Thanks to Atruya, you now have this nifty path to work the Jungle Clearing with effective mindless killing.
Fire/
Poison Wizards/Mages/Arch Mages
Spoiler
Levels: 30-40
Possible Training Grounds:
Levels: 40-50
Possible Training Grounds:
Levels: 50-60
Possible Training Grounds:
Levels: 60-70
Possible Training Grounds:
Levels: 70-80
Possible Training Grounds:
Possible Training Grounds:
Levels: 90-100
Possible Training Grounds:
Levels: 100-110
Possible Training Grounds:
Levels: 110-120
Possible Training Grounds:
Levels: 120-130
Possible Training Grounds:
Levels: 130-140
Possible Training Grounds:
Levels: 140-150
Possible Training Grounds:
Levels: 30-40
Possible Training Grounds:
- Haunted House: Toy Room [3]: Psycho Jack Boxes, Psycho Jacks %
- Magic Claw
- Phantom Forest: Hollowed Ground: Jr wraiths
- Fire Arrow
- Excavation Site III: Rocky Masks, Wooden Masks
- Magic Claw
- Fire Arrow
- Magic Claw
- Dungeon: Ant Tunnel I: Zombie Mushroom, Horny Mushroom
- Magic Claw
- Hidden Street: Land of Wild Boar I: Wild Boars
- Magic Claw
- Ludibrium: Terrace Hall: Brown Teddy, Pink Teddy
- Magic Claw
- Transfer Area: Stirge
- Magic Claw
- Ludibrium: Eos Tower 71st, 72nd Floor: Trixter
- Magic Claw
- Orbis: Garden of Green I: Jr Grupin $
- Magic Claw
- Fire Arrow
- Magic Claw
- Masteria: Jungle Clearing Street Slime, Urban Fungus, Boomer
- Magic Claw
- Monster Carnival Party Quest $
Comments: Thanks to Atruya, you now have this nifty path to work the Jungle Clearing with effective mindless killing.
Levels: 40-50
Possible Training Grounds:
- El Nath: Snowy Hill: Leatty, Jr Pepe
- Fire Arrow
- Subway: Line 1 Area 2: Jr Wraith
- Fire Arrow
- Orbis: Orbis Tower <1st floor>: Jr Pepe
- Fire Arrow
- Korean Folk Town: Entrance to Black Mountain : Moon Bunny
- Fire Arrow
- Haunted House: Study[3] : Nightmare
- Fire Arrow
- Mu Lung: Wild Bear Area 1 : Grizzly $
- Fire Arrow
- Monster Carnival Party Quest $
- Ludibrium Party Quest
Levels: 50-60
Possible Training Grounds:
- Mu Lung: Practice Field: Beginner: Straw Target Dummy
- Fire Arrow
- El Nath: Watch out for Icy Path I: Jr Yeti $
- Fire Arrow
- Orbis: Garden of Green II: Grupin $
- Fire Arrow
- Ludibrium: Forgotten Path of Time <3>: Death Teddy $ %
- Poison Breath
- Ludibrium: Warped Path of Time <3>: Ghost Pirate $ %
- Poison Breath
- Korean Folk Town: Fox Ridge: Samiho $
- Fire Arrow
- Mu Lung: Foggy Forest: The Book Ghost, Reindeer
- Fire Arrow
- Mu Lung: Wild Bear Area 1 : Grizzly $
- Fire Arrow
- Orbis Party Quest
- Ludibrium Maze Party Quest
Comments: Dummies in Mu Lung looks like they will be full in crowded servers because they look as good as the old zombies' map. lern2party. The spawn is even more insane in a party, and it looks like it can fit up to 3 people. Don't be a jerk and bust "ccpls" on everyone you see.
Poison Breath against ghost pirates and death teddy is strictly for the later 50's (level 57+). You can sure and try to poison at level 51 and such, but you will be KSed out, have lots of misses and will have a terrible maple experience.
Levels: 60-70
Possible Training Grounds:
- Haunted House: Vanity Room [3]: Hoodoo
- Fire Arrow
- Orbis: Garden of Green II: Grupin %
- Fire Arrow
- El Nath: Forest of Dead Trees I, II, III, IV: Coolie Zombies %
- Fire Arrow
- Ludibrium: Forgotten Path of Time <3>: Death Teddy $ %
- Poison Breath
- Fire Arrow
- Poison Breath
- Ludibrium: Warped Path of Time <3>: Ghost Pirate $ %
- Poison Breath
- Fire Arrow
- Poison Breath
- Korean Folk Town: Fox Ridge: Samiho $
- Fire Arrow
- Zipangu: Vanished Village: Samiho, Water Goblin
- Fire Arrow
- Orbis Party Quest
- Ludibrium Maze Party Quest
- Pirate Party Quest
Comments: Fire Arrow against ghost pirates and death teddy is strictly for the later 60's (level 67+). You can sure and try to poison at level 61 and such, but you will be KSed out, have lots of misses and will have a terrible maple experience. Also, Fire Arrow will be slow and very tedious at zombies now that the map is nerfed. It will be even more slow and more tedious at grupins and white pangs. In short: This is the hell levels for fire/poison wizards. Hang in there.
Levels: 70-80
Possible Training Grounds:
- Ludibrium: Forgotten Path of Time <3>: Death Teddy $ %
- Poison Breath
- Fire Arrow
- Poison Breath
- Ludibrium: Warped Path of Time <3>: Ghost Pirate $ %
- Poison Breath
- Fire Arrow
- Poison Breath
- Hidden Street: Unbalanced Time: Dual Ghost Pirate $ %
- Poison Mist
- Fire Arrow
- Explosion
- Poison Mist
- Zipangu: Vanished Village: Samiho, Water Goblin
- Fire Arrow
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid $%
- Poison Mist
Possible Training Grounds:
- Hidden Street: Unbalanced Time: Dual Ghost Pirate
- Poison Mist
- Fire Arrow
- Explosion
- Poison Mist
- Hidden Street: Forbidden Time: Grim Phantom Watch $ %
- Poison Mist
- Aqua Road: The Grave of a Wrecked Ship: Shark, Cold Shark $ %
- Poison Mist
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid %
- Poison Mist
- Aqua Road: Deep Sea Gorge I: Bone Fishes $ %
- Poison Mist
Levels: 90-100
Possible Training Grounds:
- Hidden Street: Unbalanced Time: Dual Ghost Pirate %
- Fire Arrow
- Explosion
- Full attacker party $
- Fire Arrow
- Hidden Street: Forbidden Time: Grim Phantom Watch $ %
- Split map with priest
- Poison Mist
- Split map with priest
- Aqua Road: The Grave of a Wrecked Ship: Shark, Cold Shark %
- Poison Mist
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid
- Poison Mist
- Party with 1-2 attacker(s)
- Poison Mist
- Leafre: Peak of the Big Nest: Skelosaurus, Nest Golem $%
- Poison Mist
- Leafre: The Dragon Nest Left Behind, Nest of a Dead Dragon: Skelegons, Skelosaurus
- Poison Mist
Comments: In oder to make fast experience in a party, the fire/poison mage must keep the entire map poisoned while the other attacker(s) clean up the black squids to keep the lethal squid constantly spawning.
Levels: 100-110
Possible Training Grounds:
- Hidden Street: Unbalanced Time: Dual Ghost Pirate %
- Fire Arrow
- Explosion
- Full attacker party
- Fire Arrow
- Hidden Street: Forbidden Time: Grim Phantom Watch $
- Fire Arrow
- Explosion
- F/P magic composition
- Poison Mist
- Split map with priest
- Fire Arrow
- Aqua Road: The Grave of a Wrecked Ship: Shark, Cold Shark $ %
- Poison Mist
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid%
- Poison Mist
- Party with 1-2 attacker(s)
- Poison Mist
- Herb Town: Red-Nose Pirate Den 2: Captain, Kru $ %
- Explosion
- Leafre: Peak of the Big Nest: Skelosaurus, Nest Golem $%
- Poison Mist
- The Dragon Nest Left Behind, Nest of a Dead Dragon: Skelegons, Skelosaurus
- Poison Mist
Comments: FP and priest parting at grims requires a priest strong enough (probably above level 100) to solo the bottem and middle platform. The FP goes around misting the entire top lap of the map. They meet in the center to rebuff.
In oder to make fast experience in a party, the fire/poison mage must keep the entire map poisoned while the other attacker(s) clean up the black squids to keep the lethal squid constantly spawning. Okay so you also see that sharks during this time are awesome for money and awesome experience. Looks like a win-win situation eh? Don't be fooled. With great rewards, there are great risks as well. Sharks are very dangerous to those who have never poisoned sharks before. Any fire/poison mage dies a good number of times before mastering sharks. Some even say that sharks isn't for everyone and some people may never master sharks.
Also, Red-Nose Pirate Den 2 is only for for FP who have a level 28+ explosion. Its very very slow experience, but FP should be 2-3 hit killing Captains and Krus at this level so its incredibly fun, not to mention decent money.
Apparently the Peak of the Big Nest map can be triple channeled. If you choose to do this, make sure you aren't being greedy and let don't crowd out others when training. 2 channels should be more than enough.
Levels: 110-120
Possible Training Grounds:
- Hidden Street: Unbalanced Time: Dual Ghost Pirate %$
- F/P magic composition
- Explosion
- Full attacker party
- F/P magic composition
- Hidden Street: Forbidden Time: Grim Phantom Watch
- F/P magic composition
- Explosion
- Poison Mist
- Split map with Priest
- F/P magic composition
- Aqua Road: The Grave of a Wrecked Ship: Shark, Cold Shark $
- Poison Mist
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid %
- Poison Mist
- Herb Town: Red-Nose Pirate Den 2: Captain, Kru $ %
- Explosion
- Zipangu: Encounter with the Buddha: Dreamy Ghost $ %
- Explosion
- Leafre: Peak of the Big Nest: Skelosaurus, Nest Golem $%
- Poison Mist
- Leafre: The Dragon Nest Left Behind, Nest of a Dead Dragon: Skelegons, Skelosaurus
- Poison Mist
Comments: FP and priest parting at grims requires a priest strong enough (probably above level 100) to solo the bottem and middle platform. The FP goes around misting the entire top lap of the map. They meet in the center to rebuff.
Also, Red-Nose Pirate Den 2 is only for for FP who have a level 28+ explosion. Its very very slow experience, but FP should be 3-4 hit killing Captains and Krus at this level so its incredibly fun, not to mention decent money.
Apparently the Peak of the Big Nest map can be triple channeled. If you choose to do this, make sure you aren't being greedy and let don't crowd out others when training. 2 channels should be more than enough.
Levels: 120-130
Possible Training Grounds:
- Leafre: Peak of the Big Nest: Skelosaurus, Nest Golem $
- Poison Mist
- Leafre: The Dragon Nest Left Behind, Nest of a Dead Dragon: Skelegons, Skelosaurus $
- Poison Mist
- Paralyze
- Fire Demon
- Poison Mist
- Hidden Street: Blue Wyvern's Nest: Blue Wyvern $
- Meteo
- Leafre: Destroyed Dragon Nest: Jr. Newties, Nest Golems $%
- Meteo
Comments: A guide to training at Jr. Newties is proveded by Veysey. You can see it here
Levels: 130-140
Possible Training Grounds:
- Leafre: Peak of the Big Nest: Skelosaurus, Nest Golem $
- Poison Mist
- Leafre: The Dragon Nest Left Behind, Nest of a Dead Dragon: Skelegons, Skelosaurus $
- Poison Mist
- Paralyze
- Fire Demon
- Elquines
- Poison Mist
- Hidden Street: Blue Wyvern's Nest: Blue Wyvern $
- Meteo
- Leafre: Destroyed Dragon Nest: Jr. Newties, Nest Golems $%
- Meteo
- Elquines
Comments: A guide to training at Jr. Newties is proveded by Veysey. You can see it here
- Meteo
Levels: 140-150
Possible Training Grounds:
- Zipangu: Encounter with the Buddha: Dreamy Ghost
- Fire Demon
- Elquines
- Fire Demon
- Leafre: Peak of the Big Nest: Skelosaurus, Nest Golem $
- Poison Mist
- Leafre: The Dragon Nest Left Behind, Nest of a Dead Dragon: Skelegons, Skelosaurus $
- Poison Mist
- Paralyze
- Fire Demon
- Elquines
- Poison Mist
- Hidden Street: Blue Wyvern's Nest: Blue Wyvern $
- Meteo
- Leafre: Destroyed Dragon Nest: Jr. Newties, Nest Golems $%
- Meteo
- Elquines
Comments: A guide to training at Jr. Newties is proveded by Veysey. You can see it here
- Meteo
Ice /
Lightning Wizards/Mages/Arch Mages
Spoiler
Levels: 30-40
Possible Training Grounds:
Levels: 40-50
Possible Training Grounds:
Levels: 50-60
Possible Training Grounds:
Levels: 60-70
Possible Training Grounds:
Possible Training Grounds:
Levels: 80-90
Possible Training Grounds:
Levels: 90-100
Possible Training Grounds:
Levels: 100-110
Possible Training Grounds:
Levels: 110-120
Possible Training Grounds:
Levels: 120-130
Possible Training Grounds:
Levels: 130-140
Possible Training Grounds:
Levels: 140-150
Possible Training Grounds:
Levels: 30-40
Possible Training Grounds:
- Haunted House: Toy Room [3]: Psycho Jack Boxes, Psycho Jacks %
- Magic Claw
- Excavation Site III: Rocky Masks, Wooden Masks
- Magic Claw
- Dungeon: Ant Tunnel I: Zombie Mushroom, Horny Mushroom
- Magic Claw
- Hidden Street: Land of Wild Boar I: Wild Boars
- Magic Claw
- Ludibrium: Terrace Hall: Brown Teddy, Pink Teddy
- Magic Claw
- Transfer Area: Stirge
- Magic Claw
- Ludibrium: Eos Tower 71st, 72nd Floor: Trixter
- Magic Claw
- Zipangu: Crow Forest, Crow Forest 2: Crow
- Lightning Bolt
- Orbis: Garden of Yellow I: Jr Lioner$
- Cold Beam
- Orbis: Garden of Red I: Jr Cellion $
- Cold Beam
- Masteria: Jungle Clearing Street Slime, Urban Fungus, Boomer
- Magic Claw
- Monster Carnival Party Quest $
Comments: Thanks to Atruya, you now have this nifty path to work the Jungle Clearing with effective mindless killing.
Levels: 40-50
Possible Training Grounds:
- Warning Street: The Land That Burnt I, II, III, IV, V: Fire Boar
- Cold Beam
- Orbis: Garden of Yellow I: Jr Lioner $
- Cold Beam
- Orbis: Garden of Red I: Jr Cellion $
- Cold Beam
- Hidden Street: Land of Wild Boar I: Wild Boars
- Lightning Bolt
- Ludibrium: Helios Tower <99th Floor>: Retz %
- Lightning Bolt
- Amoria: Purple Plains I: Sakura Cellion $
- Cold Beam
- Mu Lung: Practice Field: Beginner: Straw Target Dummy
- Lightning Bolt
- Zipangu: A Night in the Forest: Paper Lantern Ghost, Night Fox %
- Lightning Bolt
- Mu Lung: Wild Bear Area 1 : Grizzly $
- Lightning Bolt
- Monster Carnival Party Quest $
- Ludibrium Party Quest
Comments: Dummies in Mu Lung looks like they will be full in crowded servers because they look as good as the old zombies' map. lern2party. The spawn is even more insane in a party, and it looks like it can fit up to 3 people. Don't be a jerk and bust "ccpls" on everyone you see.
Expect to have your brains KSed out if you chose Retz. Upper levels magicians and even other classes are not kind to low level lightning users here.
Levels: 50-60
Possible Training Grounds:
- Hidden Street: Dangerous Valley II: Red Drake $ %
- Cold Beam
- Orbis: Garden of Yellow II: Lioner, Jr Lioner
- Cold Beam
- Orbis: Garden of Red II: Cellion, Jr Cellion
- Cold Beam
- Ludibrium: Helios Tower <99th Floor>: Retz
- Lightning Bolt
- Florina Road: Hot Sand: Clang, Tortie %
- Lightning Bolt
- Mu Lung: Practice Field: Beginner: Straw Target Dummy
- Lightning Bolt
- Zipangu: A Night in the Forest: Paper Lantern Ghost, Night Fox
- Lightning Bolt
- Masteria: Mountain Cliffs, Highlands: Gryphon $ %
- Lightning Bolt
- Mu Lung: Wild Bear Area 1 : Grizzly $
- Lightning Bolt
- Orbis Party Quest
- Ludibrium Maze Party Quest
Comments: Dummies in Mu Lung looks like they will be full in crowded servers because they look as good as the old zombies' map. lern2party. The spawn is even more insane in a party, and it looks like it can fit up to 3 people. Don't be a jerk and bust "ccpls" on everyone you see.
Levels: 60-70
Possible Training Grounds:
- Haunted House: Vanity Room [3]: Hoodoo
- Lightning Bolt
- Cold Beam
- Lightning Bolt
- Haunted House: Sophilia's Bedroom [3]: Voodoo
- Lightning Bolt
- Cold Beam
- Lightning Bolt
- Hidden Street: The Forest of Gollem: Dark Stone Golem, Mixed Stone Golem $ %
- Lightning Bolt
- Hidden Street: Dangerous Valley II: Red Drake $ %
- Cold Beam
- Ludibrium: Helios Tower <99th Floor>: Retz
- Lightning Bolt
- Masteria: Mountain Cliffs, Highlands: Gryphon $ %
- Lightning Bolt
- Zipangu: A Night in the Forest: Paper Lantern Ghost, Night Fox
- Lightning Bolt
- Mu Lung: Foggy Forest: The Book Ghost, Reindeer
- Lightning Bolt
- Hidden Street: Monkey Forest II: Zombie Lupin, Lupin %$
- Lightning Bolt
- Orbis Party Quest
- Ludibrium Maze Party Quest
- Pirate Party Quest
Possible Training Grounds:
- Haunted House: Vanity Room [3]: Hoodoo
- Lightning Bolt
- Cold Beam
- Lightning Bolt
- Haunted House: Sophilia's Bedroom [3]: Voodoo
- Lightning Bolt
- Cold Beam
- Lightning Bolt
- Hidden Street: The Forest of Gollem: Dark Stone Golem, Mixed Stone Golem $ %
- Lightning Bolt
- El Nath: Watch out for Icy Path I: Jr Yeti $ %
- Lightning Bolt
- Hidden Street: Dangerous Valley II: Red Drake $ %
- Cold Beam
- Hidden Street: Monkey Forest II: Zombie Lupin, Lupin %$
- Lightning Bolt
- Ludibrium: Forgotten Path of Time <3>: Death Teddy
- Cold Beam
- Ice Strike
- Cold Beam
- Subway: Line 1 Area 4, Line 2 Area 3: Wraith
- Lightning Bolt
- Meso Gears: Wolf Spider Cavern: Wolf Spider $
- Cold Beam
- Ice Strike
- Cold Beam
- Herb Town: Red-Nose Pirate Den 2: Captain, Kru $
- Ice Strike
- Leafre: Forest Crossroad: Birks, Dual Birks
- Cold Beam
- Ice Strike
Levels: 80-90
Possible Training Grounds:
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid, Squid
- Full attacker party
- I/L Magic composition
- Cold Beam
- Ice Strike
- Full attacker party
- Aqua Road: Deep Sea Gorge I, Aqua Road: Deep Sea Gorge II: Bone Fish, Goby
- Full attacker party
- Magic Claw
- Ice Strike
- Full attacker party
- Zipangu: WanWan Spa of Hell: Bains
- Cold Beam
- Ice Strike
- Cold Beam
- Meso Gears: Wolf Spider Cavern: Wolf Spider $
- Cold Beam
- Ice Strike
- Cold Beam
- Herb Town: Red-Nose Pirate Den 2: Captain, Kru $
- Ice Strike
- Leafre: The Area of Red Kentaurus: Red Kentaurus
- Ice Strike
- Leafre: Forest Crossroad: Birks, Dual Birks
- Ice Strike
Levels: 90-100
Possible Training Grounds:
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid, Squid
- Full attacker party
- I/L Magic composition
- Cold Beam
- Ice Strike
- Full attacker party
- Aqua Road: Deep Sea Gorge I, Aqua Road: Deep Sea Gorge II: Bone Fish, Goby
- Full attacker party $
- Magic Claw
- Ice Strike
- Full attacker party $
- Ludibrium: Warped Path of Time <4>: Spirit Viking
- Full attacker party
- I/L Magic composition
- Thunderspear
- Ice Strike
- Full attacker party
- Zipangu: WanWan Spa of Hell: Bains
- Cold Beam
- Ice Strike
- Cold Beam
- Leafre: The Area of Red Kentaurus: Red Kentaurus
- Ice Strike
- Hidden Street: Red Wyvern's Nest: Red Wyvern's
- Ice Strike
Levels: 100-110
Possible Training Grounds:
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid, Squid
- Full attacker party
- I/L Magic composition
- Cold Beam
- Ice Strike
- Full attacker party
- Aqua Road: Deep Sea Gorge I, Aqua Road: Deep Sea Gorge II: Bone Fish, Goby
- Full attacker party $
- Magic Claw
- Ice Strike
- Full attacker party $
- Ludibrium: Warped Path of Time <4>: Spirit Viking
- Full attacker party
- I/L Magic composition
- Thunderspear
- Ice Strike
- Full attacker party
- Zipangu: Encounter with the Buddha: Dreamy Ghost %
- Ice Strike
- I/L Magic Composition
- Ice Strike
- Leafre: The Area of Red Kentaurus: Red Kentaurus %
- Ice Strike
- Leafre: Destroyed Dragon Nest: Jr Newties, Nest Golems %$
- Ice Strike
- Party with priest or bishop
- Hidden Street: Red Wyvern's Nest: Red Wyvern's %
- Ice Strike
- Party with various attackers
Comments: Thanks to Wiggy, you have a nice way to party at Red Wyverns. See here for more details. - Ice Strike
Levels: 110-120
Possible Training Grounds:
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid, Squid
- Full attacker party
- I/L Magic composition
- Cold Beam
- Ice Strike
- Full attacker party
- Aqua Road: Deep Sea Gorge I, Aqua Road: Deep Sea Gorge II: Bone Fish, Goby
- Full attacker party
- Magic Claw
- Ice Strike
- Full attacker party
- Ludibrium: Warped Path of Time <4>: Spirit Viking
- Full attacker party
- I/L Magic composition
- Thunderspear
- Ice Strike
- Full attacker party
- Zipangu: Encounter with the Buddha: Dreamy Ghost
- Ice Strike
- I/L Magic Composition
- Ice Strike
- Leafre: Destroyed Dragon Nest: Jr Newties, Nest Golems %$
- Ice Strike
- Party with priest or bishop
- Hidden Street: Red Wyvern's Nest: Red Wyvern's %
- Ice Strike
- Party with various attackers
- Ice Strike
- Leafre : Peak of the Big Nest: Skelegons, Skelesaurus, Nest Golems %$
- Ice Strike
Comments: Thanks to Wiggy, you have a nice way to party at Red Wyverns. See here for more details.
Levels: 120-130
Possible Training Grounds:
- Zipangu: Encounter with the Buddha: Dreamy Ghost
- Ice Strike
- Ice Demon
- Ifrit
- Leafre: Destroyed Dragon Nest: Jr Newties, Nest Golems %$
- Ice Strike
- Blizzard
- Party with priest or bishop
- Leafre: The Dragon Nest Left Behind : Skelegons, Skelesaurus
- Ice Strike
- Blizzard
- Party with priest or bishop
- Leafre : Peak of the Big Nest: Skelegons, Skelesaurus, Nest Golems
- Ice Strike
- Blizzard
- Party with priest or bishop
- Hidden Street: Red Wyvern's Nest: Red Wyvern's
- Ice Strike
- Blizzard
- Ice Strike
- Leafre: Sky Nest II: Blood Haf, Haf $
- Blizzard
Comments: Training at Jr. Newties, Nest Golems, Skelegons and Skelesaurus can be done solo, but partying can make things go much faster
A guide to training at Jr. Newties is proveded by Veysey. You can see it here
Levels: 130-140
Possible Training Grounds:
- Zipangu: Encounter with the Buddha: Dreamy Ghost
- Ice Demon
- Ifrit
- Leafre: Destroyed Dragon Nest: Jr Newties, Nest Golems %$
- Ice Strike
- Blizzard
- Party with priest or bishop
- Leafre: The Dragon Nest Left Behind : Skelegons, Skelesaurus
- Ice Strike
- Blizzard
- Party with priest or bishop
- Leafre : Peak of the Big Nest: Skelegons, Skelesaurus, Nest Golems
- Ice Strike
- Blizzard
- Party with priest or bishop
- Hidden Street: Red Wyvern's Nest: Red Wyvern's
- Ice Strike
- Blizzard
Comments: Training at Jr. Newties, Nest Golems, Skelegons and Skelesaurus can be done solo, but partying can make things go much faster
A guide to training at Jr. Newties is proveded by Veysey. You can see it here - Ice Strike
Levels: 140-150
Possible Training Grounds:
- Zipangu: Encounter with the Buddha: Dreamy Ghost
- Ice Demon
- Ifrit
- Leafre: Destroyed Dragon Nest: Jr Newties, Nest Golems %$
- Ice Strike
- Blizzard
- Party with priest or bishop
- Leafre: The Dragon Nest Left Behind : Skelegons, Skelesaurus
- Ice Strike
- Blizzard
- Party with priest or bishop
- Leafre : Peak of the Big Nest: Skelegons, Skelesaurus, Nest Golems
- Ice Strike
- Blizzard
- Party with priest or bishop
- Hidden Street: Red Wyvern's Nest: Red Wyvern's
- Ice Strike
- Blizzard
Comments: Training at Jr. Newties, Nest Golems, Skelegons and Skelesaurus can be done solo, but partying can make things go much faster
A guide to training at Jr. Newties is proveded by Veysey. You can see it here - Ice Strike
Clerics /
Priests /
Bishops
Spoiler
Levels: 30-40
Possible Training Grounds:
Levels: 40-50
Possible Training Grounds:
Levels: 50-60
Possible Training Grounds:
Levels: 60-70
Possible Training Grounds:
Levels: 70-80
Possible Training Grounds:
Levels: 80-90
Possible Training Grounds:
Possible Training Grounds:
Possible Training Grounds:
Levels: 110-120
Possible Training Grounds:
Levels: 120-130
Possible Training Grounds:
Levels: 130-140
Possible Training Grounds:
Levels: 140-150
Possible Training Grounds:
Levels: 30-40
Possible Training Grounds:
- Phantom Forest: Hollowed Ground: Jr wraiths
- Heal
- Haunted House: Toy Room [3]: Psycho Jack Boxes, Psycho Jacks %
- Magic Claw
- Haunted House: Study [3], Piano Room: Nightmares
- Magic Claw
- Excavation Site III: Rocky Masks, Wooden Masks
- Magic Claw
- Dungeon: Ant Tunnel I: Zombie Mushroom, Horny Mushroom
- Magic Claw
- Hidden Street: Land of Wild Boar I: Wild Boars
- Magic Claw
- Ludibrium: Terrace Hall: Brown Teddy, Pink Teddy
- Magic Claw
- Transfer Area: Stirge
- Magic Claw
- Ludibrium: Eos Tower 71st, 72nd Floor: Trixter
- Magic Claw
- Masteria: Jungle Clearing
- Magic Claw
- Monster Carnival Party Quest $
Comments: Thanks to Atruya, you now have this nifty path to work the Jungle Clearing with effective mindless killing.
Levels: 40-50
Possible Training Grounds:
- Phantom Forest: Hollowed Ground: Jr wraiths
- Heal
- Subway: Line 1 Area 2: Jr Wraith %
- Heal
- Subway: Line 1 Area 4, Line 2 Area 3: Wraith %
- Heal
- Hidden Street: Tree Dungeon, Monkey Forest I, II: Zombie Lupin
- Heal
- Ludibrium: The Path of Time II, III: Chrono $ %
- Heal
- Ludibrium: The Path of Time <1>: Platoon Chrono $ %
- Heal
- Ludibrium: The Path of Time <4>: Master Chrono $ %
- Heal
- Monster Carnival Party Quest $
- Ludibrium Party Quest
Levels: 50-60
Possible Training Grounds:
- Camp 1: Skeleton Soldier, Officer Skeleton$
- Heal
- Subway: Line 1 Area 4, Line 2 Area 3: Wraith $ %
- Heal
- Hidden Street: Tree Dungeon, Monkey Forest I, II: Zombie Lupin $
- Heal
- El Nath: Forest of Dead Trees I, II, III, IV: Coolie Zombie
- Heal
- Orbis Party Quest
- Ludibrium Maze Party Quest
Levels: 60-70
Possible Training Grounds:
- Haunted House: Vanity Room [3]: Hoodoo % $
- Heal
- Haunted House: Sophilia's Bedroom [3]: Voodoo %
- Heal
- Subway: Line 1 Area 4, Line 2 Area 3: Wraith $
- Heal
- El Nath: Forest of Dead Trees I, II, III, IV: Coolie Zombie
- Heal
- Ludibrium: Forgotten Path of Time <3>: Death Teddy
- Party with Dragon Knight
- Hidden Street: Lost Time: Master Death Teddy
- Party with Dragon Knight
- Orbis Party Quest
- Ludibrium Maze Party Quest
- Pirate Party Quest
Comments: I don't have much to say about partying at grims and MDT since I've never seen it done. But in order to make magic here, the key is that the cleric would need great HP equipment.
Levels: 70-80
Possible Training Grounds:
- Haunted House: Vanity Room [3]: Hoodoo %
- Heal
- Haunted House: Sophilia's Bedroom [3]: Voodoo %
- Heal
- Subway: Line 1 Area 4, Line 2 Area 3: Wraith $
- Heal
- El Nath: Forest of Dead Trees I, II, III, IV: Coolie Zombie
- Heal
- Ludibrium: Forgotten Path of Time <3>: Death Teddy $ %
- Heal
- Party with Dragon Knight
- Heal
- Hidden Street: Lost Time: Master Death Teddy
- Heal
- Party with Dragon Knight
- Heal
Levels: 80-90
Possible Training Grounds:
- Ludribrium: Forgotten Path of Time <4>: Phantom Watch
- Party with dragon knight
- Ludibrium: Forgotten Path of Time <3>: Death Teddy
- Heal
- Split map with (some) attacker(s)
- Heal
- Hidden Street: Lost Time: Master Death Teddy
- Heal
- Party with Dragon Knight
- Heal
- Hidden Street: Forbidden Time: Grim Phantom Watch %
- Party with Dragon Knight
- Aqua Road: Deep Sea Gorge II: Goby, Bone Fish $ %
- Full Attacker Party
- Zipangu: Encounter with the Buddha: Dreamy Ghost $ %
- Heal
- Party with Dragon Knight
Dreamy Ghosts: go at your own risk. You won't be able to survive an attack from Black Crow even if you have magic guard on at this level.
- Heal
Possible Training Grounds:
- Ludribrium: Forgotten Path of Time <4>: Phantom Watch
- Split map dragon knight
- Hidden Street: Forbidden Time: Grim Phantom Watch
- Heal
- Party with Dragon Knight
-OR-
- Split map with another attacker
- Heal
- Aqua Road: Deep Sea Gorge II: Goby, Bone Fish %
- Party with full attacker party
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid, Squid %
- Party with full attacker party
- Zipangu: Encounter with the Buddha: Dreamy Ghost $ %
- Heal
- Shining Ray
- Party with various attackers
Here's the deal with Dreamy Ghost (also known as Himes): Share. Sharing isn't caring but it does cut down on grinding time. The game programmers didn't give Holy Symbol to priests just so priests can go solo crap.
Goby parties should remain around 3 attackers. - Heal
Possible Training Grounds:
- Ludribrium: Forgotten Path of Time <4>: Phantom Watch
- Split map dragon knight
- Hidden Street: Forbidden Time: Grim Phantom Watch
- Heal
- Shining Ray
- Split map with another attacker
- Heal
- Aqua Road: Deep Sea Gorge II: Goby, Bone Fish
- Party with full attacker party
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid, Squid
- Party with full attacker party
- Zipangu: Encounter with the Buddha: Dreamy Ghost $
- Heal
- Party with various attackers
- Heal
- Leafre: Destroyed Dragon's Nest, Leafre: Dangerous Dragon Nest: Jr. Newties, Nest Golems %$
- Party with various attackers
- Hidden Street: Red Wyvern's Nest: Red Wyvern's %$
- Party with various attackers
Comments: Thanks to Wiggy, you have a nice way to party at Red Wyverns. See here for more details.
Another attacker at Grim Phantom Watches could mean a DK, Crusader, Hermit, White Knight, F/P Mage, or Priest. It doesn't really matter as long as both of you kill fast enough to meet up before holy symbol runs out.
Here's the deal with Dreamy Ghost (also known as Himes): Share. Sharing isn't caring but it does cut down on grinding time. The game programmers didn't give Holy Symbol to priests just so priests can go solo crap.
Spam Shining Ray whenever possible for the high and stable damage. Goby parties should remain around 3 attackers.
At Jr. Newties, you are pretty much acting as a mule for Holy Symbol. Don't expect to do any significant damage. You'll just hurt your pocketbook a lot more than you have to.
Levels: 110-120
Possible Training Grounds:
- Hidden Street: Forbidden Time: Grim Phantom Watch
- Heal
- Shining Ray
- Split map with another attacker
- Heal
- Aqua Road: Deep Sea Gorge II: Goby, Bone Fish
- Party with full attacker party
- Aqua Road: Dangerous Sea Gorge II: Lethal Squid, Squid
- Party with full attacker party
- Zipangu: Encounter with the Buddha: Dreamy Ghost %
- Heal
- Shining Ray
- Split map with various attackers
- Heal
- Leafre: Destroyed Dragon's Nest, Leafre: Dangerous Dragon Nest: Jr. Newties, Nest Golems %
- Party with various attackers
- Hidden Street: Red Wyvern's Nest: Red Wyvern's %$
- Party with various attackers
Comments: Thanks to Wiggy, you have a nice way to party at Red Wyverns. See here for more details.
Another attacker at Grim Phantom Watches could mean a DK, Crusader, Hermit, White Knight, F/P Mage, or Priest. It doesn't really matter as long as both of you kill fast enough to meet up before holy symbol runs out.
Here's the deal with Dreamy Ghost (also known as Himes): Share. Sharing isn't caring but it does cut down on grinding time. The game programmers didn't give Holy Symbol to priests just so priests can go solo crap.
Spam Shining Ray whenever possible for the high and stable damage. Do this wherever possible. Party as much as possible.
Goby parties should remain around 3 attackers.
At Jr. Newties, you are pretty much acting as a mule for Holy Symbol. Don't expect to do any significant damage. You'll just hurt your pocketbook a lot more than you have to.
Levels: 120-130
Possible Training Grounds:
- Zipangu: Encounter with the Buddha: Dreamy Ghost %
- Heal
- Shining Ray
- Bahamut
- Genesis
- Split map with various attackers
- Heal
- Leafre: The Dragon Nest Left Behind, Nest of a Dead Dragon: Skelgons, Skelesaurs
- Genesis
- Leafre: Destroyed Dragon's Nest, Leafre: Dangerous Dragon Nest: Jr. Newties, Nest Golems %
- Genesis
- Leafre: Sky Nest II: Blood Haf, Haf $
- Genesis
Comments: At dreamy ghosts, using genesis isn't required, but it will speed things up by a lot. You do still have the option of just using heal/shining ray like in the 11x levels, but now, you would have bahamut to speed things up
Levels: 130-140
Possible Training Grounds:
- Leafre: The Dragon Nest Left Behind, Nest of a Dead Dragon: Skelgons, Skelesaurs
- Genesis
- Leafre: Destroyed Dragon's Nest, Leafre: Dangerous Dragon Nest: Jr. Newties, Nest Golems %
- Genesis
- Leafre: Sky Nest II: Blood Haf, Haf $ %
- Genesis
Levels: 140-150
Possible Training Grounds:
- Leafre: The Dragon Nest Left Behind, Nest of a Dead Dragon: Skelgons, Skelesaurs
- Genesis
- Leafre: Destroyed Dragon's Nest, Leafre: Dangerous Dragon Nest: Jr. Newties, Nest Golems %
- Genesis
- Leafre: Sky Nest II: Blood Haf, Haf $ %
- Genesis
Outdated training grounds:
Spoiler
Fire/Poison Wizard/Mage/ArchMage
Ice/Lightning Wizard/Mage/ArchMage
Clerics/Priests/Bishops
Fire/Poison Wizard/Mage/ArchMage
Spoiler
Level 60-70
- El Nath: Wolf Territory V: White Pang
- Fire Arrow
Ice/Lightning Wizard/Mage/ArchMage
Spoiler
Level 60-70
- Subway: Line 1 Area 4, Line 2 Area 3: Wraith
- Lightning Bolt
- Florina Road: Hot Sand: Clang, Tortie
- Lightning Bolt
- Zipangu: Vanished Village: Samiho, Water Goblin
- Lightning Bolt
- El Nath: Forest of Dead Trees I, II, III, IV: Coolie Zombie
- Cold Beam
- Lightning Bolt
- Cold Beam
Clerics/Priests/Bishops

