The way of the Goat: Evans
Currently working on:
- Explanation of the 10th growth skill builds.
- Quest guide videos.
- Rewriting a lot of parts of the funding guide.
Table of contents
1. General information for new beginning Evans
1.1. So what exactly is an Evan?
1.2. General facts.
1.3. Why would you create one in first place?
1.4. Ability point distribution.
2. Skill guide
2.1.1 How do growths work.
2.1.2 What are growths.
2.1.3 Growths per level.
2.2. Side skills
2.2.1. Descriptions.
2.2.2. How to aquire them.
2.3. Skill books and mastery books.
2.4. Skills and descriptions.
2.4.1. Firsth growth.
2.4.2. Second growth.
2.4.3. Third growth.
2.4.4. Fourth growth.
2.4.5. Fifth growth.
2.4.6. Sixth growth.
2.4.7. Seventh growth.
2.4.8. Eigth growth.
2.4.9. Ninth growth.
2.4.10. Tenth growth.
2.5. Skills builds.
2.5.1. Firsth growth.
2.5.2. Second growth.
2.5.3. Third growth.
2.5.4. Fourth growth.
2.5.5. Fifth growth.
2.5.6. Sixth growth.
2.5.7. Seventh growth.
2.5.8. Eigth growth.
2.5.9. Ninth growth.
2.5.10. Tenth growth.
2.6. Hyper skills.
2.6.1. What are they and how do they work?
2.6.2. How do these skill points work?
2.6.3. Stat enhancing skills.
2.6.4. Skill enhancing skills.
2.6.5. Attacks and buffs.
3. Storyline and quests
3.1. Storyline
3.1.1 The Dream.
3.2. About Evan quests.
3.2.1. Choosing not to do the quests.
3.2.2. Which quests give SP.
3.2.3. Quest guide (written).
3.2.3. Quest guide (video).
3.2.4. Side quests and mounts
3.2.5. Frequently asked questions.
4. Funding, ranges and damage.
4.1. End game weapons.
4.1.1. Elemental staves versus Empress weapons.
4.1.2. List of weapons you might want to consider.
4.2. Mage equips in general.
4.2.1. Empress gear, is it worth it?
4.3. XX Range for XX Damage.
4.3.1. Video explanation.
4.3.2. Written explanation.
4.3.3. How much % INT / M.atk is needed for XX range.
Currently unavailable
5. Bossing and character control
5.1. General tips and tricks.
5.2. Dojo.
5.3. Bosses.
5.3.1. Zakum.
5.3.2. Chaos Zakum.
5.3.3. Pink Bean.
5.3.4. Arkarium.
5.3.5. Scarlion and Targa.
5.3.6. Von Leon.
5.3.7. Horntail.
5.3.8. Chaos Horntail.
Training your dragon
The fastest way to level up.
Recommended monsters and maps.
Party questing and extra goodies.
Bossing and leeching.
1. General information for new beginning Evans
2. Skill guide.
Currently working on:
- Explanation of the 10th growth skill builds.
- Quest guide videos.
- Rewriting a lot of parts of the funding guide.
Table of contents
1. General information for new beginning Evans
1.1. So what exactly is an Evan?
1.2. General facts.
1.3. Why would you create one in first place?
1.4. Ability point distribution.
2. Skill guide
2.1.1 How do growths work.
2.1.2 What are growths.
2.1.3 Growths per level.
2.2. Side skills
2.2.1. Descriptions.
2.2.2. How to aquire them.
2.3. Skill books and mastery books.
2.4. Skills and descriptions.
2.4.1. Firsth growth.
2.4.2. Second growth.
2.4.3. Third growth.
2.4.4. Fourth growth.
2.4.5. Fifth growth.
2.4.6. Sixth growth.
2.4.7. Seventh growth.
2.4.8. Eigth growth.
2.4.9. Ninth growth.
2.4.10. Tenth growth.
2.5. Skills builds.
2.5.1. Firsth growth.
2.5.2. Second growth.
2.5.3. Third growth.
2.5.4. Fourth growth.
2.5.5. Fifth growth.
2.5.6. Sixth growth.
2.5.7. Seventh growth.
2.5.8. Eigth growth.
2.5.9. Ninth growth.
2.5.10. Tenth growth.
2.6. Hyper skills.
2.6.1. What are they and how do they work?
2.6.2. How do these skill points work?
2.6.3. Stat enhancing skills.
2.6.4. Skill enhancing skills.
2.6.5. Attacks and buffs.
3. Storyline and quests
3.1. Storyline
3.1.1 The Dream.
3.2. About Evan quests.
3.2.1. Choosing not to do the quests.
3.2.2. Which quests give SP.
3.2.3. Quest guide (written).
3.2.3. Quest guide (video).
3.2.4. Side quests and mounts
3.2.5. Frequently asked questions.
4. Funding, ranges and damage.
4.1. End game weapons.
4.1.1. Elemental staves versus Empress weapons.
4.1.2. List of weapons you might want to consider.
4.2. Mage equips in general.
4.2.1. Empress gear, is it worth it?
4.3. XX Range for XX Damage.
4.3.1. Video explanation.
4.3.2. Written explanation.
4.3.3. How much % INT / M.atk is needed for XX range.
Currently unavailable
5. Bossing and character control
5.1. General tips and tricks.
5.2. Dojo.
5.3. Bosses.
5.3.1. Zakum.
5.3.2. Chaos Zakum.
5.3.3. Pink Bean.
5.3.4. Arkarium.
5.3.5. Scarlion and Targa.
5.3.6. Von Leon.
5.3.7. Horntail.
5.3.8. Chaos Horntail.
Training your dragon
The fastest way to level up.
Recommended monsters and maps.
Party questing and extra goodies.
Bossing and leeching.
1. General information for new beginning Evans
Spoiler
1.1. So what exactly is an Evan?
The Evan class is the Dragon Master class of our humble little game Maplestory. You are playing as Evan, a farmer boy from around Henesys, who had found an egg that contained the tiny little Onyx Dragon called Mir. This egg had been kept safe by a dragon named Afrien, who was supposedly the greatest Onyx Dragon of them all, and who fought along side Freud (his master) as a hero against the Black Magician hundreds of years ago.
Evan is the second hero class to be released in Maplestory, and the only one who is not originally part of the 5 heroes who fought against the Black Magician (Evan is the successor of a hero named Freud, while the others were trapped in ice.)
Next to job advancements, quests and growths there is no difference to any other mage when it comes to Evans. They simply use Staves and wands like any other Mage based class. Your dragon, Mir grows and gains new powers once every few levels, these levels being: 10, 20, 30, 40, 50, 60, 80, 100, 120, and 160.
1.2. General facts.
Evan is a class with great variety when it comes to gameplay and skills. You're both a supporting and attacking class with a lot of speed and power to easily hit max damage. Due to the storyline that you require to do for Skill Points, you are slowed down in the earlier levels, but once you reach level 100 or so, this will be all in the past.
One of the main concerns when creating an Evan, are the NX mastery books. Current day, we need to purchase 3 different mastery books. These books are Magic Guard, Critical magic and Magic booster. Each of these books cost a total of 2,000 NX. Meaning that after purchasing all three books you will have spent 6,000 NX. Now you might wonder, is this absolutely needed to play the class? The answer is yes, and no. As true as it is that you will never need Magic Booster and Critical magic, you might find yourself troubled later on in the game with the lack of Magic Guard.
Earlier on in the game, you still remain without too much of HP. In this situation you will find yourself to easily die and to be constantly spamming the button you located your HP potions at.
At higher levels you will find yourself with a decent amount of HP to at least train at LHC or Temple of Time. However due to the lack of Magic Guard you will be limited to those places, without much future in the bossing aspect of the game. Being limited to one or two locations will become dreadfully boring, not to mention to amount of money needed to support your HP with potions.
Therefore my personal advice is to at least purchase Magic Guard. The other two are there to increase your damage, not to keep you alive. As for Magic Booster, you can still raise it to level 5. The duration might not be too long, but the effect remains the same since recent patches. You will still gain the extra speed for about 2 to 3 minutes when it's left at level 5. Therefore when considering to buy a second book, you'll be wisest to choose Critical magic.
1.3. Why would you create one in first place?
A very good question indeed. I mean, there is already the factor of needing NX to play it, so why even bother considering the class when you already know that much? Let me convince you.
PROS:
- Insanely high damage without much funding.
- Both a supporting and attacking class.
- You have relatively high HP at higher levels.
- You are one of the most unique classes in game, skill and gameplay wise.
- You are able to quickly maneuver yourself through a map with dragon blink and the double jump-hold mount skill.
- You have your own unique quest line that allows you to gain extra Skill Points, which allows you to max out every skill.
- You have a free pass on killing Arkarium by yourself, due to being a mage and having high damage.
CONS:
- The skill books still require NX.
- The quest line can be dreadfully long when you try to level quickly.
- You're overpowered. As simple as that. The class has become less of a challenge to many.
- Once you hit damage cap, that's it. You're limited as what you can do with your DPS.
- The hyper skill is not as useful as other mage classes have.
1.4. Ability point distribution.
With the introduction of Tempest, secondary stats are not required. Therefore I suggest going lukless and being patient for 1-2 months for this change to occur. If you are in a real desperate need for LUK, you can decide to add 34 points into the stat. This is the amount of LUK we would have at level 200 after maxing out INT.
The Evan class is the Dragon Master class of our humble little game Maplestory. You are playing as Evan, a farmer boy from around Henesys, who had found an egg that contained the tiny little Onyx Dragon called Mir. This egg had been kept safe by a dragon named Afrien, who was supposedly the greatest Onyx Dragon of them all, and who fought along side Freud (his master) as a hero against the Black Magician hundreds of years ago.
Evan is the second hero class to be released in Maplestory, and the only one who is not originally part of the 5 heroes who fought against the Black Magician (Evan is the successor of a hero named Freud, while the others were trapped in ice.)
Next to job advancements, quests and growths there is no difference to any other mage when it comes to Evans. They simply use Staves and wands like any other Mage based class. Your dragon, Mir grows and gains new powers once every few levels, these levels being: 10, 20, 30, 40, 50, 60, 80, 100, 120, and 160.
1.2. General facts.
Evan is a class with great variety when it comes to gameplay and skills. You're both a supporting and attacking class with a lot of speed and power to easily hit max damage. Due to the storyline that you require to do for Skill Points, you are slowed down in the earlier levels, but once you reach level 100 or so, this will be all in the past.
One of the main concerns when creating an Evan, are the NX mastery books. Current day, we need to purchase 3 different mastery books. These books are Magic Guard, Critical magic and Magic booster. Each of these books cost a total of 2,000 NX. Meaning that after purchasing all three books you will have spent 6,000 NX. Now you might wonder, is this absolutely needed to play the class? The answer is yes, and no. As true as it is that you will never need Magic Booster and Critical magic, you might find yourself troubled later on in the game with the lack of Magic Guard.
Earlier on in the game, you still remain without too much of HP. In this situation you will find yourself to easily die and to be constantly spamming the button you located your HP potions at.
At higher levels you will find yourself with a decent amount of HP to at least train at LHC or Temple of Time. However due to the lack of Magic Guard you will be limited to those places, without much future in the bossing aspect of the game. Being limited to one or two locations will become dreadfully boring, not to mention to amount of money needed to support your HP with potions.
Therefore my personal advice is to at least purchase Magic Guard. The other two are there to increase your damage, not to keep you alive. As for Magic Booster, you can still raise it to level 5. The duration might not be too long, but the effect remains the same since recent patches. You will still gain the extra speed for about 2 to 3 minutes when it's left at level 5. Therefore when considering to buy a second book, you'll be wisest to choose Critical magic.
1.3. Why would you create one in first place?
A very good question indeed. I mean, there is already the factor of needing NX to play it, so why even bother considering the class when you already know that much? Let me convince you.
PROS:
- Insanely high damage without much funding.
- Both a supporting and attacking class.
- You have relatively high HP at higher levels.
- You are one of the most unique classes in game, skill and gameplay wise.
- You are able to quickly maneuver yourself through a map with dragon blink and the double jump-hold mount skill.
- You have your own unique quest line that allows you to gain extra Skill Points, which allows you to max out every skill.
- You have a free pass on killing Arkarium by yourself, due to being a mage and having high damage.
CONS:
- The skill books still require NX.
- The quest line can be dreadfully long when you try to level quickly.
- You're overpowered. As simple as that. The class has become less of a challenge to many.
- Once you hit damage cap, that's it. You're limited as what you can do with your DPS.
- The hyper skill is not as useful as other mage classes have.
1.4. Ability point distribution.
With the introduction of Tempest, secondary stats are not required. Therefore I suggest going lukless and being patient for 1-2 months for this change to occur. If you are in a real desperate need for LUK, you can decide to add 34 points into the stat. This is the amount of LUK we would have at level 200 after maxing out INT.
2. Skill guide.
Spoiler
3. Storyline and quests
2.1.1 How do growths exactly work?
Unlike any other class, an Evan grows. Actually, your dragon grows, but due to a weird occurence in your fate and for the fact that you tattood your hand, you are now linked in spirit with this dragon and therefore you grow as well. If that made no sense, worry not, it doesn't matter. In any case, your dragon grows in mind, strength and size. Your little cub dragon will soon be a large and full grown dragon. But how does this exactly work? Easy, at certain levels your dragon gets a new growth. Sometimes, not always, your dragon will also grow physically. In every growth however, he will receive new skills. Below I have provided a reference sheet as to when your dragon gets a new growth, which skills he receives, and when he grows physically.
2.1.2. Growths per level.
Click for the table consisting the information.
2.2. Side skills.
2.2.1. Descriptions
Will of the Alliance - Passive - Max Level: 1.
Explanation: A pact between the Adventurers, Heroes and Resistance has brought forth a blessing for your character. It is given to you after completing the alliance quests.
Description: Strong force is released according to the Willpower of the Alliance.
Skill effects: Level 1: Permanently increases STR: 5, DEX: 5, INT: 5, LUK: 5, ATT: 5, Magic ATT: 5
Inherited Will - Passive - Max Level: 1.
Explanation: Through the bond with the last Onyx Dragon, Afrien, you obtain the passive skill Inherited Will. This skill is obtained through completing nearly all of the silent crusade quests.
Description: You learned the dragon master's true power by receiving the will of Afrien, the King of Onyx Dragon
Skill effects: Level 1: Permanently increases Magic ATT 10, Magic DEF 300, HP 15%, All stats 10, When attacking Boss Monster- Damage: +5%
Dragon Flight - Passive - Max Level: 1.
[Explanation: Allows you to fly with your dragon mount if you have one. By pressing the jump key twice, and holding it the second time, you will be allowed to fly around with Mir.
Description: Fly a long distance with your Dragon.
Skill effects: Level 1: Fly a long distance by pressing and holding the jump key. Can only be used if the Monster Riding skill has been obtained and you are not currently on a mount.
Echo of Hero - Active - Max Level: 1.
Explanation: The exclusive skill for anyone who has reached level 200. It increases the Attack and Magic Attack of everyone around you by 4%, for a duration of 40 minutes. However, due to a glitch, Echo of Hero is permanently active until death or disconnection from the game. To use the skill again, 2 hours must have past since the previous cast.
Description: Increases the Weapon and Magic Attack of all nearby users. Cooldown: 2 hrs
Skill effects: Level 1: MP -30, Weapon and Magic Attack +4% for 40 min.
2.3. Skill books and mastery books.
There's 4 growths with skill books, counting the ones where you need NX books as well. There will be a total of 3 books you need to buy in the Cash Shop, a total of 4 books you need to get at Zakum and a total of 15 regular mastery books you will need to buy or find somewhere.
Level 30:
Magic Guard 20 - Cash Shop (2,000 NX)
Level 60:
Magic Booster - Cash Shop (2,000 NX)
Critical Magic - Cash Shop (2,000 NX)
Level 120:
Magic mastery 10 - Zakum
Magic mastery 20 - Regular book
Magic mastery 30 - Regular book
Flame wheel 10 - Zakum
Flame wheel 20 - Regular book
Flame wheel 30 - Regular book
Illusion 10 - Automatically gained upon reaching level 120.
Illusion 20 - Regular book
Illusion 30 - Regular book
Maple Warrior - Automatically gained upon reaching level 120.
Maple Warrior 20 - Regular book
Maple Warrior 30 - Regular book
Hero's will (Level 5 skill) - Gained from doing a quest.
Level 160:
Dark Fog 10 - Zakum
Dark Fog 20 - Regular book
Dark Fog 30 - Regular book
Soul Stone 10 - Zakum
Soul Stone 20 - Regular book
Blaze 10 - Automatically gained upon reaching level 160.
Blaze 20 - Regular book
Blaze 30 - Regular book
Blessing of the Onyx 10 - Automatically gained upon reaching level 160.
Blessing of the Onyx 20 - Regular book
Blessing of the Onyx 25 - Regular book
Will of the Onyx 20 - Automatically gained upon reaching level 160.
2.4. Skills and descriptions.
Currently the extractions displayed on BasilMarket are incorrect. The pages show the wrong skills, descriptions and icons in sometimes even the wrong growths.
Therefore, with major thanks to Maple Archive for the proper extractions and information.
2.4.1. First growth
More information
Click for the table consisting the information.
2.4.2. Second growth
More information
Click for the table consisting the information.
2.4.3. Third growth
More information
Click for the table consisting the information.
2.4.4. Fourth growth
More information
Click for the table consisting the information.
2.4.5. Fifth growth
More information
Click for the table consisting the information.
2.4.6. Sixth growth
More information
2.4.7. Seventh growth
More information
2.4.8. Eight growth
More information
2.4.9. Ninth growth
More information
2.4.10. Tenth growth
More information
2.5. Skill builds.
2.5.1 First growth of the dragon
Starts at level 10, ends at level 20.
10. +1 Magic Missile, +2 Dragon Soul.
Quest SP: +1 Dragon Soul.
11. +3 Dragon Soul.
Quest SP: None.
12. +3 Dragon Soul.
Quest SP: +1 Dragon Soul.
13. +3 Dragon Soul.
Quest SP: +2 Dragon Soul.
14. +3 Dragon Soul.
Quest SP: +1 Dragon Soul.
15. +1 Dragon Soul [ 20 ] [ MAX ], +2 Magic Missile.
Quest SP: None.
16. +3 Magic Missile.
Quest SP: +1 Magic Missile.
17. +3 Magic Missile.
[b]Quest SP: [/b]None.
18. +3 Magic Missile.
Quest SP: +1 Magic Missile.
19. +3 Magic Missile.
Quest SP: None.
20. +3 Magic Missile [ 20 ] [ MAX ].
Quest SP: None.
Results in order:
Dragon Soul: MAX
Magic Missile: MAX
Explanation:
Not much explaining needed. You can actually switch them around if you feel like it. Ever since the beginning, the differences between the skills have not been huge enough to bother calculating it. However, I chose to max out Dragon Soul for the passive damage and speed boost. It's up to you, as long as you place one point in both of the skills at the start of your first growth.
2.5.2. Second growth of the dragon
Starts at level 20, ends at level 30.
20. +1 Fire Circle, +2 Teleport.
Quest SP: +1 Teleport.
21. +3 Teleport.
Quest SP: +1 Teleport.
22. +3 Teleport.
Quest SP: +1 Teleport.
23. +3 Teleport.
Quest SP: +2 Teleport.
24. +3 Teleport.
Quest SP: None.
25. +2 Teleport [ 20 ] [ MAX ], +1 Fire Circle.
Quest SP: None.
26. +3 Fire Circle.
Quest SP:[/b] +1 Fire Circle.
27. +3 Fire Circle.
Quest SP: None
28. +3 Fire Circle.
Quest SP: +1 Fire Circle.
29. +3 Fire Circle.
Quest SP: None.
30. +3 Fire Circle [ 20 ] [ MAX ].
Quest SP: None.
Results in order
Teleport: MAX
Fire Circle: MAX
Explanation:
Again, not much explaning to do. You will want a new mobbing attacking skill, therefore one point in Fire Circle. Teleport will be needed for mobility, and you don't want to be potting every 2 seconds because you're MP has run out due to Teleport at level 1 drinking MP like your alcohol dad on a Friday night. So go for Teleport first unless you support Teleport's alcoholism.
2.5.3. Third growth of the dragon.
Starts at level 30, ends at level 40.
IMPORTANT NOTE: Magic Guard requires a Cash Shop Skill book, which will cost 2,000 NX. If you do not own enough NX, please use build 2.
Build 1: You're probably richer than Bill Gates.
30. +1 Lightning Bolt, +2 Magic Guard.
Quest SP: +2 Magic Guard.
31. +3 Magic Guard.
Quest SP: None.
32. +3 Magic Guard.
Quest SP: +1 Magic Guard.
33. +3 Magic Guard.
Quest SP: +1 Magic Guard.
34. +3 Magic Guard.
Quest SP: None.
35. +2 Magic Guard, +1 Lightning Bolt.
Quest SP: +2 Lightning Bolt.
36. +3 Lightning Bolt
Quest SP: +1 Lightning Bolt.
37. +3 Lightning Bolt.
Quest SP: None.
38. +3 Lightning Bolt.
Quest SP: None.
39. +3 Lightning Bolt.
Quest SP: None.
40. +3 Lightning Bolt.
Quest SP: None.
Results in order
Magic Guard: MAX
Lightning bolt: MAX
Build 2: Children in Africa are better off than you.
30. +3 Lightning Bolt.
Quest SP: +2 Lightning Bolt.
31. +3 Lightning Bolt.
Quest SP: None.
32. +3 Lightning Bolt.
Quest SP: +1 Lightning Bolt.
33. +3 Lightning Bolt.
Quest SP: +1 Lightning Bolt.
34. +3 Lightning Bolt.
Quest SP: None.
35. +1 Lightning Bolt, +2 Magic Guard.
Quest SP: +2 Magic Guard.
36. +1 Magic Guard +2 (Saved up).
Quest SP: +1 (Saved up).
37. +3 (Saved up).
Quest SP: None.
38. +3 (Saved up).
Quest SP: None.
39. +3 (Saved up).
Quest SP: None.
40. +3 (Saved up).
Quest SP: None.
Results in order
Lightning bolt: MAX
Magic Guard: 5
Left over: 15
Explanation:
It mostly depends on if you really want Magic Guard in the early stages. out of all of the NX books, I do suggest you choose Magic Guard though. It's a livesaver and it will make up for the money you are not losing due to massive pot usage. In the second build you can choose to get level 5 Magic Guard, or wait with Magic Guard all together until after you maxed out Lightning Bolt, your choice.
2.5.4. Fourth growth of the dragon.
Starts at level 40, ends at level 50.
40. +1 Ice Breath, +2 Spell Mastery.
Quest SP: None.
41. +3 Spell Mastery.
Quest SP: +1 Spell Mastery.
42. +3 Spell Mastery.
Quest SP: +1 Spell Mastery [ 10 ] [ MAX ], +2 Ice Breath.
43. +3 Ice Breath.
Quest SP: None.
44. +3 Ice Breath.
Quest SP: None.
45. +3 Ice Breath.
Quest SP: None.
46. +3 Ice Breath.
Quest SP: +3 Ice Breath.
47. +2 Ice Breath [ 20 ] [ MAX ], +1 High Wisdom.
Quest SP: None.
48. +3 High Wisdom.
Quest SP: None.
49. +3 High Wisdom.
Quest SP: None.
50. +3 High Wisdom [ 10 ] [ MAX ].
Quest SP: None.
Results in order
Spell Mastery: MAX
Ice Breath: MAX
High Wisdom: MAX
Explanation:
We add 1 point into Ice Breath because even at level 1, it's already stronger than Thunder Bolt by about 20-30%. After that we add into the passive damamge and critical damage booster for a higher damage output. You might choose to add in 1 point in High Wisdom for the 4 INT bonus early on, however I suggest you just leave that be till the other skills are maxed. This skill improves your damage the last as opposed to the other skills.
2.5.5. Fifth growth of the dragon.
Starts at level 50, ends at level 60.
50. +3 Magic Flare.
Quest SP: None.
51. +3 Magic Flare.
Quest SP:+3 Magic Flare.
52. +3 Magic Flare.
Quest SP: None.
53. +3 Magic Flare.
Quest SP: None.
54. +3 Magic Flare.
Quest SP: None.
55. +2 Magic Flare [ 20 ] [ MAX ], +1 Magic Shield.
Quest SP: None.
56. +3 Magic Shield.
Quest SP: None.
57. +3 Magic Shield.
Quest SP:+3 Magic shield [ 10 ] [ MAX ], +1 Elemental decrease.
58. +3 Elemental decrease.
Quest SP: None.
59. +3 Elemental decrease.
Quest SP: None.
60. +3 Elemental decrease.
Quest SP: None.
Results in order
Magic Flare: MAX
Magic Shield: MAX
Elemental decrease: MAX
Explanation:
Aside from your newly acquired spamable mini genesis, I have to inform you that this growth is rather boring. Just max out Magic Flare instantly and do whatever you want with Shield and Decrease. Switch them around if you need one more than the other. I personally went with Shield because it's useful in more situations than decrease. Chances are that you won't even be training on elemental strong monsters at level 50-60, so the extra defense comes in handy more. Above all, Flare is just a good attack that replaces all your previous ones.
2.5.6. Sixth growth of the dragon.
Starts at level 60, ends at level 80.
60. +1 Critical Magic, +1 Magic Booster, +1 Dragon Thrust.
Quest SP: None.
61. +3 Magic Booster.
Quest SP: None.
62. +1 Magic Booster [ 5 ], +2 Dragon Blink.
Quest SP: +1 Dragon Blink.
63. +3 Dragon Blink.
Quest SP: None.
64. +3 Dragon Blink.
Quest SP: None.
65. +1 Dragon Blink [ 10 ] [ MAX ], +2 Dragon Thrust.
Quest SP: None.
66. +3 Dragon Thrust.
Quest SP: None.
67. +3 Dragon Thrust.
Quest SP: None.
68. +3 Dragon Thrust.
Quest SP: +1 Dragon Thrust.
69. +3 Dragon Thrust.
Quest SP: None.
70. +3 Dragon Thrust.
Quest SP: None.
71. +1 Dragon Thrust [ 20 ] [ MAX ], +2 Critical Magic.
Quest SP: None.
72. +3 Critical Magic.
Quest SP: None.
73. +3 Critical Magic.
Quest SP: None.
74. +3 Critical Magic.
Quest SP: None.
75. +3 Critical Magic [ 15 ] [ MAX ].
Quest SP: None.
76. +3 Magic Booster [ 8 ].
Quest SP: None.
77. +3 Magic Booster.
Quest SP: None.
78. +3 Magic Booster.
Quest SP: None.
79. +3 Magic Booster.
Quest SP: None.
80. +3 Magic Booster [ 20 ] [ MAX ].
Quest SP: None.
Results in order
Dragon Blink: MAX
Dragon Thrust: MAX
Critical Magic: MAX
Magic Booster: MAX
Explanation:
Ok, we're starting to get confusing now. There's more skills, more levels and less quests that give you SP. Worry not, you'll still get a crap load of quests thrown into your face at level 70 and level 80 (However level 80 quests count for the next growth). Let me explain what happens here. At level 60 we start out by adding 1 point into Critical Magic. It's not much, but it's still a tiny boost in your critical damage and chances. You might decide to entirely disregard this. it's up to you. One skill point wont hurt you though. We add in one point to Dragon thrust because it's fast. INSANELY fast. It's a great skill that rushes regular monsters and attacks 3 times on several monsters. You're going to be using this skill a lot. However we're not going to max it out right away.
First we start off with Magic Booster. I decided to put it to level 5, so that we have it maxed out without the NX mastery book. It gives the same amount of speed at any level, it's just annoying to recast it every single minute, so I thought it would be nice of me to leave you with 2 and a half minutes of Magic Booster, before having to recast.
Now we throw in mobility. I hate the cooldown on Dragon Blink, especially since it doesn't always place you where you want. Sometimes I end up blinking 5 times because I cannot stand the spot it brought me to. Having a cooldown in that case is annoying. Your damage is already pretty darned awesome disregard your attacking skill's level. You're overpowered, remember that. So mobility is more important than a high number that already caused you to one hit the monsters in fist place. Therefore we max out Dragon Blink straight away.
At this point, we max out Dragon thrust for obvious reasons. Like I said, a quick triple hitting multiple monsters hitting attack. It simply has priority before Critical Magic. Everything is straight forward from this point. We max out Critical magic before Magic Booster because of the damage boost, and because we already have level 5 Magic booster. As easy as that.
2.5.7. Seventh growth of the dragon.
Starts at level 80, ends at level 100.
After the 6th growth, you no longer receive any quests that grant you Skill Points. Therefore I will no longer include "Quest SP" in the builds.
Build 1: Let's screw over Fire Breath
80. +5 Magic Amplification.
81. +3 Magic Amplification.
82. +3 Magic Amplification.
83. +3 Magic Amplification.
84. +1 Magic Amplification [ 15 ] [ MAX ], +2 Dragon Spark.
85. +3 Dragon Spark.
86. +3 Dragon Spark.
87. +2 Dragon Spark [ 10 ] [ MAX ], +1 Fire Breath.
88. +3 Fire Breath.
89. +3 Fire Breath.
90. +3 Fire Breath.
91. +3 Fire Breath.
92. +3 Fire Breath.
93. +3 Fire Breath.
94. +1 Fire Breath [ 20 ] [ MAX ], +2 Killer Wings.
95. +3 Killer Wings.
96. +3 Killer Wings.
97. +2 Killer Wings [ 10 ] [ MAX ], +1 Magic Resistance.
98. +3 Magic Resistance.
99. +3 Magic Resistance.
100. +3 Magic Resistance.
Results in order
Magic Amplification: MAX
Dragon Spark: MAX
Fire Breath: MAX
Magic Resistance: MAX
Build 2: But I love Fire Breath... :C
80. +1 Fire Breath, +4 Magic Amplification.
81. +3 Magic Amplification.
82. +3 Magic Amplification.
83. +3 Magic Amplification.
84. +2 Magic Amplification [ 15 ] [ MAX ], +1 Fire Breath [ 2 ].
85. +3 Fire Breath.
86. +3 Fire Breath.
87. +3 Fire Breath.
88. +3 Fire Breath.
89. +3 Fire Breath.
90. +3 Fire Breath. [ 20 ] [ MAX ].
91. +3 Dragon Spark.
92. +3 Dragon Spark.
93. +3 Dragon Spark.
94. +1 Dragon Spark [ 10 ] [ MAX ], +2 Killer Wings.
95. +3 Killer Wings.
96. +3 Killer Wings.
97. +2 Killer Wings [ 10 ] [ MAX ], +1 Magic Resistance.
98. +3 Magic Resistance.
99. +3 Magic Resistance.
100. +3 Magic Resistance [ 10 ] [ MAX ].
Results in order
Magic Amplification: MAX
Fire Breath: MAX
Dragon Spark: MAX
Magic Resistance: MAX
Explanation:
Whatever we do, let's first start of with the good old "Range and damage boosters BEFORE attacks because it affects all your skills" argument. For that reasoning, we go with Magic amplification before anything else. If you desperately want to use Fire Breath, then go for it and put a point in there. However Dragon Thrust is better till at least level 6 of Fire Breath has been reached. I'd personally ignore Fire Breath till Magic Amplification at the least is maxed out. Dragon Spark is our personal Final Attack, meaning extra damage. Not bothering adding one point at the very start, because for now you will be focusing on training and it doesn't pay off that much until you go to LHC, Stronghold or any boss. Same for Killer Wings, you don't really need them till you start bossing. Magic resistance, well I often forget to use this all together. It's useful, but not really something you should care about.
2.5.8. Eighth growth of the dragon.
Starts at level 100, ends at level 120.
100. +1 Teleport Mastery, +1 Earthquake, +3 Dragon Fury.
101. +2 Dragon Fury [ 5 ] [ MAX ], +1 Earthquake.
102. +3 Earthquake.
103. +3 Earthquake.
104. +3 Earthquake.
105. +3 Earthquake.
106. +3 Earthquake.
107. +3 Earthquake [ 20 ] [ MAX ].
108. +3 Teleport Mastery.
109. +3 Teleport Mastery.
110. +3 Teleport Mastery [ 10 ] [ MAX ].
111. +3 Onyx Shroud.
112. +3 Onyx Shroud.
113. +3 Onyx Shroud.
114. +3 Onyx Shroud.
115. +3 Onyx Shroud [ 15 ] [ MAX ].
116. +3 Phantom Imprint.
117. +3 Phantom Imprint.
118. +3 Phantom Imprint.
119. +1 Phantom Imprint [ 10 ] [ MAX ], +2 Recovery Aura.
120. +3 Recovery Aura [ 5 ] [ MAX ].
Results in order
Dragon Fury: MAX
Earthquake: MAX
Teleport Mastery: MAX
Onyx Shroud: MAX
Phantom Imprint: MAX
Recovery Aura: MAX
Explanation:
Teleport mastery because yes, damage on your teleport feels good. Eartquake is your first skill that covers the front AS WELL as the back. You need one point in this before you max out Dragon Fury. Dragon Fury, I am not even going to start about the whole damage range increase before whatever argument. Just do it. Earthquake for reasons stated earlier. Teleport mastery to increase your mobility and because the other skills are stupid and useless and.... I take that back. You don't really need them till late 110 because of bossing reasons.
2.5.9. Ninth growth of the dragon.
Starts at level 120, ends at level 160.
Build 1: Train a holic.
120. +1 Flame wheel, +1 Illusion, +3 Magic Mastery.
121. +3 Magic Mastery.
122. +3 Magic Mastery.
123. +3 Magic Mastery.
124. +3 Magic Mastery.
125. +3 Magic Mastery.
126. +3 Magic Mastery.
127. +3 Magic Mastery.
128. +3 Magic Mastery.
129. +3 Magic Mastery [ 30 ] [ MAX ].
130. +3 Flame Wheel.
131. +3 Flame Wheel.
132. +3 Flame Wheel.
133. +3 Flame Wheel.
134. +3 Flame Wheel.
135. +3 Flame Wheel.
136. +3 Flame Wheel.
137. +3 Flame Wheel.
138. +3 Flame Wheel.
139. +2 Flame Wheel [ 30 ] [ MAX ], +1 Illusion.
140. +3 Illusion.
141. +3 Illusion.
142. +3 Illusion.
143. +3 Illusion.
144. +3 Illusion.
145. +3 Illusion.
146. +3 Illusion.
147. +3 Illusion.
148. +3 Illusion.
149. +1 Illusion [ 30 ] [ MAX ], +1 Maple Warrior, +1 Hero's Will.
150. +3 Maple Warrior.
151. +3 Maple Warrior.
152. +3 Maple Warrior.
153. +3 Maple Warrior.
154. +3 Maple Warrior.
155. +3 Maple Warrior.
156. +3 Maple Warrior.
157. +3 Maple Warrior.
158. +3 Maple Warrior.
159. +2 Maple warrior [ 30 ] [ MAX ], +1 Hero's will [ 2 ].
160. +3 Hero's will [ 5 ] [ MAX ].
Results in order
Magic Mastery: MAX
Flame Wheel: MAX
Illusion: MAX
Maple Warrior: MAX
Hero's will: MAX
Build 2: Boss a holic.
120. +1 Flame wheel, +1 Illusion, +3 Magic Mastery.
121. +3 Magic Mastery.
122. +3 Magic Mastery.
123. +3 Magic Mastery.
124. +3 Magic Mastery.
125. +3 Magic Mastery.
126. +3 Magic Mastery.
127. +3 Magic Mastery.
128. +3 Magic Mastery.
129. +3 Magic Mastery [ 30 ] [ MAX ].
130. +3 Illusion.
131. +3 Illusion.
132. +3 Illusion.
133. +3 Illusion.
134. +3 Illusion.
135. +3 Illusion.
136. +3 Illusion.
137. +3 Illusion.
138. +3 Illusion.
139. +2 Illusion [ 30 ] [ MAX ], +1 Flame Wheel.
140. +3 Flame Wheel.
141. +3 Flame Wheel.
142. +3 Flame Wheel.
143. +3 Flame Wheel.
144. +3 Flame Wheel.
145. +3 Flame Wheel.
146. +3 Flame Wheel.
147. +3 Flame Wheel.
148. +3 Flame Wheel.
149. +1 Flame Wheel [ 30 ] [ MAX ], +1 Maple Warrior, +1 Hero's Will.
150. +3 Maple Warrior.
151. +3 Maple Warrior.
152. +3 Maple Warrior.
153. +3 Maple Warrior.
154. +3 Maple Warrior.
155. +3 Maple Warrior.
156. +3 Maple Warrior.
157. +3 Maple Warrior.
158. +3 Maple Warrior.
159. +2 Maple warrior [ 30 ] [ MAX ], +1 Hero's will [ 2 ].
160. +3 Hero's will [ 5 ] [ MAX ].
Results in order
Magic Mastery: MAX
Illusion: MAX
Flame Wheel: MAX
Maple Warrior: MAX
Hero's will: MAX
Explanation:
Magic Mastery, I'm not going to nag this again. Go for it. Straight forward build. No need for much explaining. You either go for Flame wheel or Illusion after you have maxed Magic Mastery. This depends on whether or not you want to boss early on or train early on.
2.5.10. Tenth growth of the dragon.
Starts at level 160, ends at level 200.
Build 1: If you can't decide on training or bossing. (Recommended)
160. +1 Dark Fog, +1 Soul Stone, +3 Blaze.
161. +3 Blaze.
162. +3 Blaze.
163. +3 Blaze.
164. +3 Blaze.
165. +3 Blaze.
166. +3 Blaze.
167. +3 Blaze.
168. +3 Blaze.
169. +3 Blaze [ 30 ] [ MAX ].
170. +3 Onyx Will.
171. +3 Onyx Will.
172. +3 Onyx Will.
173. +3 Onyx Will.
173. +3 Onyx Will.
175. +3 Onyx Will.
176. +2 Onyx Will [ 20 ] [ MAX ], +1 Blessing of the Onyx.
177. +3 Blessing of the Onyx.
178. +3 Blessing of the Onyx.
179. +3 Blessing of the Onyx.
180. +3 Blessing of the Onyx.
181. +3 Blessing of the Onyx.
182. +3 Blessing of the Onyx.
183. +3 Blessing of the Onyx.
184. +3 Blessing of the Onyx [ 25 ] [ MAX ]
185. +3 Soul Stone.
186. +3 Soul Stone.
187. +3 Soul Stone.
188. +3 Soul Stone.
189. +3 Soul Stone.
190. +3 Soul Stone.
191. +1 Soul Stone [ 20 ] [ MAX ], +2 Dark Fog.
192. +3 Dark Fog.
193. +3 Dark Fog.
194. +3 Dark Fog.
195. +3 Dark Fog.
196. +3 Dark Fog.
197. +3 Dark Fog.
198. +3 Dark Fog.
199. +3 Dark Fog.
200. +3 Dark Fog.
Results in order
Blaze: MAX
Onyx Will: MAX
Blessing of the Onyx: MAX
Soul Stone: MAX
Dark Fog: MAX
Build 2: Gosh you are really into training aren't you?
160. +1 Dark Fog, +1 Soul Stone, +3 Blaze.
161. +3 Blaze.
162. +3 Blaze.
163. +3 Blaze.
164. +3 Blaze.
165. +3 Blaze.
166. +3 Blaze.
167. +3 Blaze.
168. +3 Blaze.
169. +3 Blaze [ 30 ] [ MAX ].
170. +3 Blessing of the Onyx.
171. +3 Blessing of the Onyx.
172. +3 Blessing of the Onyx.
173. +3 Blessing of the Onyx.
173. +3 Blessing of the Onyx.
175. +3 Blessing of the Onyx.
176. +3 Blessing of the Onyx.
177. +3 Blessing of the Onyx.
178. +1 Blessing of the Onyx [ 25 ] [ MAX ], +2 Onyx Will.
179. +3 Onyx Will.
180. +3 Onyx Will.
181. +3 Onyx Will.
182. +3 Onyx Will.
183. +3 Onyx Will.
184. +3 Onyx Will [ 20 ] [ MAX ].
185. +3 Soul Stone.
186. +3 Soul Stone.
187. +3 Soul Stone.
188. +3 Soul Stone.
189. +3 Soul Stone.
190. +3 Soul Stone.
191. +1 Soul Stone [ 20 ] [ MAX ], +2 Dark Fog.
192. +3 Dark Fog.
193. +3 Dark Fog.
194. +3 Dark Fog.
195. +3 Dark Fog.
196. +3 Dark Fog.
197. +3 Dark Fog.
198. +3 Dark Fog.
199. +3 Dark Fog.
200. +3 Dark Fog.
Results in order
Blaze: MAX
Blessing of the Onyx: MAX
Onyx Will: MAX
Soul Stone: MAX
Dark Fog: MAX
Build 3: Finally you get to boss huh?
160. +1 Dark Fog, +1 Soul Stone, +1 Blaze, +2 Will of the Onyx.
161. +3 Will of the Onyx.
162. +3 Will of the Onyx.
163. +3 Will of the Onyx.
164. +3 Will of the Onyx.
165. +3 Will of the Onyx.
166. +3 Will of the Onyx [ 20 ] [ MAX ].
167. +3 Blessing of the Onyx.
168. +3 Blessing of the Onyx.
169. +3 Blessing of the Onyx.
170. +3 Blessing of the Onyx.
171. +3 Blessing of the Onyx.
172. +3 Blessing of the Onyx.
173. +3 Blessing of the Onyx.
173. +3 Blessing of the Onyx.
175. +1 Blessing of the Onyx [ 25 ] [ MAX ], +2 Soul Stone [ 3 ].
176. +3 Soul Stone.
177. +3 Soul Stone.
178. +3 Soul Stone.
179. +3 Soul Stone.
180. +3 Soul Stone.
181. +2 Soul Stone [ 20 ] [ MAX ], +1 Blaze [ 2 ].
182. +3 Blaze.
183. +3 Blaze.
184. +3 Blaze.
185. +3 Blaze.
186. +3 Blaze.
187. +3 Blaze.
188. +3 Blaze.
189. +3 Blaze.
190. +3 Blaze.
191. +1 Blaze [ 30 ] [ MAX ], +2 Dark Fog.
192. +3 Dark Fog.
193. +3 Dark Fog.
194. +3 Dark Fog.
195. +3 Dark Fog.
196. +3 Dark Fog.
197.+3 Dark Fog.
198. +3 Dark Fog.
199. +3 Dark Fog.
200. +3 Dark Fog.
Results in order
Onyx Will: MAX
Blessing of the Onyx: MAX
Soul Stone: MAX
Blaze: MAX
Dark Fog: MAX
Explanation
Working on it.
2.6. Hyper skills
With all credit for provided information to Orangemushroom. Rewritten to Evans specifically, by me of course.
2.6.1 What are they?
With the introduction of the Tempest patch (which is expected to come around in December for GMS), we will be receiving new skills. These skills are called Hyper skills. They are located in your skills tab, displayed through a separate button.
2.6.2. How do these skill points work?
Like I said before, they're in a separate tab from your regular skills, and you will not have to give up Skill points from your current growths to add to them.
There are three different types of Hyper skills. You will be receiving separate skill points for these skills.
1. Stat enhancing passive skills (13 total).
6 Skill points.
2. Skill enhancing passive skills (9 total).
5 Skill points.
3. Attacks and buffs (3 total).
3 Skill points.
Every skill will be maxed after adding 1 skill point. This means that for enhancing skills, you will have to make choices. While for attacks and buffs, you will be able to max out all skills.
Starting at level 140, you will be receiving skill points every 10 levels.
Level 140:
Stat enhancing SP: +1
Skill enhancing SP: +1
Level 150:
Stat enhancing SP: +1
Attack/buff SP: +1
Level 160:
Stat enhancing SP: +1
Skill enhancing SP: +1
Level 170:
Stat enhancing SP: +1
Attack/buff SP: +1
Level 180:
Skill enhancing SP: +1
Level 190:
Stat enhancing SP: +1
Skill enhancing SP: +1
Level 200:
Stat enhancing SP: +1
Skill enhancing SP: +1
Attack/buff SP: +1
Don't worry if you mess up your Hyper Skills. By paying 100k for your first reset (which goes up to 10M for your fifth+), you can do your build all over again.
2.6.3. Hyper skills: Stat enhancing skills
Skills and descriptions
Hyper Physical Guard: Passively increase your physical defense by 500. [required level: 165]
Hyper Magical Guard: Passively increase your magical defense by 500. [required level: 174]
Hyper Movement: Passively increase your speed by 10. [required level: 152]
Hyper Jump: Passively increase your jump by 10. [required level: 146]
Hyper Accuracy: Passively increase your accuracy by 20%. [required level: 158]
Hyper Critical Rate: Passively increase your critical rate by 10%. [required level: 198]
Hyper Dexterity: Passively increase your DEX by 50. [required level: 140]
Hyper Intelligence: Passively increase your INT by 50. [required level: 140]
Hyper Luck: Passively increase your LUK by 50. [required level: 140]
Hyper Strength: Passively increase your STR by 50. [required level: 140]
Hyper Max Heart Point: Passively increase your HP by 15%. [required level: 192]
Hyper Max Magic Point: Passively increase your MP by 15%. [required level: 186]
Hyper Max Demon Force: Passively increase your DF by 50. [required level: 180]
Stat enhancing skill recommendations
Hyper Critical Rate: Passively increase your critical rate by 10%. [required level: 198]
Hyper Intelligence: Passively increase your INT by 50. [required level: 140]
Hyper Luck: Passively increase your LUK by 50. [required level: 140]
Hyper Max Heart Point: Passively increase your HP by 15%. [required level: 192]
Hyper Max Magic Point: Passively increase your MP by 15%. [required level: 186]
Hyper Accuracy: Passively increase your accuracy by 20%. [required level: 158]
Hyper Physical Guard: Passively increase your physical defense by 500. [required level: 165]
Hyper Magical Guard: Passively increase your magical defense by 500. [required level: 174]
Explanation
Above recommendations are in order of what should get priority.
We will have 6 points in this category. I'd first like to focus on damage, rather than defense. As an Evan, you might notice that getting max crit rate is easier than getting max damage on regular hits. The beauty of crit damage is that if you have a high range that allows you to max with crits, you will be able to avoid adding to your range all together and just skip to the crit rates.
Now for the next two options, your primary and secondary stats seem like an obvious choice. INT is a clear range boost, however many people seem to think that due to the removal of secondary stat requirements, these stats are rendered useless. However, LUK does increase your range by a bit.
Now, with 3 skill points to go we'll start looking into the defense buffs. Evans are pretty hard to kill already, but that extra bit of HP and MP will save you potions and keep you just a bit safer while you're bossing.
Finally, there's not really anything all too interesting left for us to put our last point into. Most higher ranged Evans will find themselves with maxed out Magic defense. So there's absolutely no point in that. However you might benefit from the physical defense. Honestly, this one is up to you. Go wild, add some STR and be the strength mage you always wanted to be.
Results
Hyper Critical Rate.
Hyper Intelligence.
Hyper Luck.
Hyper Max Heart Points.
Hyper Max Magic Points.
A skill of your own choice.
2.6.4. Hyper skills: Skill enhancing skills
Skills and descriptions
Illusion - Reinforce: Illusion's damage is increased by 20%. [required level: 143]
Illusion - Add Range: Illusion's range is increased by 50. [required level: 162]
Illusion - Ignore Guard: Passively increase the amount of monster's defense ignored by Illusion by 20%. [required level: 183]
Dark Fog - Reinforce: Dark Fog's damage is increased by 20%. [required level: 149]
Dark Fog - Cooltime Reduce: Dark Fog's cooldown is decreased by 20%. [required level: 168]
Dark Fog - Split Damage: Dark Fog's damage is reduced to 1/4 and its attack count is increased to 4. [required level: 189]
Blaze - Reinforce: Blaze's damage is increased by 20%. [required level: 155]
Blaze - Ignore Guard: Passively increase the amount of monster's defense ignored by Blaze by 20%. [required level: 177]
Blaze - Persist: Blaze's stun time is increased by 4 seconds. [required level: 195]
Stat enhancing skill recommendations: HIGH RANGES
Illusion - Add Range: Illusion's range is increased by 50. [required level: 162]
Dark Fog - Reinforce: Dark Fog's damage is increased by 20%. [required level: 149]
Dark Fog - Cooltime Reduce: Dark Fog's cooldown is decreased by 20%. [required level: 168]
Dark Fog - Split Damage: Dark Fog's damage is reduced to 1/4 and its attack count is increased to 4. [required level: 189]
Illusion - Ignore Guard: Passively increase the amount of monster's defense ignored by Illusion by 20%. [required level: 183]
Blaze - Ignore Guard: Passively increase the amount of monster's defense ignored by Blaze by 20%. [required level: 177]
Explanation
THIS IS FOR HIGH RANGES
Of course Evans with a high range, can ignore the damage increasing skills. Your main focus will be with Dark Fog. Dark Fog at this moment is absolutely useless. We can easily hit max damage with it, and on top of that it will also have an additional 20% crit rate, making it even easier to hit max.
The damage done with Dark Fog will be split in 4. This is something we have needed for a long time now. This means that you will be doing:
15 (mobs) x 4 (amount of attacks) x 525 (% damage) = 31500% damage.
Now seeing as this is for high ranges, I can assure you that you will be doing 15 times 4 x MAX with that. This making Dark Fog extremely interesting for us all of a sudden. Not only that, but we can use it more than we could due to the 20% cool down reduction.
Currently our cooldown is 20 seconds at max level. 20 (seconds) x 0.20 (20%) = 4 (amount of seconds less). This means we will have a cooldown of 16 seconds from now on.
Now seeing as Dark Fog only consumes 3 skill points (perhaps 2, seeing as it's easy to max with 525% damage), you will still have 2 points left over. Assuming you can already hit max damage with all your skills except dragon thrust, you won't really need an extra boost in your % damage (for the skill alone) and PDR. Even though I do recommened the extra PDR over anything else.
I'd say, add 1 point into Illusion's extra distance, so that you have the ability to survive better at bosses (more distance between you and the boss, means less hits). And the last point into the % PDR skill for Illusion. You will be using Illusion much more at bosses than Blaze, and hitting max on Illusion is harder (which makes it easier when training as well).
If you decided not to get Dark Fog - Reinforce, I suggest getting either Illusion - Reinforce or Blaze - Ignore Guard. Illusion for bossing and training being the better choice if you already max with Blaze.
Results
Dark Fog - Split Damage
Dark Fog - Cooltime reduce
Illusion - Add range
Illusion - Ignore Guard
Dark Fog - Reinforce / Illusion - Reinforce / Blaze - Ignore Guard.
Stat enhancing skill recommendations: LOW/AVERAGE RANGES
Illusion - Reinforce: Illusion's damage is increased by 20%. [required level: 143]
Illusion - Ignore Guard: Passively increase the amount of monster's defense ignored by Illusion by 20%. [required level: 183]
Dark Fog - Split Damage: Dark Fog's damage is reduced to 1/4 and its attack count is increased to 4. [required level: 189]
Blaze - Reinforce: Blaze's damage is increased by 20%. [required level: 155]
Blaze - Ignore Guard: Passively increase the amount of monster's defense ignored by Blaze by 20%. [required level: 177]
Explanation
THIS IS FOR LOW/AVERAGE RANGES
I still am of the opinion that you'd like to see Dark Fog become useful again. Even if you're at a lower range, you might hit max damage on Dark Fog already (I mean come on, it's 2100% damage). Though what I have done here, is give it less priority. The split damage, I think is simply a must for anyone. However reinforce and cooldown reduction aren't really that important here. Especially not when you can boost your other skills a little.
Not much explaining to do here. You add into the reinforce and ignore guard skills to ensure that your attacking/mobbing skills are stronger for both training and bossing purposes.
Results
Illusion - Reinforce.
Illusion - Ignore guard.
Blaze - Reinforce.
Blaze - Ignore guard.
Dark Fog - Split damage.
2.6.5. Hyper skills: Attacking/active skills
Skills and descriptions
Frenzied Soul:
The soul stone increases you and your party's damage by 30% for 30 seconds. There is a cooldown of 90 seconds. [required level: 150]
Summon Onyx Dragon:
Summon an ancient Onyx Dragon to help you fight for 30 seconds, attacking up to 8 enemies for 1000% damage. There is a cooldown of 90 seconds. [required level: 170]
Heroes' Oath:
The oath of the Maple heroes gives them and other Hero classes in their party 10% increased damage and the ability to pass the damage cap by up to 50,000 for 60 seconds. There is a cooldown of 120 seconds. [required level: 200]
Explanation
Do I really need to make a build for this? I'll keep this one short. You'll be able to max them all out, and the above order is what you will do it in (seeing the level requirements). As simple as that.
Unlike any other class, an Evan grows. Actually, your dragon grows, but due to a weird occurence in your fate and for the fact that you tattood your hand, you are now linked in spirit with this dragon and therefore you grow as well. If that made no sense, worry not, it doesn't matter. In any case, your dragon grows in mind, strength and size. Your little cub dragon will soon be a large and full grown dragon. But how does this exactly work? Easy, at certain levels your dragon gets a new growth. Sometimes, not always, your dragon will also grow physically. In every growth however, he will receive new skills. Below I have provided a reference sheet as to when your dragon gets a new growth, which skills he receives, and when he grows physically.
2.1.2. Growths per level.
Click for the table consisting the information.
2.2. Side skills.
2.2.1. Descriptions
Will of the Alliance - Passive - Max Level: 1.
Explanation: A pact between the Adventurers, Heroes and Resistance has brought forth a blessing for your character. It is given to you after completing the alliance quests.
Description: Strong force is released according to the Willpower of the Alliance.
Skill effects: Level 1: Permanently increases STR: 5, DEX: 5, INT: 5, LUK: 5, ATT: 5, Magic ATT: 5
Inherited Will - Passive - Max Level: 1.
Explanation: Through the bond with the last Onyx Dragon, Afrien, you obtain the passive skill Inherited Will. This skill is obtained through completing nearly all of the silent crusade quests.
Description: You learned the dragon master's true power by receiving the will of Afrien, the King of Onyx Dragon
Skill effects: Level 1: Permanently increases Magic ATT 10, Magic DEF 300, HP 15%, All stats 10, When attacking Boss Monster- Damage: +5%
Dragon Flight - Passive - Max Level: 1.
[Explanation: Allows you to fly with your dragon mount if you have one. By pressing the jump key twice, and holding it the second time, you will be allowed to fly around with Mir.
Description: Fly a long distance with your Dragon.
Skill effects: Level 1: Fly a long distance by pressing and holding the jump key. Can only be used if the Monster Riding skill has been obtained and you are not currently on a mount.
Echo of Hero - Active - Max Level: 1.
Explanation: The exclusive skill for anyone who has reached level 200. It increases the Attack and Magic Attack of everyone around you by 4%, for a duration of 40 minutes. However, due to a glitch, Echo of Hero is permanently active until death or disconnection from the game. To use the skill again, 2 hours must have past since the previous cast.
Description: Increases the Weapon and Magic Attack of all nearby users. Cooldown: 2 hrs
Skill effects: Level 1: MP -30, Weapon and Magic Attack +4% for 40 min.
2.3. Skill books and mastery books.
There's 4 growths with skill books, counting the ones where you need NX books as well. There will be a total of 3 books you need to buy in the Cash Shop, a total of 4 books you need to get at Zakum and a total of 15 regular mastery books you will need to buy or find somewhere.
Level 30:
Magic Guard 20 - Cash Shop (2,000 NX)
Level 60:
Magic Booster - Cash Shop (2,000 NX)
Critical Magic - Cash Shop (2,000 NX)
Level 120:
Magic mastery 10 - Zakum
Magic mastery 20 - Regular book
Magic mastery 30 - Regular book
Flame wheel 10 - Zakum
Flame wheel 20 - Regular book
Flame wheel 30 - Regular book
Illusion 10 - Automatically gained upon reaching level 120.
Illusion 20 - Regular book
Illusion 30 - Regular book
Maple Warrior - Automatically gained upon reaching level 120.
Maple Warrior 20 - Regular book
Maple Warrior 30 - Regular book
Hero's will (Level 5 skill) - Gained from doing a quest.
Level 160:
Dark Fog 10 - Zakum
Dark Fog 20 - Regular book
Dark Fog 30 - Regular book
Soul Stone 10 - Zakum
Soul Stone 20 - Regular book
Blaze 10 - Automatically gained upon reaching level 160.
Blaze 20 - Regular book
Blaze 30 - Regular book
Blessing of the Onyx 10 - Automatically gained upon reaching level 160.
Blessing of the Onyx 20 - Regular book
Blessing of the Onyx 25 - Regular book
Will of the Onyx 20 - Automatically gained upon reaching level 160.
2.4. Skills and descriptions.
Currently the extractions displayed on BasilMarket are incorrect. The pages show the wrong skills, descriptions and icons in sometimes even the wrong growths.
Therefore, with major thanks to Maple Archive for the proper extractions and information.
2.4.1. First growth
More information
Click for the table consisting the information.
2.4.2. Second growth
More information
Click for the table consisting the information.
2.4.3. Third growth
More information
Click for the table consisting the information.
2.4.4. Fourth growth
More information
Click for the table consisting the information.
2.4.5. Fifth growth
More information
Click for the table consisting the information.
2.4.6. Sixth growth
More information
2.4.7. Seventh growth
More information
2.4.8. Eight growth
More information
2.4.9. Ninth growth
More information
2.4.10. Tenth growth
More information
2.5. Skill builds.
2.5.1 First growth of the dragon
Starts at level 10, ends at level 20.
10. +1 Magic Missile, +2 Dragon Soul.
Quest SP: +1 Dragon Soul.
11. +3 Dragon Soul.
Quest SP: None.
12. +3 Dragon Soul.
Quest SP: +1 Dragon Soul.
13. +3 Dragon Soul.
Quest SP: +2 Dragon Soul.
14. +3 Dragon Soul.
Quest SP: +1 Dragon Soul.
15. +1 Dragon Soul [ 20 ] [ MAX ], +2 Magic Missile.
Quest SP: None.
16. +3 Magic Missile.
Quest SP: +1 Magic Missile.
17. +3 Magic Missile.
[b]Quest SP: [/b]None.
18. +3 Magic Missile.
Quest SP: +1 Magic Missile.
19. +3 Magic Missile.
Quest SP: None.
20. +3 Magic Missile [ 20 ] [ MAX ].
Quest SP: None.
Results in order:
Dragon Soul: MAX
Magic Missile: MAX
Explanation:
Not much explaining needed. You can actually switch them around if you feel like it. Ever since the beginning, the differences between the skills have not been huge enough to bother calculating it. However, I chose to max out Dragon Soul for the passive damage and speed boost. It's up to you, as long as you place one point in both of the skills at the start of your first growth.
2.5.2. Second growth of the dragon
Starts at level 20, ends at level 30.
20. +1 Fire Circle, +2 Teleport.
Quest SP: +1 Teleport.
21. +3 Teleport.
Quest SP: +1 Teleport.
22. +3 Teleport.
Quest SP: +1 Teleport.
23. +3 Teleport.
Quest SP: +2 Teleport.
24. +3 Teleport.
Quest SP: None.
25. +2 Teleport [ 20 ] [ MAX ], +1 Fire Circle.
Quest SP: None.
26. +3 Fire Circle.
Quest SP:[/b] +1 Fire Circle.
27. +3 Fire Circle.
Quest SP: None
28. +3 Fire Circle.
Quest SP: +1 Fire Circle.
29. +3 Fire Circle.
Quest SP: None.
30. +3 Fire Circle [ 20 ] [ MAX ].
Quest SP: None.
Results in order
Teleport: MAX
Fire Circle: MAX
Explanation:
Again, not much explaning to do. You will want a new mobbing attacking skill, therefore one point in Fire Circle. Teleport will be needed for mobility, and you don't want to be potting every 2 seconds because you're MP has run out due to Teleport at level 1 drinking MP like your alcohol dad on a Friday night. So go for Teleport first unless you support Teleport's alcoholism.
2.5.3. Third growth of the dragon.
Starts at level 30, ends at level 40.
IMPORTANT NOTE: Magic Guard requires a Cash Shop Skill book, which will cost 2,000 NX. If you do not own enough NX, please use build 2.
Build 1: You're probably richer than Bill Gates.
30. +1 Lightning Bolt, +2 Magic Guard.
Quest SP: +2 Magic Guard.
31. +3 Magic Guard.
Quest SP: None.
32. +3 Magic Guard.
Quest SP: +1 Magic Guard.
33. +3 Magic Guard.
Quest SP: +1 Magic Guard.
34. +3 Magic Guard.
Quest SP: None.
35. +2 Magic Guard, +1 Lightning Bolt.
Quest SP: +2 Lightning Bolt.
36. +3 Lightning Bolt
Quest SP: +1 Lightning Bolt.
37. +3 Lightning Bolt.
Quest SP: None.
38. +3 Lightning Bolt.
Quest SP: None.
39. +3 Lightning Bolt.
Quest SP: None.
40. +3 Lightning Bolt.
Quest SP: None.
Results in order
Magic Guard: MAX
Lightning bolt: MAX
Build 2: Children in Africa are better off than you.
30. +3 Lightning Bolt.
Quest SP: +2 Lightning Bolt.
31. +3 Lightning Bolt.
Quest SP: None.
32. +3 Lightning Bolt.
Quest SP: +1 Lightning Bolt.
33. +3 Lightning Bolt.
Quest SP: +1 Lightning Bolt.
34. +3 Lightning Bolt.
Quest SP: None.
35. +1 Lightning Bolt, +2 Magic Guard.
Quest SP: +2 Magic Guard.
36. +1 Magic Guard +2 (Saved up).
Quest SP: +1 (Saved up).
37. +3 (Saved up).
Quest SP: None.
38. +3 (Saved up).
Quest SP: None.
39. +3 (Saved up).
Quest SP: None.
40. +3 (Saved up).
Quest SP: None.
Results in order
Lightning bolt: MAX
Magic Guard: 5
Left over: 15
Explanation:
It mostly depends on if you really want Magic Guard in the early stages. out of all of the NX books, I do suggest you choose Magic Guard though. It's a livesaver and it will make up for the money you are not losing due to massive pot usage. In the second build you can choose to get level 5 Magic Guard, or wait with Magic Guard all together until after you maxed out Lightning Bolt, your choice.
2.5.4. Fourth growth of the dragon.
Starts at level 40, ends at level 50.
40. +1 Ice Breath, +2 Spell Mastery.
Quest SP: None.
41. +3 Spell Mastery.
Quest SP: +1 Spell Mastery.
42. +3 Spell Mastery.
Quest SP: +1 Spell Mastery [ 10 ] [ MAX ], +2 Ice Breath.
43. +3 Ice Breath.
Quest SP: None.
44. +3 Ice Breath.
Quest SP: None.
45. +3 Ice Breath.
Quest SP: None.
46. +3 Ice Breath.
Quest SP: +3 Ice Breath.
47. +2 Ice Breath [ 20 ] [ MAX ], +1 High Wisdom.
Quest SP: None.
48. +3 High Wisdom.
Quest SP: None.
49. +3 High Wisdom.
Quest SP: None.
50. +3 High Wisdom [ 10 ] [ MAX ].
Quest SP: None.
Results in order
Spell Mastery: MAX
Ice Breath: MAX
High Wisdom: MAX
Explanation:
We add 1 point into Ice Breath because even at level 1, it's already stronger than Thunder Bolt by about 20-30%. After that we add into the passive damamge and critical damage booster for a higher damage output. You might choose to add in 1 point in High Wisdom for the 4 INT bonus early on, however I suggest you just leave that be till the other skills are maxed. This skill improves your damage the last as opposed to the other skills.
2.5.5. Fifth growth of the dragon.
Starts at level 50, ends at level 60.
50. +3 Magic Flare.
Quest SP: None.
51. +3 Magic Flare.
Quest SP:+3 Magic Flare.
52. +3 Magic Flare.
Quest SP: None.
53. +3 Magic Flare.
Quest SP: None.
54. +3 Magic Flare.
Quest SP: None.
55. +2 Magic Flare [ 20 ] [ MAX ], +1 Magic Shield.
Quest SP: None.
56. +3 Magic Shield.
Quest SP: None.
57. +3 Magic Shield.
Quest SP:+3 Magic shield [ 10 ] [ MAX ], +1 Elemental decrease.
58. +3 Elemental decrease.
Quest SP: None.
59. +3 Elemental decrease.
Quest SP: None.
60. +3 Elemental decrease.
Quest SP: None.
Results in order
Magic Flare: MAX
Magic Shield: MAX
Elemental decrease: MAX
Explanation:
Aside from your newly acquired spamable mini genesis, I have to inform you that this growth is rather boring. Just max out Magic Flare instantly and do whatever you want with Shield and Decrease. Switch them around if you need one more than the other. I personally went with Shield because it's useful in more situations than decrease. Chances are that you won't even be training on elemental strong monsters at level 50-60, so the extra defense comes in handy more. Above all, Flare is just a good attack that replaces all your previous ones.
2.5.6. Sixth growth of the dragon.
Starts at level 60, ends at level 80.
60. +1 Critical Magic, +1 Magic Booster, +1 Dragon Thrust.
Quest SP: None.
61. +3 Magic Booster.
Quest SP: None.
62. +1 Magic Booster [ 5 ], +2 Dragon Blink.
Quest SP: +1 Dragon Blink.
63. +3 Dragon Blink.
Quest SP: None.
64. +3 Dragon Blink.
Quest SP: None.
65. +1 Dragon Blink [ 10 ] [ MAX ], +2 Dragon Thrust.
Quest SP: None.
66. +3 Dragon Thrust.
Quest SP: None.
67. +3 Dragon Thrust.
Quest SP: None.
68. +3 Dragon Thrust.
Quest SP: +1 Dragon Thrust.
69. +3 Dragon Thrust.
Quest SP: None.
70. +3 Dragon Thrust.
Quest SP: None.
71. +1 Dragon Thrust [ 20 ] [ MAX ], +2 Critical Magic.
Quest SP: None.
72. +3 Critical Magic.
Quest SP: None.
73. +3 Critical Magic.
Quest SP: None.
74. +3 Critical Magic.
Quest SP: None.
75. +3 Critical Magic [ 15 ] [ MAX ].
Quest SP: None.
76. +3 Magic Booster [ 8 ].
Quest SP: None.
77. +3 Magic Booster.
Quest SP: None.
78. +3 Magic Booster.
Quest SP: None.
79. +3 Magic Booster.
Quest SP: None.
80. +3 Magic Booster [ 20 ] [ MAX ].
Quest SP: None.
Results in order
Dragon Blink: MAX
Dragon Thrust: MAX
Critical Magic: MAX
Magic Booster: MAX
Explanation:
Ok, we're starting to get confusing now. There's more skills, more levels and less quests that give you SP. Worry not, you'll still get a crap load of quests thrown into your face at level 70 and level 80 (However level 80 quests count for the next growth). Let me explain what happens here. At level 60 we start out by adding 1 point into Critical Magic. It's not much, but it's still a tiny boost in your critical damage and chances. You might decide to entirely disregard this. it's up to you. One skill point wont hurt you though. We add in one point to Dragon thrust because it's fast. INSANELY fast. It's a great skill that rushes regular monsters and attacks 3 times on several monsters. You're going to be using this skill a lot. However we're not going to max it out right away.
First we start off with Magic Booster. I decided to put it to level 5, so that we have it maxed out without the NX mastery book. It gives the same amount of speed at any level, it's just annoying to recast it every single minute, so I thought it would be nice of me to leave you with 2 and a half minutes of Magic Booster, before having to recast.
Now we throw in mobility. I hate the cooldown on Dragon Blink, especially since it doesn't always place you where you want. Sometimes I end up blinking 5 times because I cannot stand the spot it brought me to. Having a cooldown in that case is annoying. Your damage is already pretty darned awesome disregard your attacking skill's level. You're overpowered, remember that. So mobility is more important than a high number that already caused you to one hit the monsters in fist place. Therefore we max out Dragon Blink straight away.
At this point, we max out Dragon thrust for obvious reasons. Like I said, a quick triple hitting multiple monsters hitting attack. It simply has priority before Critical Magic. Everything is straight forward from this point. We max out Critical magic before Magic Booster because of the damage boost, and because we already have level 5 Magic booster. As easy as that.
2.5.7. Seventh growth of the dragon.
Starts at level 80, ends at level 100.
After the 6th growth, you no longer receive any quests that grant you Skill Points. Therefore I will no longer include "Quest SP" in the builds.
Build 1: Let's screw over Fire Breath
80. +5 Magic Amplification.
81. +3 Magic Amplification.
82. +3 Magic Amplification.
83. +3 Magic Amplification.
84. +1 Magic Amplification [ 15 ] [ MAX ], +2 Dragon Spark.
85. +3 Dragon Spark.
86. +3 Dragon Spark.
87. +2 Dragon Spark [ 10 ] [ MAX ], +1 Fire Breath.
88. +3 Fire Breath.
89. +3 Fire Breath.
90. +3 Fire Breath.
91. +3 Fire Breath.
92. +3 Fire Breath.
93. +3 Fire Breath.
94. +1 Fire Breath [ 20 ] [ MAX ], +2 Killer Wings.
95. +3 Killer Wings.
96. +3 Killer Wings.
97. +2 Killer Wings [ 10 ] [ MAX ], +1 Magic Resistance.
98. +3 Magic Resistance.
99. +3 Magic Resistance.
100. +3 Magic Resistance.
Results in order
Magic Amplification: MAX
Dragon Spark: MAX
Fire Breath: MAX
Magic Resistance: MAX
Build 2: But I love Fire Breath... :C
80. +1 Fire Breath, +4 Magic Amplification.
81. +3 Magic Amplification.
82. +3 Magic Amplification.
83. +3 Magic Amplification.
84. +2 Magic Amplification [ 15 ] [ MAX ], +1 Fire Breath [ 2 ].
85. +3 Fire Breath.
86. +3 Fire Breath.
87. +3 Fire Breath.
88. +3 Fire Breath.
89. +3 Fire Breath.
90. +3 Fire Breath. [ 20 ] [ MAX ].
91. +3 Dragon Spark.
92. +3 Dragon Spark.
93. +3 Dragon Spark.
94. +1 Dragon Spark [ 10 ] [ MAX ], +2 Killer Wings.
95. +3 Killer Wings.
96. +3 Killer Wings.
97. +2 Killer Wings [ 10 ] [ MAX ], +1 Magic Resistance.
98. +3 Magic Resistance.
99. +3 Magic Resistance.
100. +3 Magic Resistance [ 10 ] [ MAX ].
Results in order
Magic Amplification: MAX
Fire Breath: MAX
Dragon Spark: MAX
Magic Resistance: MAX
Explanation:
Whatever we do, let's first start of with the good old "Range and damage boosters BEFORE attacks because it affects all your skills" argument. For that reasoning, we go with Magic amplification before anything else. If you desperately want to use Fire Breath, then go for it and put a point in there. However Dragon Thrust is better till at least level 6 of Fire Breath has been reached. I'd personally ignore Fire Breath till Magic Amplification at the least is maxed out. Dragon Spark is our personal Final Attack, meaning extra damage. Not bothering adding one point at the very start, because for now you will be focusing on training and it doesn't pay off that much until you go to LHC, Stronghold or any boss. Same for Killer Wings, you don't really need them till you start bossing. Magic resistance, well I often forget to use this all together. It's useful, but not really something you should care about.
2.5.8. Eighth growth of the dragon.
Starts at level 100, ends at level 120.
100. +1 Teleport Mastery, +1 Earthquake, +3 Dragon Fury.
101. +2 Dragon Fury [ 5 ] [ MAX ], +1 Earthquake.
102. +3 Earthquake.
103. +3 Earthquake.
104. +3 Earthquake.
105. +3 Earthquake.
106. +3 Earthquake.
107. +3 Earthquake [ 20 ] [ MAX ].
108. +3 Teleport Mastery.
109. +3 Teleport Mastery.
110. +3 Teleport Mastery [ 10 ] [ MAX ].
111. +3 Onyx Shroud.
112. +3 Onyx Shroud.
113. +3 Onyx Shroud.
114. +3 Onyx Shroud.
115. +3 Onyx Shroud [ 15 ] [ MAX ].
116. +3 Phantom Imprint.
117. +3 Phantom Imprint.
118. +3 Phantom Imprint.
119. +1 Phantom Imprint [ 10 ] [ MAX ], +2 Recovery Aura.
120. +3 Recovery Aura [ 5 ] [ MAX ].
Results in order
Dragon Fury: MAX
Earthquake: MAX
Teleport Mastery: MAX
Onyx Shroud: MAX
Phantom Imprint: MAX
Recovery Aura: MAX
Explanation:
Teleport mastery because yes, damage on your teleport feels good. Eartquake is your first skill that covers the front AS WELL as the back. You need one point in this before you max out Dragon Fury. Dragon Fury, I am not even going to start about the whole damage range increase before whatever argument. Just do it. Earthquake for reasons stated earlier. Teleport mastery to increase your mobility and because the other skills are stupid and useless and.... I take that back. You don't really need them till late 110 because of bossing reasons.
2.5.9. Ninth growth of the dragon.
Starts at level 120, ends at level 160.
Build 1: Train a holic.
120. +1 Flame wheel, +1 Illusion, +3 Magic Mastery.
121. +3 Magic Mastery.
122. +3 Magic Mastery.
123. +3 Magic Mastery.
124. +3 Magic Mastery.
125. +3 Magic Mastery.
126. +3 Magic Mastery.
127. +3 Magic Mastery.
128. +3 Magic Mastery.
129. +3 Magic Mastery [ 30 ] [ MAX ].
130. +3 Flame Wheel.
131. +3 Flame Wheel.
132. +3 Flame Wheel.
133. +3 Flame Wheel.
134. +3 Flame Wheel.
135. +3 Flame Wheel.
136. +3 Flame Wheel.
137. +3 Flame Wheel.
138. +3 Flame Wheel.
139. +2 Flame Wheel [ 30 ] [ MAX ], +1 Illusion.
140. +3 Illusion.
141. +3 Illusion.
142. +3 Illusion.
143. +3 Illusion.
144. +3 Illusion.
145. +3 Illusion.
146. +3 Illusion.
147. +3 Illusion.
148. +3 Illusion.
149. +1 Illusion [ 30 ] [ MAX ], +1 Maple Warrior, +1 Hero's Will.
150. +3 Maple Warrior.
151. +3 Maple Warrior.
152. +3 Maple Warrior.
153. +3 Maple Warrior.
154. +3 Maple Warrior.
155. +3 Maple Warrior.
156. +3 Maple Warrior.
157. +3 Maple Warrior.
158. +3 Maple Warrior.
159. +2 Maple warrior [ 30 ] [ MAX ], +1 Hero's will [ 2 ].
160. +3 Hero's will [ 5 ] [ MAX ].
Results in order
Magic Mastery: MAX
Flame Wheel: MAX
Illusion: MAX
Maple Warrior: MAX
Hero's will: MAX
Build 2: Boss a holic.
120. +1 Flame wheel, +1 Illusion, +3 Magic Mastery.
121. +3 Magic Mastery.
122. +3 Magic Mastery.
123. +3 Magic Mastery.
124. +3 Magic Mastery.
125. +3 Magic Mastery.
126. +3 Magic Mastery.
127. +3 Magic Mastery.
128. +3 Magic Mastery.
129. +3 Magic Mastery [ 30 ] [ MAX ].
130. +3 Illusion.
131. +3 Illusion.
132. +3 Illusion.
133. +3 Illusion.
134. +3 Illusion.
135. +3 Illusion.
136. +3 Illusion.
137. +3 Illusion.
138. +3 Illusion.
139. +2 Illusion [ 30 ] [ MAX ], +1 Flame Wheel.
140. +3 Flame Wheel.
141. +3 Flame Wheel.
142. +3 Flame Wheel.
143. +3 Flame Wheel.
144. +3 Flame Wheel.
145. +3 Flame Wheel.
146. +3 Flame Wheel.
147. +3 Flame Wheel.
148. +3 Flame Wheel.
149. +1 Flame Wheel [ 30 ] [ MAX ], +1 Maple Warrior, +1 Hero's Will.
150. +3 Maple Warrior.
151. +3 Maple Warrior.
152. +3 Maple Warrior.
153. +3 Maple Warrior.
154. +3 Maple Warrior.
155. +3 Maple Warrior.
156. +3 Maple Warrior.
157. +3 Maple Warrior.
158. +3 Maple Warrior.
159. +2 Maple warrior [ 30 ] [ MAX ], +1 Hero's will [ 2 ].
160. +3 Hero's will [ 5 ] [ MAX ].
Results in order
Magic Mastery: MAX
Illusion: MAX
Flame Wheel: MAX
Maple Warrior: MAX
Hero's will: MAX
Explanation:
Magic Mastery, I'm not going to nag this again. Go for it. Straight forward build. No need for much explaining. You either go for Flame wheel or Illusion after you have maxed Magic Mastery. This depends on whether or not you want to boss early on or train early on.
2.5.10. Tenth growth of the dragon.
Starts at level 160, ends at level 200.
Build 1: If you can't decide on training or bossing. (Recommended)
160. +1 Dark Fog, +1 Soul Stone, +3 Blaze.
161. +3 Blaze.
162. +3 Blaze.
163. +3 Blaze.
164. +3 Blaze.
165. +3 Blaze.
166. +3 Blaze.
167. +3 Blaze.
168. +3 Blaze.
169. +3 Blaze [ 30 ] [ MAX ].
170. +3 Onyx Will.
171. +3 Onyx Will.
172. +3 Onyx Will.
173. +3 Onyx Will.
173. +3 Onyx Will.
175. +3 Onyx Will.
176. +2 Onyx Will [ 20 ] [ MAX ], +1 Blessing of the Onyx.
177. +3 Blessing of the Onyx.
178. +3 Blessing of the Onyx.
179. +3 Blessing of the Onyx.
180. +3 Blessing of the Onyx.
181. +3 Blessing of the Onyx.
182. +3 Blessing of the Onyx.
183. +3 Blessing of the Onyx.
184. +3 Blessing of the Onyx [ 25 ] [ MAX ]
185. +3 Soul Stone.
186. +3 Soul Stone.
187. +3 Soul Stone.
188. +3 Soul Stone.
189. +3 Soul Stone.
190. +3 Soul Stone.
191. +1 Soul Stone [ 20 ] [ MAX ], +2 Dark Fog.
192. +3 Dark Fog.
193. +3 Dark Fog.
194. +3 Dark Fog.
195. +3 Dark Fog.
196. +3 Dark Fog.
197. +3 Dark Fog.
198. +3 Dark Fog.
199. +3 Dark Fog.
200. +3 Dark Fog.
Results in order
Blaze: MAX
Onyx Will: MAX
Blessing of the Onyx: MAX
Soul Stone: MAX
Dark Fog: MAX
Build 2: Gosh you are really into training aren't you?
160. +1 Dark Fog, +1 Soul Stone, +3 Blaze.
161. +3 Blaze.
162. +3 Blaze.
163. +3 Blaze.
164. +3 Blaze.
165. +3 Blaze.
166. +3 Blaze.
167. +3 Blaze.
168. +3 Blaze.
169. +3 Blaze [ 30 ] [ MAX ].
170. +3 Blessing of the Onyx.
171. +3 Blessing of the Onyx.
172. +3 Blessing of the Onyx.
173. +3 Blessing of the Onyx.
173. +3 Blessing of the Onyx.
175. +3 Blessing of the Onyx.
176. +3 Blessing of the Onyx.
177. +3 Blessing of the Onyx.
178. +1 Blessing of the Onyx [ 25 ] [ MAX ], +2 Onyx Will.
179. +3 Onyx Will.
180. +3 Onyx Will.
181. +3 Onyx Will.
182. +3 Onyx Will.
183. +3 Onyx Will.
184. +3 Onyx Will [ 20 ] [ MAX ].
185. +3 Soul Stone.
186. +3 Soul Stone.
187. +3 Soul Stone.
188. +3 Soul Stone.
189. +3 Soul Stone.
190. +3 Soul Stone.
191. +1 Soul Stone [ 20 ] [ MAX ], +2 Dark Fog.
192. +3 Dark Fog.
193. +3 Dark Fog.
194. +3 Dark Fog.
195. +3 Dark Fog.
196. +3 Dark Fog.
197. +3 Dark Fog.
198. +3 Dark Fog.
199. +3 Dark Fog.
200. +3 Dark Fog.
Results in order
Blaze: MAX
Blessing of the Onyx: MAX
Onyx Will: MAX
Soul Stone: MAX
Dark Fog: MAX
Build 3: Finally you get to boss huh?
160. +1 Dark Fog, +1 Soul Stone, +1 Blaze, +2 Will of the Onyx.
161. +3 Will of the Onyx.
162. +3 Will of the Onyx.
163. +3 Will of the Onyx.
164. +3 Will of the Onyx.
165. +3 Will of the Onyx.
166. +3 Will of the Onyx [ 20 ] [ MAX ].
167. +3 Blessing of the Onyx.
168. +3 Blessing of the Onyx.
169. +3 Blessing of the Onyx.
170. +3 Blessing of the Onyx.
171. +3 Blessing of the Onyx.
172. +3 Blessing of the Onyx.
173. +3 Blessing of the Onyx.
173. +3 Blessing of the Onyx.
175. +1 Blessing of the Onyx [ 25 ] [ MAX ], +2 Soul Stone [ 3 ].
176. +3 Soul Stone.
177. +3 Soul Stone.
178. +3 Soul Stone.
179. +3 Soul Stone.
180. +3 Soul Stone.
181. +2 Soul Stone [ 20 ] [ MAX ], +1 Blaze [ 2 ].
182. +3 Blaze.
183. +3 Blaze.
184. +3 Blaze.
185. +3 Blaze.
186. +3 Blaze.
187. +3 Blaze.
188. +3 Blaze.
189. +3 Blaze.
190. +3 Blaze.
191. +1 Blaze [ 30 ] [ MAX ], +2 Dark Fog.
192. +3 Dark Fog.
193. +3 Dark Fog.
194. +3 Dark Fog.
195. +3 Dark Fog.
196. +3 Dark Fog.
197.+3 Dark Fog.
198. +3 Dark Fog.
199. +3 Dark Fog.
200. +3 Dark Fog.
Results in order
Onyx Will: MAX
Blessing of the Onyx: MAX
Soul Stone: MAX
Blaze: MAX
Dark Fog: MAX
Explanation
Working on it.
2.6. Hyper skills
With all credit for provided information to Orangemushroom. Rewritten to Evans specifically, by me of course.
2.6.1 What are they?
With the introduction of the Tempest patch (which is expected to come around in December for GMS), we will be receiving new skills. These skills are called Hyper skills. They are located in your skills tab, displayed through a separate button.
2.6.2. How do these skill points work?
Like I said before, they're in a separate tab from your regular skills, and you will not have to give up Skill points from your current growths to add to them.
There are three different types of Hyper skills. You will be receiving separate skill points for these skills.
1. Stat enhancing passive skills (13 total).
6 Skill points.
2. Skill enhancing passive skills (9 total).
5 Skill points.
3. Attacks and buffs (3 total).
3 Skill points.
Every skill will be maxed after adding 1 skill point. This means that for enhancing skills, you will have to make choices. While for attacks and buffs, you will be able to max out all skills.
Starting at level 140, you will be receiving skill points every 10 levels.
Level 140:
Stat enhancing SP: +1
Skill enhancing SP: +1
Level 150:
Stat enhancing SP: +1
Attack/buff SP: +1
Level 160:
Stat enhancing SP: +1
Skill enhancing SP: +1
Level 170:
Stat enhancing SP: +1
Attack/buff SP: +1
Level 180:
Skill enhancing SP: +1
Level 190:
Stat enhancing SP: +1
Skill enhancing SP: +1
Level 200:
Stat enhancing SP: +1
Skill enhancing SP: +1
Attack/buff SP: +1
Don't worry if you mess up your Hyper Skills. By paying 100k for your first reset (which goes up to 10M for your fifth+), you can do your build all over again.
2.6.3. Hyper skills: Stat enhancing skills
Skills and descriptions
Hyper Physical Guard: Passively increase your physical defense by 500. [required level: 165]
Hyper Magical Guard: Passively increase your magical defense by 500. [required level: 174]
Hyper Movement: Passively increase your speed by 10. [required level: 152]
Hyper Jump: Passively increase your jump by 10. [required level: 146]
Hyper Accuracy: Passively increase your accuracy by 20%. [required level: 158]
Hyper Critical Rate: Passively increase your critical rate by 10%. [required level: 198]
Hyper Dexterity: Passively increase your DEX by 50. [required level: 140]
Hyper Intelligence: Passively increase your INT by 50. [required level: 140]
Hyper Luck: Passively increase your LUK by 50. [required level: 140]
Hyper Strength: Passively increase your STR by 50. [required level: 140]
Hyper Max Heart Point: Passively increase your HP by 15%. [required level: 192]
Hyper Max Magic Point: Passively increase your MP by 15%. [required level: 186]
Hyper Max Demon Force: Passively increase your DF by 50. [required level: 180]
Stat enhancing skill recommendations
Hyper Critical Rate: Passively increase your critical rate by 10%. [required level: 198]
Hyper Intelligence: Passively increase your INT by 50. [required level: 140]
Hyper Luck: Passively increase your LUK by 50. [required level: 140]
Hyper Max Heart Point: Passively increase your HP by 15%. [required level: 192]
Hyper Max Magic Point: Passively increase your MP by 15%. [required level: 186]
Hyper Accuracy: Passively increase your accuracy by 20%. [required level: 158]
Hyper Physical Guard: Passively increase your physical defense by 500. [required level: 165]
Hyper Magical Guard: Passively increase your magical defense by 500. [required level: 174]
Explanation
Above recommendations are in order of what should get priority.
We will have 6 points in this category. I'd first like to focus on damage, rather than defense. As an Evan, you might notice that getting max crit rate is easier than getting max damage on regular hits. The beauty of crit damage is that if you have a high range that allows you to max with crits, you will be able to avoid adding to your range all together and just skip to the crit rates.
Now for the next two options, your primary and secondary stats seem like an obvious choice. INT is a clear range boost, however many people seem to think that due to the removal of secondary stat requirements, these stats are rendered useless. However, LUK does increase your range by a bit.
Now, with 3 skill points to go we'll start looking into the defense buffs. Evans are pretty hard to kill already, but that extra bit of HP and MP will save you potions and keep you just a bit safer while you're bossing.
Finally, there's not really anything all too interesting left for us to put our last point into. Most higher ranged Evans will find themselves with maxed out Magic defense. So there's absolutely no point in that. However you might benefit from the physical defense. Honestly, this one is up to you. Go wild, add some STR and be the strength mage you always wanted to be.
Results
Hyper Critical Rate.
Hyper Intelligence.
Hyper Luck.
Hyper Max Heart Points.
Hyper Max Magic Points.
A skill of your own choice.
2.6.4. Hyper skills: Skill enhancing skills
Skills and descriptions
Illusion - Reinforce: Illusion's damage is increased by 20%. [required level: 143]
Illusion - Add Range: Illusion's range is increased by 50. [required level: 162]
Illusion - Ignore Guard: Passively increase the amount of monster's defense ignored by Illusion by 20%. [required level: 183]
Dark Fog - Reinforce: Dark Fog's damage is increased by 20%. [required level: 149]
Dark Fog - Cooltime Reduce: Dark Fog's cooldown is decreased by 20%. [required level: 168]
Dark Fog - Split Damage: Dark Fog's damage is reduced to 1/4 and its attack count is increased to 4. [required level: 189]
Blaze - Reinforce: Blaze's damage is increased by 20%. [required level: 155]
Blaze - Ignore Guard: Passively increase the amount of monster's defense ignored by Blaze by 20%. [required level: 177]
Blaze - Persist: Blaze's stun time is increased by 4 seconds. [required level: 195]
Stat enhancing skill recommendations: HIGH RANGES
Illusion - Add Range: Illusion's range is increased by 50. [required level: 162]
Dark Fog - Reinforce: Dark Fog's damage is increased by 20%. [required level: 149]
Dark Fog - Cooltime Reduce: Dark Fog's cooldown is decreased by 20%. [required level: 168]
Dark Fog - Split Damage: Dark Fog's damage is reduced to 1/4 and its attack count is increased to 4. [required level: 189]
Illusion - Ignore Guard: Passively increase the amount of monster's defense ignored by Illusion by 20%. [required level: 183]
Blaze - Ignore Guard: Passively increase the amount of monster's defense ignored by Blaze by 20%. [required level: 177]
Explanation
THIS IS FOR HIGH RANGES
Of course Evans with a high range, can ignore the damage increasing skills. Your main focus will be with Dark Fog. Dark Fog at this moment is absolutely useless. We can easily hit max damage with it, and on top of that it will also have an additional 20% crit rate, making it even easier to hit max.
The damage done with Dark Fog will be split in 4. This is something we have needed for a long time now. This means that you will be doing:
15 (mobs) x 4 (amount of attacks) x 525 (% damage) = 31500% damage.
Now seeing as this is for high ranges, I can assure you that you will be doing 15 times 4 x MAX with that. This making Dark Fog extremely interesting for us all of a sudden. Not only that, but we can use it more than we could due to the 20% cool down reduction.
Currently our cooldown is 20 seconds at max level. 20 (seconds) x 0.20 (20%) = 4 (amount of seconds less). This means we will have a cooldown of 16 seconds from now on.
Now seeing as Dark Fog only consumes 3 skill points (perhaps 2, seeing as it's easy to max with 525% damage), you will still have 2 points left over. Assuming you can already hit max damage with all your skills except dragon thrust, you won't really need an extra boost in your % damage (for the skill alone) and PDR. Even though I do recommened the extra PDR over anything else.
I'd say, add 1 point into Illusion's extra distance, so that you have the ability to survive better at bosses (more distance between you and the boss, means less hits). And the last point into the % PDR skill for Illusion. You will be using Illusion much more at bosses than Blaze, and hitting max on Illusion is harder (which makes it easier when training as well).
If you decided not to get Dark Fog - Reinforce, I suggest getting either Illusion - Reinforce or Blaze - Ignore Guard. Illusion for bossing and training being the better choice if you already max with Blaze.
Results
Dark Fog - Split Damage
Dark Fog - Cooltime reduce
Illusion - Add range
Illusion - Ignore Guard
Dark Fog - Reinforce / Illusion - Reinforce / Blaze - Ignore Guard.
Stat enhancing skill recommendations: LOW/AVERAGE RANGES
Illusion - Reinforce: Illusion's damage is increased by 20%. [required level: 143]
Illusion - Ignore Guard: Passively increase the amount of monster's defense ignored by Illusion by 20%. [required level: 183]
Dark Fog - Split Damage: Dark Fog's damage is reduced to 1/4 and its attack count is increased to 4. [required level: 189]
Blaze - Reinforce: Blaze's damage is increased by 20%. [required level: 155]
Blaze - Ignore Guard: Passively increase the amount of monster's defense ignored by Blaze by 20%. [required level: 177]
Explanation
THIS IS FOR LOW/AVERAGE RANGES
I still am of the opinion that you'd like to see Dark Fog become useful again. Even if you're at a lower range, you might hit max damage on Dark Fog already (I mean come on, it's 2100% damage). Though what I have done here, is give it less priority. The split damage, I think is simply a must for anyone. However reinforce and cooldown reduction aren't really that important here. Especially not when you can boost your other skills a little.
Not much explaining to do here. You add into the reinforce and ignore guard skills to ensure that your attacking/mobbing skills are stronger for both training and bossing purposes.
Results
Illusion - Reinforce.
Illusion - Ignore guard.
Blaze - Reinforce.
Blaze - Ignore guard.
Dark Fog - Split damage.
2.6.5. Hyper skills: Attacking/active skills
Skills and descriptions
Frenzied Soul:
The soul stone increases you and your party's damage by 30% for 30 seconds. There is a cooldown of 90 seconds. [required level: 150]
Summon Onyx Dragon:
Summon an ancient Onyx Dragon to help you fight for 30 seconds, attacking up to 8 enemies for 1000% damage. There is a cooldown of 90 seconds. [required level: 170]
Heroes' Oath:
The oath of the Maple heroes gives them and other Hero classes in their party 10% increased damage and the ability to pass the damage cap by up to 50,000 for 60 seconds. There is a cooldown of 120 seconds. [required level: 200]
Explanation
Do I really need to make a build for this? I'll keep this one short. You'll be able to max them all out, and the above order is what you will do it in (seeing the level requirements). As simple as that.
Spoiler
4. Funding, ranges and damage.
3.1. Storyline
3.1.1 The Dream.
"Huh, where am I?", the young farmer boy thought to himself as he walked along the forest path. Unable to see much due to the heavy mist, he wandered through the trees and bushes. "What was that?", he thought to himself. The rustling of twigs cracking under his feet was broken by a loud sound, coming from the same direction as a pair of oddly shaped rocks were resting.
The rocks were shaped like large, gigantic tombstones, probably as big as his own body, if not larger. On one of rocks, a large glowing golden symbol was displayed. The youngling stared at it, not sure what to make out of it. He was confused and not sure where he was. No place he could think of close to his home farm, was anything like the forest path he wandered at this very moment.
More rocks appeared along the trail. Larger and more elegantly shaped. Some carrying the symbol, some being carved into in a strange language. Either way, the young boy did not pay much attention to the carvings nor the symbol.
"You who seek the path." A whisper hummed through the forest. "Another strange noise? Is someone talking" the boy thought as he looked around restless for the source of the whisper.
"The symbol!" the boy exclaimed as he finally battled his way through the thick voilage onto a log that lay spread out in an open field. A dragon as large as at least his house rested in the field. The boy approached it with hesitation. The large beast scared him in a way. Atop of the dragon's head was the symbol the boy had walked past many times as he ventured along side the forest trail.
"You, who are destined to be a Dragon Master.... You have finally arrived." The dragon opened its eyes the moment the boy touched the symbol on its head. "Go and fullfill your duties as the Dragon Master." The area disappeared. Within seconds everything had turned black, with only a whisper remaining in the boy's head.
"Carry out the terms of the agreement."
3.2. About Evan quests.
Evans probably have the longest and most useful quest line out of any class in this game. This can work as a con but also as a pro. It depends entirely on your gameplay and preferences. What makes Evan quests so special? Well you probably already know the answer to that. You get skill points for completing a majority of them. These skill points acquired from quests are needed to end up with all your skills maxed out. Many people will now ask, "do we haaaave tooooo?". Well, no. You don't have to. Nobody will be forcing you to do the quests. Many people would say that you might as well not play an Evan in that case, but that's silly. Surely quests are part of us Evans, but you can work yourself around them.
3.2.1. Choosing not to do the quests.
I didn't want to expand the skill builds section all to much, so I decided to elaborate that part here. I'm not going to create a new build for each single growth. That would be a waste of time and I can answer you in a few sentences anyway. When deciding upon not going for the quests, you will have to seize maxing out any attacking skill before maxing out the passive or active damage boosters. In the long run, this is most definitely worth it. Once you reach the 8th growth, you will completely ignore nearly all of the skills you gained in your previous builds. This excluding Dragon Thrust (Max Dragon Thrust kid, just do it). However your passive and active range boosters, will always be useful no matter what skill you use. There is no harm in adding a skill point into your new attack, but don't let the attacks win over on the range boosters.
3.2.2. Which quests give SP.
Coming soon.
3.2.3. Quest guide (written).
Please refer to the following link for a fully up to date quest guide for Evans.
3.2.3. Quest guide (video).
Part 1: Click
Part 1: Click
Part 3: Click
3.2.4. Side quests and mounts
Coming soon
3.2.5. Frequently asked questions.
Q. Do I HAVE to do all quests?
A. No, you don't have to. However you will not be able to max out all of your skills. You will also not being able to get your mounts and your level 200 goodies.
Q. At what level is the last quest for SP?
A. At level 68.
Q. Can I skip the quests and do them later on?
A. Yes, you can.
Q. Are the quests and the SP rewards really worth it?
A. In my personal opinion, yes. The additional SP will allow you to max out all of your skills. A lot of these skills are still used at higher levels. Besides that, the quests are actually quite fun if you give it a shot.
3.1.1 The Dream.
"Huh, where am I?", the young farmer boy thought to himself as he walked along the forest path. Unable to see much due to the heavy mist, he wandered through the trees and bushes. "What was that?", he thought to himself. The rustling of twigs cracking under his feet was broken by a loud sound, coming from the same direction as a pair of oddly shaped rocks were resting.
The rocks were shaped like large, gigantic tombstones, probably as big as his own body, if not larger. On one of rocks, a large glowing golden symbol was displayed. The youngling stared at it, not sure what to make out of it. He was confused and not sure where he was. No place he could think of close to his home farm, was anything like the forest path he wandered at this very moment.
More rocks appeared along the trail. Larger and more elegantly shaped. Some carrying the symbol, some being carved into in a strange language. Either way, the young boy did not pay much attention to the carvings nor the symbol.
"You who seek the path." A whisper hummed through the forest. "Another strange noise? Is someone talking" the boy thought as he looked around restless for the source of the whisper.
"The symbol!" the boy exclaimed as he finally battled his way through the thick voilage onto a log that lay spread out in an open field. A dragon as large as at least his house rested in the field. The boy approached it with hesitation. The large beast scared him in a way. Atop of the dragon's head was the symbol the boy had walked past many times as he ventured along side the forest trail.
"You, who are destined to be a Dragon Master.... You have finally arrived." The dragon opened its eyes the moment the boy touched the symbol on its head. "Go and fullfill your duties as the Dragon Master." The area disappeared. Within seconds everything had turned black, with only a whisper remaining in the boy's head.
"Carry out the terms of the agreement."
3.2. About Evan quests.
Evans probably have the longest and most useful quest line out of any class in this game. This can work as a con but also as a pro. It depends entirely on your gameplay and preferences. What makes Evan quests so special? Well you probably already know the answer to that. You get skill points for completing a majority of them. These skill points acquired from quests are needed to end up with all your skills maxed out. Many people will now ask, "do we haaaave tooooo?". Well, no. You don't have to. Nobody will be forcing you to do the quests. Many people would say that you might as well not play an Evan in that case, but that's silly. Surely quests are part of us Evans, but you can work yourself around them.
3.2.1. Choosing not to do the quests.
I didn't want to expand the skill builds section all to much, so I decided to elaborate that part here. I'm not going to create a new build for each single growth. That would be a waste of time and I can answer you in a few sentences anyway. When deciding upon not going for the quests, you will have to seize maxing out any attacking skill before maxing out the passive or active damage boosters. In the long run, this is most definitely worth it. Once you reach the 8th growth, you will completely ignore nearly all of the skills you gained in your previous builds. This excluding Dragon Thrust (Max Dragon Thrust kid, just do it). However your passive and active range boosters, will always be useful no matter what skill you use. There is no harm in adding a skill point into your new attack, but don't let the attacks win over on the range boosters.
3.2.2. Which quests give SP.
Coming soon.
3.2.3. Quest guide (written).
Please refer to the following link for a fully up to date quest guide for Evans.
3.2.3. Quest guide (video).
Part 1: Click
Part 1: Click
Part 3: Click
3.2.4. Side quests and mounts
Coming soon
3.2.5. Frequently asked questions.
Q. Do I HAVE to do all quests?
A. No, you don't have to. However you will not be able to max out all of your skills. You will also not being able to get your mounts and your level 200 goodies.
Q. At what level is the last quest for SP?
A. At level 68.
Q. Can I skip the quests and do them later on?
A. Yes, you can.
Q. Are the quests and the SP rewards really worth it?
A. In my personal opinion, yes. The additional SP will allow you to max out all of your skills. A lot of these skills are still used at higher levels. Besides that, the quests are actually quite fun if you give it a shot.
Spoiler
4.1. End game weapons.
All staves
All wands
It's hard to write this section without knowing how much the person I am writing for, has to waste money wise. Personally, I believe that your end game weapon is more impotant than any of your other items. Your Staff or Wand will give you the greatest boost in damage, depending on how much m.atk it will have. For example, I have 100k range with 140% INT and a 300 m.atk Staff. Believe it or not, but 45k range comes from that staff. As you can see, your end game weapon is worth a big deal of attention.
In the best case scenario you have either an Empress weapon or an Elemental Staff. Slightly less ideal, would be an Elemental wand and even less ideal would be a VIP weapon. The main idea is that you choose a weapon that is at least level 71, seeing the potential tiers.
4.1.1. Elemental staves versus Empress weapons.
A question often asked, the dreadful Elemental VS Empress debate. Which one is better in which situation? Before I start this topic, I want to emphasize one thing. It does NOT matter in any way or form what speed your staff or wand has. Evans are NOT affected by weapon speed, nor is any other mage excluding Battle mages. In any case, there's a lot of different situations. In this case, let's put it in simple terms so that everyone can understand it. First, we start off by asking us ourselves what specific advantage each weapon has. Starting off with the Elemental weapons.
In a versus with Empress weapons, Elemental wands already instantly lose due to their perfected self not being high enough as opposed to the Empress weapon. Therefore I will only be covering Elemental Staves.
Elemental Staff 5 VS 6
So what exactly is the current difference between the two? Basically put, nothing. Once upon a time in a long distance land we called V55+, there were staves with logical % bonuses. Yes, that was confusing, I apologize. Before Big Bang, elemental staves all had a different % bonus for their elements. At this point in the game, both weapons give 10% extra fire damage and 5% extra poison damage. They will give a 25% penalty over skills that do not belong in this element. Both weapons will NOT give a penalty to attacks like Illusion or Dark Fog. Therefore, you are safe to use these weapons when you have reached 10th growth.
In short, the advantage of an Elemental staff is the 10% extra fire damage.
Now Empress gear, is a whole different story. An Empress staff becomes most interesting when you have the full Empress set, due to the bossing damage. To a level 200 Evan, will full Empress gear, an Elemental Staff would be far less interesting as opposed to the Empress staff due to the lack of training. But is the bossing damage really the only thing to do it for? No, there's other bonus stats that you have to consider when using your Empress gear. You get nice buffs when it comes to your M.ATK and the -2 seconds during Seduce comes greatly in handy when killing of Horntail or Chaos Zak.
Now the question is, what weapon to choose? I personally went for an Elemental staff 6. It's cheaper than 5, whilst having the same stats. It's tradeable without a Karma and until level 200, it's probably the best choice for grinding AND bossing at the same time. It's up to you however. The penalty while training isn't that much larger when using an Empress weapon, whilst you could say that the Elemental staff is a large penalty during bossing as opposed to the full Empress set. However, I suggest you keep on reading about mage equips below, to learn more about the Empress set.
4.1.2. List of weapons you might want to consider.
Dragon Tail War Staff
Elemental Staff 5
Elemental Staff 6
VIP Staff
Hex Von Leon Staff
Reverse Aeas Hand
Abyss Aeas Hand
Alma Von Leon Staff
Timeless Aeas Hand
Dragon Staff
Dragon Tail Arc Wand
Eligos Bloody Wand
Elemental Wand 6
Elemental Wand 5
VIP Wand
Hex Von Leon Wand
Timeless Enreal Tear
Abyss Enreal Tear
Reverse Enreal Tear
Alma Von Leon Wand
4.2. Mage equips in general.
Mage equips are tough. When they are created, they are created for the long term and not the selling term. Surely you will be able to find accecoires that are at a price you might be able to afford and even easily find. However, your main gear will be hard to find, and even impossible. You will end up scrolling and cubing a lot if you really want to go for MAX damage.
4.2.1. Empress gear, is it worth it?
Yes and no. I already discussed how there's advantages to Empress gear, however as an Evan you will quickly notice that these can be quickly nullified by certain items. Like I have said before, there's the Elemental Staves that instantly take out the most impressive part of full Empress gear, the 30% bossing damage and 30 M.ATK. Then there's the Dojo glove, that takes away any other good bonus stat. As an Evan you will not be having a hard time getting in the top 50 of dojo. Honestly, as any class you won't truly have troubles with the Dojo top 50, as even in Scania the list usually doesn't even fill up to 40.
Now, we covered your weapon already, and you could say that your glove isn't that high of a priority either. Now what? Empress gear has a higher potential to become badass than any other gear in the game. It has m.atk right from the start, meaning you can get high m.atk on all your equips, and you still gain extra bonuses from your gear, disregard the fact that it's not complete. So yes, I'd say it's worth it.
4.3. XX Range for XX Damage.
4.3.1. Video explanation.
Click
Table of contents:
10K: 0:05
20K: 0:32
30K: 0:56
40K: 1:23
50K: 1:46
60K: 2:04
70K: 2:25
80K: 2:57
90K: 3:39
100K: 4:08
110K: 4:42
120K: 5:10
130K: 5:45
140K: 6:08
150K: 6:30
160K: 7:00
You can find a proper table of contents in the video description on youtube.
4.3.2. Written explanation.
The first number will stand for non crits.
The second number will stand for crits.
± 10,000 range:
Illusion: 45,000 - 67,000
Flame Wheel: 42,000 - 65,000
Blaze: 50,000 - 75,000
Earthquake: 77,000 - 120,000
± 20,000 range:
Illusion: 90,000 - 130,000
Flame Wheel: 88,000 - 130,000
Blaze: 102,000 - 150,000
Earthquake: 155,000 - 230,000
± 30,000 range:
Illusion: 135,000 - 195,000
Flame Wheel: 131,000 - 190,000
Blaze: 150,000 - 230,000
Earthquake:
4.3.3. How much % INT / M.atk is needed for XX range.
Work in progress.
4.3.4. Illusion VS Dragon Thrust.
Work in progress.
All staves
All wands
It's hard to write this section without knowing how much the person I am writing for, has to waste money wise. Personally, I believe that your end game weapon is more impotant than any of your other items. Your Staff or Wand will give you the greatest boost in damage, depending on how much m.atk it will have. For example, I have 100k range with 140% INT and a 300 m.atk Staff. Believe it or not, but 45k range comes from that staff. As you can see, your end game weapon is worth a big deal of attention.
In the best case scenario you have either an Empress weapon or an Elemental Staff. Slightly less ideal, would be an Elemental wand and even less ideal would be a VIP weapon. The main idea is that you choose a weapon that is at least level 71, seeing the potential tiers.
4.1.1. Elemental staves versus Empress weapons.
A question often asked, the dreadful Elemental VS Empress debate. Which one is better in which situation? Before I start this topic, I want to emphasize one thing. It does NOT matter in any way or form what speed your staff or wand has. Evans are NOT affected by weapon speed, nor is any other mage excluding Battle mages. In any case, there's a lot of different situations. In this case, let's put it in simple terms so that everyone can understand it. First, we start off by asking us ourselves what specific advantage each weapon has. Starting off with the Elemental weapons.
In a versus with Empress weapons, Elemental wands already instantly lose due to their perfected self not being high enough as opposed to the Empress weapon. Therefore I will only be covering Elemental Staves.
Elemental Staff 5 VS 6
So what exactly is the current difference between the two? Basically put, nothing. Once upon a time in a long distance land we called V55+, there were staves with logical % bonuses. Yes, that was confusing, I apologize. Before Big Bang, elemental staves all had a different % bonus for their elements. At this point in the game, both weapons give 10% extra fire damage and 5% extra poison damage. They will give a 25% penalty over skills that do not belong in this element. Both weapons will NOT give a penalty to attacks like Illusion or Dark Fog. Therefore, you are safe to use these weapons when you have reached 10th growth.
In short, the advantage of an Elemental staff is the 10% extra fire damage.
Now Empress gear, is a whole different story. An Empress staff becomes most interesting when you have the full Empress set, due to the bossing damage. To a level 200 Evan, will full Empress gear, an Elemental Staff would be far less interesting as opposed to the Empress staff due to the lack of training. But is the bossing damage really the only thing to do it for? No, there's other bonus stats that you have to consider when using your Empress gear. You get nice buffs when it comes to your M.ATK and the -2 seconds during Seduce comes greatly in handy when killing of Horntail or Chaos Zak.
Now the question is, what weapon to choose? I personally went for an Elemental staff 6. It's cheaper than 5, whilst having the same stats. It's tradeable without a Karma and until level 200, it's probably the best choice for grinding AND bossing at the same time. It's up to you however. The penalty while training isn't that much larger when using an Empress weapon, whilst you could say that the Elemental staff is a large penalty during bossing as opposed to the full Empress set. However, I suggest you keep on reading about mage equips below, to learn more about the Empress set.
4.1.2. List of weapons you might want to consider.
Dragon Tail War Staff
Elemental Staff 5
Elemental Staff 6
VIP Staff
Hex Von Leon Staff
Reverse Aeas Hand
Abyss Aeas Hand
Alma Von Leon Staff
Timeless Aeas Hand
Dragon Staff
Dragon Tail Arc Wand
Eligos Bloody Wand
Elemental Wand 6
Elemental Wand 5
VIP Wand
Hex Von Leon Wand
Timeless Enreal Tear
Abyss Enreal Tear
Reverse Enreal Tear
Alma Von Leon Wand
4.2. Mage equips in general.
Mage equips are tough. When they are created, they are created for the long term and not the selling term. Surely you will be able to find accecoires that are at a price you might be able to afford and even easily find. However, your main gear will be hard to find, and even impossible. You will end up scrolling and cubing a lot if you really want to go for MAX damage.
4.2.1. Empress gear, is it worth it?
Yes and no. I already discussed how there's advantages to Empress gear, however as an Evan you will quickly notice that these can be quickly nullified by certain items. Like I have said before, there's the Elemental Staves that instantly take out the most impressive part of full Empress gear, the 30% bossing damage and 30 M.ATK. Then there's the Dojo glove, that takes away any other good bonus stat. As an Evan you will not be having a hard time getting in the top 50 of dojo. Honestly, as any class you won't truly have troubles with the Dojo top 50, as even in Scania the list usually doesn't even fill up to 40.
Now, we covered your weapon already, and you could say that your glove isn't that high of a priority either. Now what? Empress gear has a higher potential to become badass than any other gear in the game. It has m.atk right from the start, meaning you can get high m.atk on all your equips, and you still gain extra bonuses from your gear, disregard the fact that it's not complete. So yes, I'd say it's worth it.
4.3. XX Range for XX Damage.
4.3.1. Video explanation.
Click
Table of contents:
10K: 0:05
20K: 0:32
30K: 0:56
40K: 1:23
50K: 1:46
60K: 2:04
70K: 2:25
80K: 2:57
90K: 3:39
100K: 4:08
110K: 4:42
120K: 5:10
130K: 5:45
140K: 6:08
150K: 6:30
160K: 7:00
You can find a proper table of contents in the video description on youtube.
4.3.2. Written explanation.
The first number will stand for non crits.
The second number will stand for crits.
± 10,000 range:
Illusion: 45,000 - 67,000
Flame Wheel: 42,000 - 65,000
Blaze: 50,000 - 75,000
Earthquake: 77,000 - 120,000
± 20,000 range:
Illusion: 90,000 - 130,000
Flame Wheel: 88,000 - 130,000
Blaze: 102,000 - 150,000
Earthquake: 155,000 - 230,000
± 30,000 range:
Illusion: 135,000 - 195,000
Flame Wheel: 131,000 - 190,000
Blaze: 150,000 - 230,000
Earthquake:
4.3.3. How much % INT / M.atk is needed for XX range.
Work in progress.
4.3.4. Illusion VS Dragon Thrust.
Work in progress.

