MINTY'S ALL COMPREHENSIVE GUIDE TO THE SHEEP V1.00 This is a full guide for sheeps, I've tried to be as precise and all- encompassing as possible. I will edit this guide from time to time to keep it up to date. This guide is written with information obtained from playing jTricksterOnline, written in an english form for the general public. This is my first time at writing a guide, please be patient with me... LEGAL STUFF============================================================ [Copyright, July 2006, Feng Kevin Gu] Yes, this guide is copyrighted under my brother's name, he will take full responsibility for possession of this document. [I do NOT consent this guide to the public domain] [This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide or any section thereof on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.] [All FACTUAL information, including but not limited to: Numbers, Status points, Skill Names, and Skill Effects are the property of NtreevSoft.] ["Links To Fantasy: Trickster Online" is a registered trademark of NtreevSoft] [Acquisition of Information made possible by: jtrickster wiki: http://tswiki.sakura.ne.jp/ and www.mytrickster.com, a chinese trickster information site.] [All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.] ----------------------------------------------------------------------- Table of Contents: (search tabs in parenthesis) 1. First Class Magic Skills (FCMS) 2. Adv. Sheep Skills (ADVS) 3. Sheep Stat Builds (SSB) 4. Sheep Skill Builds (SKB) |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| 1. First Class Magic Skills, what they are, what they do (FCMS) A note on skill raising: -All skills take a certain amount of TM and a skill card (purchased from vendor) to learn (to get level 1) -All subsequent levels only take 1TM up to level 10 -To master a skill from level 10, you must do a quest, retrieve a buncha items, then have a certain amount of TM to raise the skill to master. A. Mana Arrows, the beginning for all, the end for some. Requirements: TMlevel 1, no skill prereqs, 300G Prerequisite of: Arrow Rush(lv10) Casttime: 1.5s | Cooldown: 1s~2s Specifics: single target DD spell. Level UP effects -> MP use, power, cooldown increases with level. Level 1 : 50MP, 230power [1 TM point to learn] Level 2 : 55MP, 235power Level 3 : 60MP, 240power Level 4 : 65MP, 245power Level 5 : 70MP, 250power Level 6 : 75MP, 255power Level 7 : 80MP, 260power Level 8 : 85MP, 265power Level 9 : 90MP, 270power Level 10: 120MP, 275power Level M : 140MP, 300power [2 TM point to master] Damage (before mdef) = (Matk - 49) * power/10 -if this spell misses, your target will not be marked. -Level 1 has the highest mp efficiency -this is one of the spells that builds are centered around -everyone needs level 1 of this spell to do anything at low levels B. Cure, the savior, the seeker of life. Requirements: TMlevel 10, no skill prereqs, 1000G Prerequisite of: Bottle of Mana (lv10), Ray of Light (lv10) Casttime: instant | Cooldown: none Specifics: single target, instant cast, heal spell. Level UP effects -> MP use, HP recovered increases with level. Level 1 : 40MP, 6% HP Recovery [1 TM point to learn] Level 2 : 50MP, 8% HP Recovery Level 3 : 60MP, 10% HP Recovery Level 4 : 70MP, 12% HP Recovery Level 5 : 80MP, 14% HP Recovery Level 6 : 90MP, 16% HP Recovery Level 7 : 100MP, 18% HP Recovery Level 8 : 110MP, 20% HP Recovery Level 9 : 120MP, 22% HP Recovery Level 10: 140MP, 24% HP Recovery Level M : 160MP, 30% HP Recovery [2 TM point to master] -the heal is a % (percentage) heal based on the target's max HP, if a target has 1000hp, and you use mastered cure, you will heal that target for 300hp (30% of 1000) -heal efficiency (hp% per mp spent) drops dramatically at level 10, do the math -remember that a heal spell is a converter for turning mp potions into hp healing, think of monetary efficiency when comparing the use of hp potions with the heal spell (both are instantly used) C. Invincible Casting, the everwatchful protector Requirements: TMlevel 10, no skill prereqs, 8750g Prerequisite of: none Casttime: passive Specifics: removes spell interruption. Level UP effects -> Only 1 level. Level 1: Allows you to continue casting spells when a monster hits you. [5 TM point to learn] -a monster attacking you will cancel your spell casting. -if a monster even MISSES you, it will still cancel your spells. -this spell is a must for anyone. D. Bottle of Mana, the fountain of power Requirements: TMlevel 20, Recovery Lv10, 4000g Prerequisite of: Mist of Mana(lv1) Casttime: passive Specifics: Increases max MP. Level UP effects -> max MP recieved increases with level Level 1 : +40 max MP, (1.33 levels of MP stat) [2 TM point to learn] Level 2 : +90 max MP, (3 levels of MP stat) Level 3 : +150 max MP, (5 levels of MP stat) Level 4 : +210 max MP, (8.33 levels of MP stat) Level 5 : +310 max MP, (11.66 levels of MP stat) Level 6 : +420 max MP, (14 levels of MP stat) Level 7 : +550 max MP, (18.33 levels of MP stat) Level 8 : +710 max MP, (23.66 levels of MP stat) Level 9 : +900 max MP, (30 levels of MP stat) Level 10: +1120 max MP, (37.33 levels of MP stat) Level M : +1390 max MP, (46.33 levels of MP stat) [2 TM point master] -advantages: allows you to get more MP before those without the skill. With more MP, you won't have to recover MP as often -disadvantages: natual MP recovery is a flat rate, so you will have to sit for longer than normal, same applies for pots, you will have to use more pots. -generally just get level 1 of this spell because its a prereq for Mist of Mana (something you want) E. Blind, the evils of the shadows, the destroyer of lives Requirements: TMlevel 20, no skill prereqs, 2000g Prerequisite of: none Casttime: instant | Cooldown: 5s Specifics: Atk power debuff Level UP effects -> MP cost, %debuff, duration increases with level Level 1 : 30MP, -15% Atk, 12s duration [1 TM point to learn] Level 2 : 32MP, -18% Atk, 14s duration Level 3 : 34MP, -21% Atk, 16s duration Level 4 : 36MP, -24% Atk, 18s duration Level 5 : 38MP, -27% Atk, 20s duration Level 6 : 40MP, -30% Atk, 22s duration Level 7 : 42MP, -33% Atk, 24s duration Level 8 : 44MP, -36% Atk, 26s duration Level 9 : 46MP, -39% Atk, 38s duration Level 10: 48MP, -42% Atk, 30s duration Level M : 54MP, -51% Atk, 36s duration [2 TM point to master] -if this spell misses, the target is still marked. -essentially makes a monster half a monster, pretty useful at higher levels when monsters hit hard, not so useful early on -if you have left over TM at higher levels, consider this spell, might save your butt sometime. -this spell is the basis of a full support build. F. Mana Web, the weights of thought, the bindings of magic Requirements: TMlevel 20, no skill prereqs, 2000g Prerequisites of: Water Tube [Water](lv1) Casttime: instant | Cooldown: 5s Specifics: Aspd debuff Level UP effects -> MP cost, Aspd multiplier, duration increases with Level 1 : 30MP, Effect Multiplier x1.8, 12s duration [1 TM to learn] Level 2 : 32MP, Effect Multiplier x1.8, 14s duration Level 3 : 34MP, Effect Multiplier x2.1, 16s duration Level 4 : 36MP, Effect Multiplier x2.4, 18s duration Level 5 : 38MP, Effect Multiplier x2.7, 20s duration Level 6 : 40MP, Effect Multiplier x3.0, 22s duration Level 7 : 42MP, Effect Multiplier x3.3, 24s duration Level 8 : 44MP, Effect Multiplier x3.6, 26s duration Level 9 : 46MP, Effect Multiplier x3.9, 28s duration Level 10: 48MP, Effect Multiplier x4.2, 30s duration Level M : 54MP, Effect Multiplier x5.4, 36s duration [2 TM to master] Aspd increased = matk * (multiplier / 100) (doesn't seem like a lot, but it is) -useful on monsters with high atk, this makes them attack much slower. -requires at least one level for water sheeps -does NOT decrease movement speed! G. Mana Ring, the chakrums of magic Requirements: TMlevel 20, no skill prereqs, 4000g Prerequisites of: Reinforced MR(lv10), Phobos Blast [Fire](lv10), Earthly Rock [Earth](lv10) Casttime: 0.3s | Cooldown: 1.5s Specifics: ranged targeted small aoe Level UP effects -> MP cost, damage, aoe range, hit chance increases with level Level 1 : 60MP, 400power, 2 range [2 TM point to learn] Level 2 : 67MP, 500power, 2 range Level 3 : 74MP, 600power, 2 range Level 4 : 81MP, 700power, 3 range Level 5 : 88MP, 800power, 3 range Level 6 : 95MP, 900power, 4 range Level 7 : 102MP, 1000power, 4 range Level 8 : 109MP, 1100power, 5 range Level 9 : 116MP, 1200power, 5 range Level 10: 140MP, 1300power, 6 range Level M : 160MP, 1500power, 7 range [2 TM point to master] Damage (before mdef) at center of effect = matk * (power / 100) -aoe gets pretty big as level increases -if this spell misses, your target will not be marked -damage outside of center tile is SCALED based on % distance from center! -things on the edge of the effect will not get hit for as much as things closer to the middle. -MP efficiency drops at level 10, so get this to 9 or master all at once. H. Mana Storm, the fury of magic Requirements: TMlevel 35, no skill prereqs, 7000g Prerequisites of: Galvest Typhoon [Wind](lv10) Casttime: 1s | Cooldown: 5s Specifics: ground targeted aoe Level UP efects -> MP cost, damage increases with level. Level 1 : 100MP, 700power [2 TM point to learn] Level 2 : 112MP, 800power Level 3 : 124MP, 900power Level 4 : 136MP, 1000power Level 5 : 148MP, 1100power Level 6 : 160MP, 1200power Level 7 : 172MP, 1300power Level 8 : 184MP, 1400power Level 9 : 196MP, 1500power Level 10: 208MP, 1600power Level M : 230MP, 1900power [2 TM point to master] Damage (before mdef) = matk * (power / 100) -aoe range does not increase with level -if this spell misses, your targets will not be marked -this spell has a small XP detriment for extra targets hit. I. Mist of Mana, the infusion of power, the source of destruction Requirements: TMlevel 40, Bottle of Mana lv1, 16000g Prerequisites of: none Casttime: instant | Cooldown: none Specifics: matk buff Level UP effects -> MP cost, matk% buff, duration increases with level. Level 1 : 160MP, +10%matk, 100s duration [4 TM point to learn] Level 2 : 180MP, +13%matk, 105s duration Level 3 : 200MP, +16%matk, 110s duration Level 4 : 220MP, +19%matk, 115s duration Level 5 : 240MP, +22%matk, 120s duration Level 6 : 260MP, +25%matk, 125s duration Level 7 : 280MP, +28%matk, 130s duration Level 8 : 300MP, +31%matk, 135s duration Level 9 : 320MP, +34%matk, 140s duration Level 10: 340MP, +37%matk, 145s duration Level M : 380MP, +45%matk, 180s duration [3 TM point to master] -increases your magic attack stat by a certain % -this skill is a MUST, it must be incorporated into ALL builds! -there is an equipment bug with this spell, equip ALL equipment before casting this buff to prevent it. J. Arrow Rush, the basic turned deadly, the seal of fate Requirements: TMlevel 50, Mana Arrows lv10, 20000g Prerequisites of : none Casttime: passive Specifics: Augments Mana Arrow to shoot multiple arrows. Level UP Effects -> Arrows released, damage multiplier increases with level, damage multiplier increases with Mana arrow level Level 1 : 2 arrows, x18.30power(master mana arrow) [4 TM to learn] Level 2 : 2 arrows, x20.09power Level 3 : 2 arrows, x14.70power Level 4 : 3 arrows, x15.88power Level 5 : 3 arrows, x12.89power Level 6 : 4 arrows, x13.80power Level 7 : 4 arrows, x12.00power Level 8 : 5 arrows, x13.18power Level 9 : 5 arrows, x12.28power Level 10: 6 arrows, x13.80power Level M : 7 arrows, x13.49power [3 TM point to master] Damage per arrow (before mdef) = (Matk - 49) * power Average hit chance = 64% + 0.9 * (your luck stat - target's luck stat) -each arrow has its own hit chance roll -all arrows will hit at the same damage -damage per arrow increases from level 10 mana arrow to mastered mana arrow. -cast time and cooldown are governed still by your mana arrows -when you get this skill, you can no longer shoot a single arrow. K. Reinforced Mana Ring, the sharpening of blades Requirements: TMlevel 50, Mana Ring Lv10, 15000g Prerequisites of: none Casttime: passive Specifics: Augments Mana Ring to do more damage. Level UP Effects -> damage increased increases with level Level 1 : +50power [3 TM point to learn] Level 2 : +100power Level 3 : +150power Level 4 : +200power Level 5 : +250power Level 6 : +300power Level 7 : +350power Level 8 : +400power Level 9 : +450power Level 10: +500power Level M : +650power [3 TM point to master] Damage calculation is still the same -very straight forward skill. =FUTURE SKILLS, THESE ARE NOT ON THE OFFICIAL WEBPAGE= L. Ray of Light, the blessings from above Requirements: TMlevel 20, Recovery Lv10 Prerequisites of: none Casttime: instant | Cooldown: 10s Specifics: increases rate of MP recovery Level UP Effects -> MP cost, recovery rate, duration increases with level Level 1 : +08.0 MP recovery, 100s duration [2 TM point to learn] Level 2 : +09.2 MP recovery, 105s duration Level 3 : +10.4 MP recovery, 110s duration Level 4 : +11.6 MP recovery, 115s duration Level 5 : +12.8 MP recovery, 120s duration Level 6 : +14.0 MP recovery, 125s duration Level 7 : +15.2 MP recovery, 130s duration Level 8 : +16.4 MP recovery, 135s duration Level 9 : +17.6 MP recovery, 140s duration Level 10: +18.8 MP recovery, 145s duration Level M : +20.8 MP recovery, 160s duration [2 TM point to master] MP Recovery Rate Total = (Pet MP Recovery * 8mp/tic + skill MP recovery) M. Magic Tent, the covers of mana Requirements: TMlevel 30, 6000g Prerequisites of: All elemental defense buffs [adv. sheep](lv10) Casttime: instant | Cooldown: 10s Specifics: Personal MDef Buff Level UP Effects -> MP cost, Mdef% buff, duration increases with level Level 1 : 120MP, +10% mdef, 100s duration [2 TM point to learn] Level 2 : 130MP, +13% mdef, 105s duration Level 3 : 140MP, +16% mdef, 110s duration Level 4 : 150MP, +19% mdef, 115s duration Level 5 : 160MP, +22% mdef, 120s duration Level 6 : 170MP, +25% mdef, 125s duration Level 7 : 180MP, +28% mdef, 130s duration Level 8 : 190MP, +31% mdef, 135s duration Level 9 : 200MP, +34% mdef, 140s duration Level 10: 210MP, +37% mdef, 145s duration Level M : 240MP, +45% mdef, 180s duration [2 TM point to master] Total MDef = (Original Mdef stat + equipment Mdef) * Mdef% buff -the total is rounded down. ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| 2. Adv. Sheep Skills, maybe they are tasty? (ADVS) The Five Sheep Elements. a. The adv sheep is required to pick 2 elements out of the 5 available to use for the rest of their life, this choice is just as important as selecting a stat build, this ultimately determines how your character will be played, how fast it will level up, and its role in life. b. The elements in order are: Lightning <> Fire <> Earth <> Wind <> Water <> Lightning (its a circle, but you can't really do a circle on text) c. To select an element, you must purchase the skill card of a preliminary prerequisite skill with no levels but is the prerequisite of all elemental spells in that element. d. Once your first element is selected, the two elements not immediately next to it becomes closed to you forever, and you must choose an element from the remaining two. For example, if you select earth, then you must select either fire or wind next. e. To clarify all that, there are only FIVE possible builds with this system: . Lightning/Fire . Fire/Earth . Earth/Wind . Wind/Water . Water/Lightning Adv Sheep Skills: A. Elude, the power of music, the trance of tranquility Requirements: TMlevel 51, no skill prereqs, 15300g Prerequisites of: none Casttime: instant | Cooldown: 10s Specifics: Party, personal based AoE, MP cost buff Level UP effects -> MP Cost, %MP cost reduced, duration increases with level Level 1 : 150MP, -4.0%MP Cost Reduction, 100s duration [3 TM to learn] Level 2 : 155MP, -4.5%MP Cost Reduction, 105s duration Level 3 : 160MP, -5.0%MP Cost Reduction, 110s duration Level 4 : 165MP, -5.5%MP Cost Reduction, 115s duration Level 5 : 170MP, -6.0%MP Cost Reduction, 120s duration Level 6 : 175MP, -6.5%MP Cost Reduction, 125s duration Level 7 : 180MP, -7.0%MP Cost Reduction, 130s duration Level 8 : 185MP, -7.5%MP Cost Reduction, 135s duration Level 9 : 190MP, -8.0%MP Cost Reduction, 140s duration Level 10: 195MP, -8.5%MP Cost Reduction, 145s duration Level M : 210MP, -10.5%MP Cost Reduction, 160s duration [3TM to master] -The range of this spell is 6 tiles when you are standing still -If you are in motion (moving), the range is reduced to 1 tile (as in yourself) -Not particularly useful for certain elemental builds, for others, it is. A reduction in MP cost means you get to stay out in the field that much longer B. The Preliminary Elemental Prerequisite Skills Requirements: TMlevel 55, no skill prereqs, 5500g Prerequisites of: All elemental skills of a Specific Element Casttime: passive Specifics: Prerequisite of elemental skils under a particular element Level UP effects -> only 1 level Level 1 : Grants you access to this element. -Their names are not here because they are long, and many versions are floating around. But if I call it what I did, I'm sure everyone will understand. When names are finalized, they will be added here. The existence of the skill is more important than their names. -All elemental skills will have a [Element] tag after the name in this guide, to obtain those skills, you must have the correct Preliminary Elemental skill. C. Water Shell [Water], the might of water Requirements: TMlevel 55, [Water Element], 22000g Prerequisites of: Water Tube [Water](lv10) Casttime: 1s | Cooldown: 2.5s Specifics: Single target Water Direct Damage Level UP Effects -> MP use, power, range increases with level Level 1 : 70MP, 220power [2 TM point to learn] Level 2 : 79MP, 230power Level 3 : 88MP, 240power Level 4 : 97MP, 250power Level 5 : 106MP, 260power Level 6 : 115MP, 270power Level 7 : 124MP, 280power Level 8 : 133MP, 290power Level 9 : 142MP, 300power Level 10: 151MP, 310power Level M : 178MP, 340power [2 TM point to master] Damage (before mdef) = (Matk - 49) * Power / 10 -Range of the spell increases with level D. Water Tube [Water], the encumbrance of water Requirements: TMlevel 85, [Water Element], 34000g Prerequisites of: none Casttime: passive Specifics: Augments Water Shell [Water] to also cast a Mana web at the same time Level UP Effects -> only 1 level Level 1: 100% chance on Water Shell [Water] hit to also effect the enemy with your Mana Web spell. [2 TM point to learn] -Only works if your Water Shell hits, if it misses, nothing happens -Automatically casts your Mana Web with no mp use or cooldown on the enemy -If you level up Mana Web, this will cast whatever level of Mana Web you have currently. -The Mana Web cast has its own hit chance. E. Lightning [Lightning], the shock of nature Requirements: TMlevel 55, [Lightning Element], 22000g Prerequisites of: Stun Spark [Lightning](lv10) Casttime: 1s | Cooldown: 2.5s Specifics: Targeted, Multi-target jump Lightning Direct Damage Level UP Effects -> MP use, power multiplier, new-targets, initial range, jump range increase with level Level 1 : 100MP, x15.4power, 2 new targets [2 TM point to learn] Level 2 : 108MP, x16.2power, 2 new targets Level 3 : 116MP, x17.0power, 2 new targets Level 4 : 124MP, x17.8power, 2 new targets Level 5 : 132MP, x18.6power, 3 new targets Level 6 : 140MP, x19.4power, 3 new targets Level 7 : 148MP, x20.2power, 3 new targets Level 8 : 156MP, x21.0power, 4 new targets Level 9 : 164MP, x21.8power, 4 new targets Level 10: 172MP, x22.6power, 4 new targets Level M : 196MP, x25.1power, 5 new targets [2 TM point to master] Damage (before mdef) = (Matk - 25) * power multiplier -The spell only jumps once, if no new targets are in range, it will not jump. -When the spell jumps, the damage is not reduced -If your spell misses its first target, it does not jump -The new targets each get their own hit chance roll. -This spell is good for eliminating extra targets, because they are guarenteed to be targetted. F. Stun Spark [Lightning], the embrace of paralysis Requirements: TMlevel 90, Lightning [Lightning](lv10), 36000g Prerequisites of: none Casttime: passive Specifics: Augments Lighting to also have a chance to stun the enemies Level UP Effects -> Only one level Level 1 : 100% chance on Lightning hit to have a chance to stun the target for a few seconds [2 TM point to learn] -duration based on matk, formula unknown -If your Lightning spell hits (does damage), Stun Spark will perform a hit chance roll to see if it takes effect. -Stunned Enemies are frozen in the duration and drop their targets -There is no graphical confirmation that this spell worked, only that the monster stopped moving. G. Flame Tornado [Fire], the dance of embers Requirements: TMlevel 55, [Fire Element], 22000g Prerequisites of: none Casttime: 1s | Cooldown: 2.5s Specifics: Single Target Fire Direct Damage Level UP Effects -> MP used, power increases with level Level 1 : 80MP, 210 power [2 TM point to learn] Level 2 : 88MP, 225 power Level 3 : 96MP, 240 power Level 4 : 104MP, 255 power Level 5 : 112MP, 270 power Level 6 : 120MP, 285 power Level 7 : 128MP, 300 power Level 8 : 136MP, 315 power Level 9 : 144MP, 330 power Level 10: 152MP, 345 power Level M : 176MP, 390 power [2 TM point to learn] Damage (before mdef) = (Matk - 49) * power / 10 -low hit chance, high damage -very straight forward spell, does what it should H. Phobos Blast [Fire], the destructive power of flames Requirements: TMlevel 110, [Fire Element], Mana Ring lv10, 66000g Prerequisites of: none Casttime: 1.8s | Cooldown 4s Specifics: Ground Targeted Fire AoE Level UP Effects -> MP used, power increases with level Level 1 : 160MP, 180 power [3 TM point to learn] Level 2 : 174MP, 210 power Level 3 : 188MP, 240 power Level 4 : 202MP, 270 power Level 5 : 216MP, 300 power Level 6 : 230MP, 330 power Level 7 : 244MP, 360 power Level 8 : 258MP, 390 power Level 9 : 272MP, 420 power Level 10: 286MP, 450 power Level M : 300MP, 540 power [3 TM point to master] Damage (before mdef) = (Matk - 49) * power / 10 -AoE is 2 tiles, essentially your target, plus anything right next to it will get hit -if you work with mana rings, then you should be used to it by now -in PvP, does not hit other targets I. Earthquake [Earth], the fury of the calm Requirements: TMlevel 55, [Earth Element], 22000g Prerequisites of: none Casttime: 2.5s ~ 1.5s | Cooldown: 3s Specifics: Ground Targeted Earth AoE Level UP Effects -> MP used, power multiplier increases with level. Casttime decreases with level Level 1 : 70MP, 2.5s cast, x16.5power [2 TM point to learn] Level 2 : 80MP, 2.4s cast, x17.0power Level 3 : 90MP, 2.3s cast, x17.5power Level 4 : 100MP, 2.2s cast, x18.0power Level 5 : 110MP, 2.1s cast, x18.5power Level 6 : 120MP, 2.0s cast, x19.0power Level 7 : 130MP, 1.9s cast, x19.5power Level 8 : 140MP, 1.8s cast, x20.0power Level 9 : 150MP, 1.7s cast, x20.5power Level 10: 160MP, 1.6s cast, x21.0power Level M : 190MP, 1.5s cast, x22.5power [2 TM point to master] Damage (before mdef) = (Matk - 25) * power -high hit chance -wide area of effect -this spell is subject to an exp deduction on all targets J. Earthly Rock [Earth], the power of the solid Requirements: TMlevel 115, [Earth Element], Mana Ring lv10, 69000g Prerequisites of: none Casttime: 2s | Cooldown: 4.5s Specifics: Ranged Targeted Earth AoE Level UP Effects -> MP used, power multiplier, AoE range increases with level. Level 1 : 250MP, x20power [3 TM point to learn] Level 2 : 255MP, x21power Level 3 : 260MP, x22power Level 4 : 265MP, x23power Level 5 : 270MP, x24power Level 6 : 275MP, x25power Level 7 : 280MP, x26power Level 8 : 285MP, x27power Level 9 : 290MP, x28power Level 10: 295MP, x29power Level M : 310MP, x32power [3 TM point to master] Damage (before mdef) = (Matk - 25) * power -high hit chance -this spell works like mana ring in terms of damage, damage is scaled downwards further out from the center. -your target will always be hit full force. K. Wind Edge [Wind], the daggers of wind Requirements: TMlevel 55, [Wind Element], 22000g Prerequisites of: none Casttime: 0.5s | Cooldown: 1s Specifics: Targeted Personal Wind Conical AoE Level UP Effects -> MP used, Cone degree, Hits, Power increases with level Level 1 : 40MP, 2 hits, 170power [2 TM point to learn] Level 2 : 40MP, 2 hits, 179power Level 3 : 50MP, 2 hits, 188power Level 4 : 55MP, 2 hits, 197power Level 5 : 60MP, 3 hits, 206power Level 6 : 65MP, 3 hits, 215power Level 7 : 70MP, 3 hits, 224power Level 8 : 75MP, 4 hits, 233power Level 9 : 80MP, 4 hits, 242power Level 10: 85MP, 4 hits, 251power Level M : 100MP, 5 hits, 278power [2 TM point to master] Damage (before mdef) = (Matk - 49) * Power / 10 -very high hit chance -when you use this spell, your character will cast this spell at your target, everything between you, your target, and inside the conical AoE will be hit. -Edges fired from you increases with level, each edge has its own hit chance on each target. L. Galvest Typhoon [Wind], the calm eye of the storm Requirements: TMlevel 105, [Wind Element], Mana Storm (lv10), 63000g Prerequisites of: none Casttime: 2.5s | Cooldown: 1s Specifics: Personal Wind AoE Level UP Effects -> MP used, power, duration, targets hit increases with level Level 1 : 210MP, 2 targets, 220 power, 5s duration [3TM point to learn] Level 2 : 215MP, 2 targets, 235 power, 6s duration Level 3 : 220MP, 2 targets, 250 power, 7s duration Level 4 : 225MP, 2 targets, 265 power, 8s duration Level 5 : 230MP, 2 targets, 280 power, 9s duration Level 6 : 235MP, 3 targets, 295 power, 10s duration Level 7 : 240MP, 3 targets, 310 power, 11s duration Level 8 : 245MP, 3 targets, 325 power, 12s duration Level 9 : 250MP, 3 targets, 340 power, 13s duration Level 10: 255MP, 3 targets, 355 power, 142 duration Level M : 270MP, 4 targets, 400 power, 18s duration [3 TM to master] Damage (before mdef) = (Matk - 49) * Power / 10 -the spell hits once when the spell finishes casting, the once more every 2 seconds for the duration -the spell is always targeted on your character, you are the center of the AoE -each hit randomly selects 2 ~ 4 targets, based on level of skill, that are within a range of 2 tiles from you. -each hit one each target has its own hit chance -while the spell takes duration, you may perform any action that doesn't require you to move such as: drilling, potting, melee attacking, casting other spells -if you move while the spell is taking effect, the spell will be canceled -if the spell is cancelled for any reason (you move, or duration wears off), the 1s cooldown will begin. =FUTURE SKILLS, THESE ARE NOT RELEASED WITH THE FIRST RELEASE= M. Elemental Defense, the barrier of mastery Requirements: TMlevel 100, [Specific Element], Magic Tent lv10, 40000g Prerequisites of: none Casttime: 1s | Cooldown: instant Specifics: Personal Elemental Resistance Buff Level UP Effects -> MP cost, Elemental Resistance, duration increases with level Level 1 : 250MP, +10% mdef elemental resistance, 100s duration [2 TM point to learn] Level 2 : 252MP, +12% mdef elemental resistance, 105s duration Level 3 : 254MP, +14% mdef elemental resistance, 110s duration Level 4 : 256MP, +16% mdef elemental resistance, 115s duration Level 5 : 258MP, +18% mdef elemental resistance, 120s duration Level 6 : 260MP, +20% mdef elemental resistance, 125s duration Level 7 : 262MP, +22% mdef elemental resistance, 130s duration Level 8 : 264MP, +24% mdef elemental resistance, 135s duration Level 9 : 266MP, +26% mdef elemental resistance, 140s duration Level 10: 268MP, +28% mdef elemental resistance, 145s duration Level M : 274MP, +34% mdef elemental resistance, 180s duration [3 TM point to master] Total MDef (towards element) = (Original Mdef stat + equipment Mdef) * (Magic Tent mdef% + Elemental Defense mdef%) ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| 3. Stat Builds, which one is best for you? (SSB) First off, the stats themselves, and how they work: Trickster Online features 12 stats, every 3 is grouped into a major stat, these major stats are what you allocate at the beginning of the game. The 4 major stats (these names are the currently agreed upon names) Power -> Physical Attack, Physical hit rate, Attack Speed Magic -> Max MP, Magic Defense, Magic Attack Sense -> Weight Limit, Synthesis (for the lack of a better name), Luck Charm -> Max HP, Physical Defense, Dodge Rate When you start a character, you set your character's major stat GROWTH RATE, this effects how fast your stats under each major stat will increase as you proceed through the levels. Your character's class's major stat's growth rate is always locked at 4, so for magic type, your magic stat is permanently at a 4 growth rate. You may alter the other growth rates as you see fit, these are what causes arguements refered to in stat builds, remember that stat builds actually refer to the major stat's growth rates. When you see a stat build listed on any forum thread, or in the game, it is always listed in the order Power/Magic/Sense/Charm, so a 4123 character has 4power, 1magic, 2sense, 3charm. When you level up, each stat in each major stat is given a number of tics based on the growth rate you selected, each tic is 1 quarter of that stat's level, when a stat recieves 4 tics, it will increase in level. Every character level: a 1 growth rate major stat will gain 1 tic in each of its stats. a 2 growth rate major stat will gain 2 tics in each of its stats. a 3 growth rate major stat will gain 3 tics in each of its stats. a 4 growth rate major stat will gain 4 tics in each of its stats. note that all the stats in a 4 growth rate major stat will gain a level each character level. Also every character level: You recieve 4 bonus points to assign to stats, each point gives a specific stat 1 extra tic. Potentially, if you assign all 4 bonus points to a stat that is under a 4 growth rate major stat, that stat will gain 2 levels per character level. I hope that made sense... What the stats do: (remember that every 4 tics is a level in a stat, and you get tics from growth rates and bonus points from level up) Format: Stat -> base amount [gain / X levels of that stat] Power major stat Physical Attack -> 14atk [+4 / 1 level] -determines melee damage dealt, a calculation is done using this stat for melee attacks, the result is damage to be dealth before physical defense. Physical Hit Rate -> 50hit [+1 / 4 level]* -determines melee hit chance, this stat is compared to the target's Evade, then the target's Luck, every point in this is means 0.81% more total chance to hit. Attack Speed -> 10aspd [-1 / 12 level] -determine the DELAY in between attacks (thus lower is better), spells like spiderweb augments this by a percentage factor Magic major stat Max MP -> 50MP [+30 / 1 level] -determines your maximum MP, constant growth rate, items which provide MPmax should be considered to give a certain amount of "+MP levels" Magic Defense -> -14MDef [+1 / 1 level] -determines your magic damage taken, this stat is a logarithmic % factor in the total damage after a Matk damage calculation (this means as mdef increases, the marginal benefits become smaller) Magic Attack -> 50MAtk [+1 / 4 level]* -determines your magic damage dealth, a calculation is done using this stat for magic attacks, the result is the damage to be dealt before mdef Sense major stat Weight Limit -> 620max [+80 / 1 level] -determines your total weight limit, items never give positive to this stat, only negative Synthesis -> 0base [+1 / 4 level]* -determines your chances at creating items and digging, success uses this stat as a factor in the calculation Luck -> 0base [+1 / 4 level]* -determines your magic hit chance, creating items, growth synthesis and block rate. Every point in this stat is 0.9% more chance to hit with spells and 0.9% more chance to block. (Does not mean 110 luck = perfect hit and block! This stat is compared to enemy's luck and hit rate, respectively.) Charm major stat Max HP -> 90HP [+30 / 1 level] -determines your max HP, items which provide HPmax should be considered to provide a certain number of "+HP levels" Physical Defense -> -8def [+4 / 1 level] -determines your magic damage taken, this stat is a logarithmic % factor in the total damage after a Patk damage calculation (this means as Pdef increases, the marginal benefits become smaller) Dodge Rate -> 0base [+1 / 4 level]* -determines the chance that an enemy will miss you, this is compared to the enemy's physical hit rate stat, each point in this is 0.9% more chance to evade. (Does not mean 110 Dodge = perfect dodge!) *When this stat reaches level 401, it takes 5 levels to raise by 1 noticeable stat point. Stats essentially govern what you will be doing in your future levels. All sheeps have a magic stat of 4, this is locked for us before we start, and I doubt any of us wants anything in power, so all sheep builds are 14xx, which means we have 4 different builds possible 1Power, 4Magic, 1Sense, 4Charm This build features high hp, high defense, and high evasion rate, essentially it is very hard for you to die with this build, however, your hit rate is incrediblly low and you will suffer for it for a very long time...notice I didn't say permanently. Without anything in sense, you won't be able to synthesize very much, you will probably have to resort to buying potions instead of making them, nor can you carry very much with you. But your cure spell will heal yourself for a lot more than anyone else. If you like a support role, or believe a good defense is a good defense, this may be the build for you. Early on in the game, your character will essentially be struggling to hit anything, but late game, this character has the greatest survivability out of all 4 builds. Later, as long as you can get your hands on very good luck equipment, you'll be alright! 1Power, 4Magic, 2Sense, 3Charm This build is the average joe build, agreed upon by the japanese/chinese/korean community as the best build for sheeps of any skill build, it features high enough hp, along with the ability hit decently, 2 sense is all you need to hit decently (not all the time) Your skill in synthesis and digging still leaves something to be desired, but that'll be fine once you get to higher levels as well. For more luck, you can always equip luck equipment. 1Power, 4Magic, 3Sense, 2Charm This build is more of a hybrid type, mixing decent hp with high hit chance for a deadly combination for both you and the enemies. You will be hitting most of the time, so there is little to worry about missing stuff. Unfortunately the trade off is that you will be getting hit most of the time and dying quite quick when you do. Fortunately, you have the weight limit to lug around potions to chug in a pinch, and you can make your own potions reliably. With the way monsters aggro, this might be the better build, the trade off is either hp or hit chance, take your pick between this one and 1423 if you want just a normal character 1Power, 4Magic, 4Sense, 1Charm A real powerhouse of a character, this is the proverbial mage, weak in stature, strong in the mind. You are guarenteed to hit anything your level, and even stuff beyond. You can carry around a lot of stuff and produce your own to boot. With high luck, growth synthesis often results in the higher half of the spectrum, allowing you to create for yourself items with high defense or high hp, to cover up what you are missing. The words of wisdom for any mage: "if you never get hit, having 1 hp is enough" this is especially true for this character, your chances of staying alive depends solely on you, the player's ability to not step into melee range of a monster. If you like a challenge with a very destructive future, this build may be better for you. Besides, you can spam pots like no tommorow...it'll just cost a lot. ======================================================================= Mathematical Arguements between the stat builds: For those who don't care, skip this section, for those who do, read on...it gets complicated After much research, it has become evident that a sheep needs 3 stats, Magic Attack, Luck, and HP/def/evade. Ntreev, being the sneaky little bastards that they are, have put these 3 stats under 3 different major stats, essentially forcing us to pick 2 over the other. The real question now is, which 2 do we pick, and which one do we sacrifice? Laying Each stat out side by side with their various formulas, we get: Matk, +1 / 4 levels, used as a multiplier in spell damage Luck, +1 / 4 levels, used as a % hit chance in spell damage HP, +30 / 1 level, a constant growth factor that keeps us alive. by applying points to these, we vary how fast they grow. Since we are stuck with 4 magic, we'll start with this one. We have a constant of 4 magic, this means every 4 levels, it will naturally increase by 1 point, or .25matk/level The luck stat is variable, depending on what we assign to Sense. Since this stat also increases by 1 point every 4 levels, a 3Sense character will have their luck naturally increase by 1 point every 5 1/3 levels, or a rate of .1875luck / character level. A 2Sense character will have their luck naturally increase by 1 point every 8 levels, or 0.125luck / character level. The HP stat is also variable, a 3Charm character will have their HP naturally increase by 30 points every 1 1/3 levels, or 22.5HP/level, while a 2Charm character will have a rate of 15HP/level So here's what we have so far: 4Magic -> .25matk/level 3Sense -> .1875luck/level, 2Sense -> .125luck/level 3Charm -> 22.5HP/level, 2Charm -> 15HP/level Now, remember that when you level up, you are granted 4 bonus points to place into a stat, although it takes 4 bonus points to raise a stat by 1 level, we'll break these points down so that each point increases a stat by a certain amount. Every point placed in Matk -> +.0625matk Every point placed in Luck -> +.0625luck Every point placed in HP -> +7.5HP Alright, now look at what each stat DOES from the top list, together with what each point does, plus what we get per level! Every Level: 4 Magic -> +.25 damage multiplier/level, +.0625 per point spent 3 Sense -> +.1875% hit chance to spells/level, +.0625% per point spent 2 Sense -> +.125% hit chance to spells/level, +.0625% per point spent 3 Charm -> +22.5HP /level, +7.5HP per point spent 2 Charm -> +15HP/level, +7.5HP per point spent. Now lets ask some questions, what is a damage multiplier? It increases your spells's damage by a certain amount, each +damage multiplier tranlates to a certain factor of the damage. There is no maximum value for a multiplier What is a hit chance%? The ultimate chance you can hit an enemy is determined by base% + (your luck - their luck) so for every luck you get, you will get a bonus to your hit chance. What is HP? Well it keeps us alive, so it must play a role, without hp, the other two can't work. So what about all those bonus points we were looking at? This is how they fit into the scheme of things: lets take a look at 2 hypothetical characters at level 120, one with a 1423 build, and the other with a 1432 build. Here's some numbers: 1423 build, level 120 -> base matk = 120 levels (+30matk), base luck = 60 levels (+15luck), base HP = 90 levels (+2700hp) 1432 build, level 120 -> base matk = 120 levels (+30matk), base luck = 90 levels (+22.5luck), base HP = 60 levels (+1800hp) Now if you apply bonus points, to things, we can have a variety of results, you can add points to either matk, luck, or HP, producing very different results. First Note that a stat build can be extended to look like this, which produces numbers based on the stats instead of the major stats: 1423 -> 111|444|222|333. In this view, we can apply constant bonus points to stats every level and be able to denote them. For example, a 1423 build which applies 2matk, 1luck, and 1hp every level will look like: 111|464|223|433 Now, constantly applying bonus points, we see some very interesting results, first off, it is clear that the stats are all interdependant, raising one requires the sacrifice of something else. The HP graph shows "120 hp units" per 4 levels (30 hp per level), each hp unit is "1 HPu" and is equivalent to 120hp, this makes it even with the other graphs The 3 stats are best viewed on a 3-D graph correlating the 3 stats, but since that is not possible on a 2-D forum thread, the three axis will be taken one at a time, each edge of an axis represents the extremes of stat point distribution, the left side being 0 points to this stat, the right being 4 points. 1423 build at level 120 30 37.5 45 52.5 60Matk |_________|__________|__________|__________| 0 1 2 3 4bonus points 15 22.5 30 37.5 45Luck (HPu in a 1432) |_________|__________|__________|__________| 0 1 2 3 4bonus points 22.5 30 37.5 45 52.5HPu (Luck in a 1432) |_________|__________|__________|__________| 0 1 2 3 4bonus points If you stare at these graphs long enough, something will suddenly hit you, at a specific character level, EVERY BUILD has the SAME number of distributive status points! At level 120, this number is 97.5 status points (add up the values for a 4 point combination), its formula is [# of status points = level * 0.8125] Its this interplay of bonus point distrubution that produces a wide variety of builds. Essentially this raises the question of where the bonus points go... Lets look closer at what the difference between a 111|474|223|333 build and a 111|484|222|333 build is. (+3matk/+1luck vs +4matk) Here's some more numbers: Level 12, 111474223333 -> 55.25Matk, 2.25luck Level 12, 111484222333 -> 56.00Matk, 1.50luck . 2.4% less matk, .75% more chance to hit, not bad Level 120, 111474223333 -> 102.5Matk, 22.5luck Level 120, 111484222333 -> 110.0Matk, 15.0luck . 7.8% less matk, 7.5% more chance to hit! nice even trade off Level 360, 111474223333 -> 207.5Matk, 67.5luck Level 360, 111484222333 -> 230.0Matk, 45.0luck . 9.8% less matk, 22.5% more chance to hit, that's almost a whole quarter! Essentially: if x = character level, then... lim x->inf. : MAtk(x) = 12.5%!! while luck continues in a constantly increasing path. So the difference is lots more hit chance at the loss of 1/8 of your spell damage! For Arrow Rush, this means you just have to have one extra arrow hit (1/7 > 1/8) to cover that damage, and hit they will! Draw your own conclusions, I've done the math so you don't have to. ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| 4. Sheep Skill Builds (SKB) The magic class features 3 attack abilities, each with its own advantages and disadvantages. Sheep builds are constructed with one of these three attack abilities as the central pillar that holds it all together. A short summary of each of the three skills: Mana Arrows: Relatively ranged spell that can do devastating damage depending on how lucky you are Mana Rings: Short ranged spell that can do potential AoE damage, very fast casting. Mana Storm: AoE ability with a long cooldown but can wipe whole groups of enemies all at once. A Note on how to distribute your skill points: Lots of the first class skills have horrible spell efficiency as the spell becomes higher leveled, to counter this, it is suggested that you get your skills to whatever level is best and only pushing it later because you need it as a prerequisite. ADV skills are listed as a to whatever level format, but spell efficiency always increases with level, so the builds here listed can be interpreted as: raise this skill by one level when you can until this level, and make sure you have this skill at this level by this TMlevel. Each Attack skill's primary skill build (up to the adv class) is listed first, then suggested elemental builds for that skill is listed after. Format: Level X : Skill -> Lv, YTMs, Z Total Level X : the level to do this action Skill -> Lv: What skill and what level to get it to (the action) YTMs: The amount of TMs it will take to do this action Z total: The total TMs spent up to this point on your character Mana Arrow Skill Builds: TMLv 1 : Mana Arrows -> Lv1, 1TM, 1 total TMLv 10: Invincible Casting, 5TM, 6 total TMLv 14: Mana Arrows -> Lv9, 8TM, 14 total TMLv 23: Cure -> Lv9, 9TM, 23 total TMLv 40: Cure -> Lv10, 1TM, 24 total TMLv 40: Bottle of Mana -> Lv1, 2TM, 26 total TMLv 40: Mist of Mana -> Lv10, 13TM, 39 total TMLv 53: Mana Arrows -> Lv10, 1TM, 40 total TMLv 53: Arrow Rush -> Lv10, 13TM, 53 total TMLv 56: Mist of Mana -> LvM, 3TM, 56 total TMLv 58: Mana Arrows -> LvM, 2TM, 58 total TMLv 61: Arrow Rush -> LvM, 3TM, 61 total Water/Lighting TMLv 74: Water Shell -> LvM, 13TM, 74 total TMLv 85: Spider Web -> Lv1, 1TM, 75 total TMLv 85: Water Tube, 2TM, 77 total TMLv 88: Lightning -> Lv10, 11TM, 88 total TMLv 90: Stun Spark, 2TM, 90 total TMLv 92: Lightning -> LvM, 2TM, 92 total TMLv104: Blind -> LvM, 12TM, 104 total TMLv119: Elude -> LvM, 15TM, 119 total Wind/Water TMLv 74: Water Shell -> LvM, 13TM, 74 total TMLv 85: Spider Web -> Lv1, 1TM, 75 total TMLv 85: Water Tube, 2TM, 77 total TMLv105: Magic Typhoon -> LvM, 13TM, 90 total TMLv105: Galvest Typhoon-> LvM, 15TM, 105 total TMLv120: Elude -> LvM, 15TM, 120 total Lightning/Fire TMLv 74: Flame tornado -> LvM, 13TM, 74 total TMLv 87: Lightning -> LvM, 13TM, 87 total TMLv 90: Stun Spark, 2TM, 89 total TMLv100: Mana Ring -> Lv10, 11TM, 100 total TMLv115: Phobos Blast -> LvM, 15TM, 115 total TMLv118: Elude -> Lv1, 3TM, 118 total TMLv120: Cure -> LvM, 2TM, 120 total Fire/Earth & Earth/Wind not suggested (too much extra spells to get) Mana Ring Skill builds: TMLv 1 : Mana Arrows -> Lv1, 1TM, 1 total TMLv 10: Invincible Casting, 5TM, 6 total TMLv 20: Mana Ring -> LvM, 13TM, 19 total TMLv 28: Cure -> Lv9, 9TM, 28 total TMLv 40: Cure -> Lv10, 1TM, 29 total TMLv 40: Bottle of Mana -> Lv1, 2TM, 31 total TMLv 44: Mist of Mana -> Lv10, 13TM, 44 total TMLv 56: Reinforced MR -> Lv10, 12TM, 56 total TMLv 59: Reinforced MR -> LvM, 3TM, 59 total TMLv 62: Mist of Mana -> LvM, 3TM, 62 total Lighting/Fire TMLv 75: Lightning -> LvM, 13TM, 75 total TMLv 88: Flame Tornado -> LvM, 13TM, 88 total TMLv 90: Stun Spark, 2TM, 90 total TMLv 92: Cure -> LvM, 2TM, 92 total TMLv 95: Elude -> Lv1, 3TM, 95 total TMLv110: Phobos Blast -> LvM, 15TM, 110 total TMLv119: Elude -> Lv10, 9TM, 119 total Fire/Earth TMLv 75: Earthquake -> LvM, 13TM, 75 total TMLv 88: Flame Tornado -> LvM, 13TM, 88 total TMLv110: Phobos Blast -> LvM, 15TM, 103 total TMLv118: Earthly Rock -> LvM, 15TM, 118 total TMLv121: Elude -> Lv1, 3TM, 121 total Earth/Wind TMLv 75: Earthquake -> LvM, 13TM, 75 total TMLv 77: Cure -> LvM, 2TM, 77 total TMLv105: Magic Typhoon -> LvM, 13TM, 90 total TMLv105: Galvest Typhoon-> LvM, 15TM, 105 total TMLv120: Elude -> LvM, 15TM, 120 total Wind/Water TMLv 75: Water Shell -> LvM, 13TM, 75 total TMLv 85: Spider Web -> Lv1, 1TM, 76 total TMLv 85: Water Tube, 2TM, 78 total TMLv105: Magic Typhoon -> LvM, 13TM, 91 total TMLv106: Galvest Typhoon-> LvM, 15TM, 106 total TMLv121: Elude -> LvM, 15TM, 121 total water/Lightning not suggested, you might as well be mana arrow build instead Mana Storm Skill builds: TMLV 1 : Mana Arrows -> Lv1, 1TM, 1 total TMLv 10: Invincible Casting, 5TM, 6 total TMLv 15: Cure -> Lv9, 9TM, 15 total TMLv 35: Mana Storm -> Lv10, 11TM, 26 total TMLv 40: Cure -> Lv10, 1TM, 27 total TMLv 40: Bottle of Mana -> Lv1, 2TM, 29 total TMLv 40: Mist of Mana -> Lv8, 11TM, 40 total TMLv 42: Mist of Mana -> Lv10, 2TM, 42 total TMLv 44: Mana Storm -> LvM, 2TM, 44 total TMLv 47: Mist of Mana -> LvM, 3TM, 47 total Lightning/Fire TMLv 60: Lightning -> LvM, 13TM, 60 total TMLv 75: Elude -> LvM, 15TM, 75 total TMLv 77: Cure -> LvM, 2TM, 77 total TMLv 88: Mana Ring -> Lv10, 11TM, 88 total TMLv 90: Stun Spark, 2TM, 90 total TMLv 92: Mana Ring -> LvM, 2TM, 92 total TMLv110: Phobos Blast -> LvM, 15TM, 107 total TMLv119: Reinforced MR-> Lv10, 12TM, 119 total Fire/Earth TMLv 60: Earthquake -> LvM, 13TM, 60 total TMLv 73: Mana Ring -> LvM, 13TM, 73 total TMLv 85: Elude -> Lv10, 12TM, 85 total TMLv110: Phobos Blast -> LvM, 15TM, 100 total TMLv115: Earthly Rock -> LvM, 15TM, 115 total TMLv118: Elude -> LvM, 3TM, 118 total TMLv120: Cure -> LvM, 2TM, 120 total Earth/Wind
TMLv 60: Earthquake -> LvM,     13TM, 60 total
TMLv 73: Mana Ring -> LvM,      13TM, 73 total
TMLv 85: Elude -> Lv10,         12TM, 85 total
TMLv105: Galvest Typhoon-> LvM, 15TM, 100 total
TMLv115: Earthly Rock -> LvM,   15TM, 115 total
TMLv118: Elude -> LvM,          3TM, 118 total
TMLv120: Cure -> LvM,           2TM, 120 total

Wind/Water not suggested, follow mana arrow build instead

Water/Lightning not suggested, follow mana arrow build instead.

=======================================================================
A Final Note:
This guide was originally posted at www.mytrickster.net, but due to 
plagiarism/copyright problems, I was forced to place a copy on 
gamefaqs.com.  Having been a victim of copyright infringement in 
college, I know first hand the pains of seeing one's work used without 
permission.  I do not mind anyone using my guides, but if you are 
thinking of putting it elsewhere, contact me about it.