My whole magician guide won't fit, so I'll post part 1 and part 2.
HERE IS PART 1-
Becoming a Magician
Being a Beginner
Now that you have created your character, you can start exploring and doing the simple quests on Maple Island. Do not forget to talk to Roger, eat his apple and to talk to him again, so that you can obtain three free Red Potions and three Blue Potions. Also, make sure of doing Pio's quest and talking to him again to obtain the Relaxer. It is also advisable to do Please bring this letter to Lucas quest to receive a hat which will boost your weapon defense a bit.
Train until level 8 hunting Snails and, occasionally, Blue Snails. Try not to waste your time on Red Snails or Shrooms — the experience received is not worth the hits you give. It is not advisable either to kill Orange Mushrooms upon Mai's or Biggs' request — you will have the hardest time killing them since you only do from 1 to 3 of damage.
When you reach level 8, it is time to head towards your Job advancement. Go to Southperry and pay Shanks 150 mesos. When you arrive in Victoria Island, you can talk to the man at the ticketing boot and ask him to take you to Ellinia, or you can travel on feet instead — first to Henesys and then to Ellinia.
Beginner Skills
A Beginner gets 1 SP each time (s)he levels-up, until level 7. You can spend these on the Beginner skills available to you. As a Magician, Recovery might be quite useful because you do not have much HP. Nimble Feet can be useful for flights and escapes, but once you acquire Teleport, it will be so no longer. If you're funded slightly, you might want to max Three Snails as it will speed your training to become a magician right along. You will have to have about 100 or so Red Snail Shells and about 50 Oranges (they heal 50 MP) to get to level 8. One way to get these would be to use another one of your characters (if you have one) to get the snail shells and buy the oranges, and then transfer it via Duey or one of the storage keeper people.
Distributing Ability Points
Every time you level-up, you gain five Ability Points (AP). These can be used to improve your attributes — STR, DEX, INT, LUK, HP, and MP. As a Magician, you will only need LUK to wear equipment and INT for magic attack. When you level-up you should go to your character Stats List and organize your AP so your LUK is equal to (Level + 3); and put the rest into INT. Most players recommend not to put any AP into HP, MP, STR or DEX, since this will dramatically weaken the magician in the distant future.
Exemplis grata: Let us say that a Magician has 9 LUK and 8 INT when (s)he creates his/her character. Therefore, his/her Stat List would grow this way (AP):
Level 2: 9 LUK, 13 INT
Level 3: 9 LUK, 18 INT
Level 4: 9 LUK, 23 INT
Level 5: 9 LUK, 28 INT
Level 6: 9 LUK, 33 INT
Level 7: 10 LUK, 38 INT
The general formula (when we finally reach (Level + 3) for LUK) is (?AP):
Per level-up: 4 INT, 1 LUK.
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There's another way to put your AP points, it's confusing but better. Since INT effect how much mp you gain after level up it's better to put just all AP on INT until you need LUK for a equipment. For Example: You're lvl 10 and you want to wear the lvl 15 Moon Conehead hat once you get to lvl 15, this is how put your AP:
lvl 10: 48 INT, 13 LUK -- +5 INT +0 LUK
lvl 11: 53 INT, 13 LUK -- +5 INT +0 LUK
lvl 12: 58 INT, 13 LUK -- +5 INT +0 LUK
lvl 13: 63 INT, 13 LUK -- +5 INT +0 LUK
lvl 14: 68 INT, 13 LUK -- +5 INT +0 LUK
lvl 15: 68 INT, 18 LUK -- +0 INT +5 LUK
This way you have more INT when you level up thus more maxed MP. It's very confusing but if you want more maxed mp go with this guide.
The First Job Advancement Procedure
For Magicians, the first job advancement occurs at level 8. To advance as this, you will need to travel to the city of Ellinia and talk to Grendel the Really Old. A Beginner needs at least 20 INT to become a Magician.
When you are in Ellinia, go to the Great Library at the very top of the map, where you will find Grendel the Really Old. Talk to him about advancing as a Magician. Once you answer "yes" to his question you will gain one Skill Point (SP) along with more MP.
Congratulations! You are now a Magician! Open the skill window and spend your first SP. It is advisable to spend the first SP on Energy Bolt, an attack spell. You will need this magic attack badly so you're not stuck hitting physical ones and twos. If you would like to follow the "Hell" build, then this does not apply to you.
It is suggested that you buy a Wand, if you can afford it, from the Ellinia Weapon Store.
Note: Since the patch of MapleSea Patch Ver. 47, you will get a beginner magic wand so you do not have to worry about not enough money to buy your weapon.
You can also try to get your character's level close to nine after leaving Maple Island, but nothing higher than 70 exp. points. (If you did go higher, then do not do the following tasks.) When you arrive at Victoria Island, do the quiz quest from Olaf at Lith Harbour and take the other one, Path of the Magician. To complete the quest, go to Ellinia through the man at the ticketing booth, and then to the Great Library; now, do the advancement. Only after that, talk to Grendel about the Olaf's quest. This will award you with 300 exp. points, and you will level-up! Now you have 4 SP, right after doing the Job advancement!
Note: If you're getting bored with Maple Island, you can also leave at level 6 with 50% or so. Take the taxi or walk to Henesys and talk to Thomas Swift to arrive at Amoria. Do the Amorian Quest, Beauty or Beast, which gives 500 experience and a free hair cut (but like the name suggests, the haircut can be either a good one or a bad one). This will get you to level 7 with about 50%. Train a bit as you head off to Ellinia and completing the Path of the Magician will get you to level 8.
Off to a Start
You are now free to do what you wish, but this guide will lead you through and give you some tips on where to train and how to use your skills.
Magician Skills
You gain 3 SP every time you level up. Those can be used to strengthen your Magician. The following is a list of skills Magicians can use.
Icon Skill Name Description Type Mastered Prerequisites
Improving MP Recovery Recovering even more MP every 10 sec. The higher the level of the character and the skill level, the more recovery it enables the character to have. Passive 16 -
Improving Max MP Increase This skill boosts up the amount of increase on MaxMP after each Level UP, or AP used on MaxMP. Passive 10 Improving MP Recovery Level 5
Magic Guard Temporarily replaces damage with MP instead of HP. If MP reaches 0, the HP takes a full hit. Supportive 20 -
Magic Armor Temporarily boosts the weapon defense by blowing magic into the armor. Supportive 20 Magic Guard Level 3
Energy Bolt Use MP to attack one enemy. Active 20 -
Magic Claw Use MP to attack an enemy twice. Active 20 Energy Bolt Level 1
Analysis
Improving MP Recovery. Unlike Warriors, Magicians need to maximize their recovery skill. This is due to the fact that you do not need to rest in order to recover MP. MP recovery is continuous as opposed to HP recovery, where Warriors will need to rest in order to take advantage of their recovery skills (they might prefer to simply use HP potions). Maxing this MP Recovery skill will greatly reduce a Magician's need to consume expensive MP potions. With this benefit in mind, it is recommended that you max this skill.
Improving Max MP Increase. As you can probably see, the higher the level of this skill, the more MP you get for every level-up. (When this skill is maxed, a Magician will gain much more MP every time (s)he levels-up than compared to a Magician who has not maxed this skill.) It is recommended to max this skill as soon as possible, because a Magician can be more effective (i.e. attack more times before running out of MP) if (s)he has more Max MP.
Magic Guard. Due to the Magicians' rather low levels of HP, some higher level monsters may be able to kill you with a single hit. With this skill maxed, we can avoid that risk. It is advisable to max this skill last because, although this skill is very important, the other skills suggested to be maxed are more significant early on in the game. People are also careful about using this skill because, if not used sparingly, it will lead to a wasting of money (as you might end up having to buy MP potions rather than the cheaper HP potions).
Magic Armour. Most players criticise the possibility of maxing this skill because 40 of weapon defense, in the long run, would be of negligible help. Besides, if we chose to max this skill, we would mess up with every other skill as it needs three points in Magic Guard — we would need three additional points (which we would have to subtract from Magic Claw, Improving MP Recovery, or Improving Max MP Increase.)
Energy Bolt vs. Magic Claw. These are the two available attack skills for the Magician. Maxed Energy Bolt has 55 basic attack with 14 of MP cost. Maxed Magic Claw has two hits of 40 basic attack (40 x 2) with 20 of MP cost. That means that Energy Bolt's effectively would be of:
(3.93 Basic attack) for (1 MP),
and Magic Claw's would be of:
(2 Basic attack + 2 Basic attack) for (1 MP).
So that, if the target monster has little or no Magic Defense, Magic Claw's effectiveness would be greater than Energy Bolt's. In addition, Magic Claw can do more damage than Energy Bolt in the same amount of time: compare 55 base damage to two times 40 base damage (80), and both spells taking about the same time to cast. Moreover, Magic Claw can go through obstacles (like walls), unlike Energy Bolt. That is why almost all players choose to max Magic Claw over Energy Bolt. However, opposer of this skill argue that Energy Bolt is more effective with high-Magic Defense monsters, because their Magic Defense value is applied twice on Magic Claw and only once on Energy Bolt. This argument is flimsy though, because by the time you're facing these stronger monsters, you should have already acquired more effective attacking skills (i.e. from the Second or Third Job Advancement skill books).
The only real reasons for choosing Energy Bolt over Magic Claw would be either because the monsters you are killing take one hit of Energy Bolt to kill (using Energy Bolt, therefore, would save 6 MP per cast) or because you would rather higher damage in one hit than medium damage in two hits (this would allow for knockbacks of certain monsters more often — but knockbacks occur rather infrequently anyway).
Skill Distribution Charts
Here are some recommended skill charts or builds to help you decide where to put those Skill Points:
First-Timer Build, or Meso-Saving Build
This build is the most common for all tiers of players (from beginner to advanced). It aims to maximize recovery skills before adding points to Magic Claw. Because it does not use up a lot of MP at lower levels, you will not need to spend much money on potions with this build.
Level 8: 1 to Energy Bolt
Level 9: 3 to Improving MP Recovery
Level 10: 2 to Improving MP Recovery, 1 to Improving Max MP Increase
Levels 11-13: 3 to Improving Max MP Increase per level (maxed at lv. 10)
Levels 14-16: 3 to Improving MP Recovery per level
Level 17: 2 Improving MP Recovery (maxed), 1 Magic Claw
Levels 18-23: 3 Magic Claw per level
Level 24: 1 Magic Claw (maxed), 2 Magic Guard
Levels 25-30: 3 Magic Guard per level (maxed at lv. 20)
It should look something like this at the end:
1 Energy Bolt
16 Improving MP Recovery (maxed)
10 Improving Max MP Increase (maxed)
20 Magic Claw (maxed)
20 Magic Guard (maxed)
Power-Leveling Build
The opposite of the above, this build is aimed for those who have money and are willing to spend it on potions. People following this build will level faster from level 15 onwards.
Level 8: 1 Energy Bolt
Level 9: 3 Improving MP Recovery
Level 10: 2 Improving MP Recovery, 1 Improving Max MP Increase
Levels 11-13: 3 Improving Max MP Increase per level (maxed at lv. 10)
Levels 14-19: 3 Magic Claw per level
Level 20: 2 Magic Claw (maxed), 1 Improving MP Recovery
Levels 21-23: 3 Improving MP Recovery per level
Level 24: 1 Improving MP Recovery (maxed), 2 Magic Guard
Levels 25-30: 3 Magic Guard (maxed at lv. 20)
MageTerrific's Pro Build
This build is for people with a few hundred thousand mesos, it will end with the same stats as the first timer build at the end, just the order of adding points will be changed. It will give you tons of power at lower levels but you will have almost no mp recovery at first, causing you to buy many potions.
Level 8: 1 to Energy Bolt
Level 9: 3 to Improving MP Recovery
Level 10: 2 to Improving MP Recovery, 1 to Improving Max MP Increase
Levels 11-13: 3 to Improving Max MP Increase per level (maxed at lv. 10)
Levels 14-19: 3 to Magic Claw
Level 20: 2 to Magic Claw(maxed), 1 Magic Guard
Levels 20-29: 2 to Magic Guard, 1 to Improving MP Recovery (Per Level)
Level 30: 1 to Magic Guard, 2 to Improving MP Recovery