Complete Aran Guide

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Under Construction, please do not edit.
A fully detailed Aran guide -created by SanjitS95
Version/Updates under Notes

The Legendary Hero

Summary And Story

During the age when the Black Mage ruled Maple World, five heroes protected its citizens from his villainy. They fought the Black Mage with their unique powers, but it was impossible to protect the world and the people. Rather than see their people get hurt, the heroes sent them away to the safety of Victoria Island. Then, they began their final battle with the Mage. When the dust finally cleared, the heroes had disappeared, leading everyone to believe they had died. Now, centuries after, Aran, one of the five heroes who fought the Black Mage, rises again!

"I must go. The Black Magician must be stopped!"

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Pros

  • Arans are strongest non-ranged class in game
  • Combo Barrier reduces enemy damage and Combo Drain heals you giving good survivability
  • Smart Knockback affects your party and Knockbacking on boss monsters make them attack less
  • Faster attack speeds then other polearm users because of Polearm Booster (+3 attack speed on Polearm)
  • Have the farthest reaching melee moves in game
  • Dispels are nearly useless due to lack of active buffs
  • The only class that can freeze boss monsters
  • Extremely good mobbing abilities straight from the start
  • Arans can knockback almost every monster in game

Cons

  • Requires memorization of certain key sequences and near-constant pushing of the attack button
  • Many quests are required to be completed for skills on all job advancements
  • Have accuracy problems like other warrior-type classes
  • Lower HP than normal warrior-type classes
  • Somewhat hard class to master, not recommended as your very first character
  • Keeping your combo up can be a hassle
  • Very high MP usage

Stat Distribution

The stat distribution is the exact same as a Spearman's, who is a "Polearm and Spear user."
You get 5 AP everytime you level up.
The main stats for an Aran are DEX (which increases your accuracy) and STR (which increases your weapon attack).
NEVER touch LUK, HP, MP, or INT, these four stats should never be given AP, even until level 200!

Levels 1-10

Right from the beginning you should start to make sure your DEX is always 2 times your level, and the rest of your AP should go directly into STR. It really doesn't matter in these levels how you distribute your ability points (as long as your DEX is 20 by level 10). Here are two ways of following this build so you don't get off track.

  • STR: +5 for three levels
  • DEX: +5 for two levels

(This way you get the maximum amount of STR early every 5 levels)

Or,

  • STR +3 on each level
  • DEX +2 on each level

(I recommend this method because it is easier to keep track of)

Reference:
Level 2: XX Dex, Rest in STR
Level 4: XX DEX, Rest in STR
Level 6: XX DEX, Rest in STR
Level 8: XX DEX, Rest in STR
Level 10: 2X DEX, Rest in STR

Levels 10-40

At these levels use the same AP distribution you did during your time leveling from 1 to 10. Just make sure to keep your DEX at 2 times your level until level 50 or so, and make sure the rest of your AP is going directly into STR.

  • STR: +5 for three levels
  • DEX: +5 for two levels

(This way you get the maximum amount of STR early every 5 levels)

Or,

  • STR +3 on each level
  • DEX +2 on each level

(I recommend this method because it is easier to keep track of)

Reference:
Level 10: 2X Dex, Rest in STR
Level 15: 30 DEX, Rest in STR
Level 30: 60 DEX, Rest in STR
Level 35: 70 DEX, Rest in STR
Level 40: 80 DEX, Rest in STR

Levels 41-69

Up to level 40 your DEX should have been twice your level, so at level 40 you had 80 DEX. But from level 41 onwards you should now only have 40+your level, and the rest of your AP should be going into STR. Most Aran and their Dragon Knight cousins choose to cap their DEX at level 60. "Capping" is when you completely stop adding points into DEX and apply every ability point into STR, but by doing this, Aran and Spearman_Class_Spearmen alike must gain accuracy through buffs, potions, etc. because they receive slightly higher damage output thanks to the excess STR.

  • STR: +5 for four levels
  • DEX: +5 for only one level

(This way you get maximum STR early every 5 levels)

Or,

  • STR: +4 on each level
  • DEX: +1 on each level

(I recommend this method because it is easier to keep track of)

Reference:
Level 41: 81 DEX, Rest in STR
Level 50: 90 DEX, Rest in STR
Level 55: 95 DEX, Rest in STR
Level 60: 100 DEX, Rest in STR
Level 70: 100 DEX, Rest in STR

Levels 70-120

Once you reach level 70 you no longer will be adding AP in to any stat other then STR as you hit your "cap" at level 60. Later in these levels is where you should also begin to search and use DEX increasing items and armor.

  • STR: +5 every level

Reference:
Level 80: 100 DEX, Rest in STR
Level 90: 100 DEX, Rest in STR
Level 100: 100 DEX, Rest in STR
Level 110: 100 DEX, Rest in STR
Level 120: 100 DEX, Rest in STR

Levels 121-200

Congratulations on reaching the final job advancement! In this range of levels a small percentage of non-highly-funded Aran and Dark Knights choose to raise their DEX because they miss on end game bosses. This is usually because of a lack of end game DEX scrolled armor that they can't afford. If you are in that percentage follow this build, but other than that just continue to add every ability point into STR.

  • STR: +5 for nine levels
  • DEX: +5 for one level

Reference:
Level 120: 100 DEX, Rest in STR
Level 140: 110 DEX, Rest in STR
Level 160: 120 DEX, Rest in STR
Level 180: 130 DEX, Rest in STR
Level 200: 140 DEX, Rest in STR

Or,

  • STR: +5 every level

Reference:
Level 130: 100 DEX, Rest in STR
Level 145: 100 DEX, Rest in STR
Level 160: 100 DEX, Rest in STR
Level 185: 100 DEX, Rest in STR
Level 200: 100 DEX, Rest in STR

Skills

The Aran are a unique class, taking inspiration from the Spearman, Dragon Knight, Dark Knight, Crusader, Hero, White Knight, and Paladin. The Aran use a few ice-based attacks and also have a considerable amount of story behind them to support there skill choices.
Bolded Skill Level is the mastery level.
Bolded Skill in SP build means the skill should now be maxed.
For an index of every single Aran skill click here.


Legend

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Three Snails: Hurls snail shells to attack monsters from long distance.
  • Level 1: MP -3; Damage 10
  • Level 2: MP -5; Damage 25
  • Level 3: MP -7; Damage 40

File:Nimblefeet.gif Agile Body: Enables the character to move around quickly for a very short amount of time.

  • Level 1: MP -10; speed +10 for 4 seconds
  • Level 2: MP -15; speed +15 for 8 seconds
  • Level 3: MP -20; speed +20 for 12 seconds
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Recovery: Enables the user to recover HP constantly for 30 sec.
  • Level 1: MP -10; Recover 24 HP in 30 sec.
  • Level 2: MP -20; Recover 48 HP in 30 sec.
  • Level 3: MP -30; Recover 72 HP in 30 sec.

Three Snails SP Build
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Level 1 - You do not get a point on this level.

Level 2 - +1 Recovery (1)

Level 3 - +1 Recovery (2)

Level 4 - +1 Recovery (MAX)

Level 5 - +1 Three Snails (1)

Level 6 - +1 Three Snails (2)

Level 7 - +1 Three Snails (MAX)

Level 8 - You do not get a point on this level.

Level 9 - You do not get a point on this level.

Level 10 - You do not get a point on this level.

End Result

Three Snails-MAXED
Agile Body-0
Recovery-MAXED

What's the point in maxing Three Snails? Three Snails gives a ranged attack which Aran lack until the 2nd Job Advancement, it can come in handy for mobbing.
So why no Agile Body? Combat Step has the ability to cover entire maps in seconds when used on a ledge (still not proven to be a glitch or not), and provides a much lower but still decent boost when not on ledges.


Agile Body SP Build File:Nimblefeet.gif

Level 1 - You do not get a point on this level.

Level 2 - +1 Recovery (1)

Level 3 - +1 Recovery (2)

Level 4 - +1 Recovery (MAX)

Level 5 - +1 Agile Body (1)

Level 6 - +1 Agile Body (2)

Level 7 - +1 Agile Body (MAX)

Level 8 - You do not get a point on this level.

Level 9 - You do not get a point on this level.

Level 10 - You do not get a point on this level.

End Result

Three Snails-0
Agile Body-MAXED
Recovery-MAXED

What's the point in maxing Agile Body? Agile Body gives a pretty decent boost on speed no matter the type of terrain, Combat Step does have the ability to cover maps but it loses on comparison to Agile Body on flat land.
So why no Three Snails? It is a weak attack doing only 40 damage when maxed. It has a ranged attack which can be handy, but Aran also have the longest reach out of all the Melee Classes in game.


No Recovery SP Build
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Level 1 - You do not get a point on this level.

Level 2 - +1 Three Snails (1)

Level 3 - +1 Three Snails (2)

Level 4 - +1 Three Snails (MAX)

Level 5 - +1 Agile Body (1)

Level 6 - +1 Agile Body (2)

Level 7 - +1 Agile Body (MAX)

Level 8 - You do not get a point on this level.

Level 9 - You do not get a point on this level.

Level 10 - You do not get a point on this level.

End Result

Three Snails-MAXED
Agile Body-MAXED
Recovery-0

What's the point in maxing Agile Body? Agile Body gives a pretty decent boost on speed no matter the type of terrain, Combat Step does have the ability to cover maps but it loses on comparison to Agile Body on flat land.
And what about Three Snails? Three Snails gives a ranged attack which Aran lack until the 2nd Job Advancement, it can come in handy for mobbing.
So why no Recovery? It is quite useful in the first couple levels in the life of an Aran, but later it is next to useless seeing as you will have a high amount of HP and will be using potions to recover.


Awakened Aran (1st Job Advancement)

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Double Swing: Press the attack key twice to attack up to 12 surrounding monsters two times.
  • Level 1: MP -2, 102% Damage
  • Level 10: MP -3, 120% Damage
  • Level 20: MP -5, 140% Damage
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Combo Ability: Enables the visibility of combo counts. After every 10 combo counts, your stats will increase by a certain amount up to a maximum of ten times. This buff disappears when you lose your combo count.
  • Level 1: Weapon Attack +1 (1), Weapon Defense and Magic Defense +5 (5), Stacks 1 time
  • Level 5: Weapon Attack +1 (5), Weapon Defense and Magic Defense +5 (25), Stacks 5 times
  • Level 10: Weapon Attack +1 (10), Weapon Defense and Magic Defense +5 (50), Stacks 10 times
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Polearm Booster: By using HP and MP, the attack speed of the polearm temporarily increases. Can only be used when having a polearm equipped.
  • Level 1: MP and HP -29 , Attack Speed +1, Lasts 10 seconds
  • Level 10: MP and HP -20, Attack Speed +1, Lasts 100 seconds
  • Level 20: MP and HP -10, Attack Speed +3, Lasts 200 seconds
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Combat Step: Press the arrow keys twice to move to a far distance at fast speed.
  • Level 1: MP -1, Boost yourself 620 distance
  • Level 7: MP -3, Boost yourself 760 distance
  • Level 15: MP -5, Boost yourself 900 distance

Low Combo Ability SP Build
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Level 10 - +1 Double Swing (1); +1Combat Step (1)

Level 11 - +2 Double Swing (3); +1 Combat Step (2)

Level 12 - +2 Double Swing (5); +1 Combat Step (3)

Level 13 - +2 Double Swing (7); +1 Combat Step (4)

Level 14 - +2 Double Swing (9); +1 Combo Ability (1)

Level 15 - +2 Double Swing (11); +1 Combat Step (5)

Level 16 - +2 Double Swing (13); +1 Combo Step (6)

Level 17 - +2 Double Swing (15); +1 Combo Step (7)

Level 18 - +2 Double Swing (17); +1 Combo Step (8)

Level 19 - +2 Double Swing (19); +1 Combo Step (9)

Level 20 - +3 +1 Double Swing (MAXED); +1 Combat Step (10); +1 Combo Ability (2)

Level 21 - +2 Combat Step (12); +1 Combo Ability (3)

Level 22 - +2 Combat Step (14); +1 Combo Ability (4)

Level 23 - +1 Combat Step (MAXED); +2 Combo Ability (6)

Level 24 - +3 Combo Ability (9)

Level 25 - +1 Combo Ability (MAXED); +2 Polearm Booster (2)

Level 26 - +2 Polearm Booster (12); +1 Combat Step (11)

Level 27 - +2 Polearm Booster (14); +1 Combat Step (12)

Level 28 - +2 Polearm Booster (16); +1 Combat Step (13)

Level 29 - +2 Polearm Booster (18); +1 Combat Step (14)

Level 30 - +2 Polearm Booster (MAXED); +1 Combat Step (MAXED)

End Result

Double Swing-MAXED
Combo Ability-6
Polearm Booster-MAXED
Combat Step-MAXED

Why 6 on Combo Ability if it always gives Weapon Attack +1, and Weapon/Magic Defense +5? It continues to stack that amount until maxed when it can stack up to 10 times (10 Weapon Attack and 50 Weapon/Magic Defense with 100 combo count or more). Why max Polearm Booster and Combat Step? The more skill points put into Combat Step the further you will travel on any type of terrain. Polearm Booster last for around 3 minutes and only cost 10 MP and HP which can speed up your training.


Combat Step SP Build
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Level 10 - +1 Double Swing (1)

Level 11 - +3 Double Swing (4)

Level 12 - +3 Double Swing (7)

Level 13 - +3 Double Swing (10)

Level 14 - +2 Double Swing (12); +1 Combo Ability (1)

Level 15 - +2 Double Swing (14); +1 Combo Ability (2)

Level 16 - +2 Double Swing (16); +1 Combo Ability (3)

Level 17 - +2 Double Swing (18); +1 Combo Ability (4)

Level 18 - +2 Double Swing (MAXED); +1 Combo Ability (5)

Level 19 - +1 Combat Step (1); +2 Combo Ability (7)

Level 20 - +1 Combat Step (2); +2 Combo Ability (9)

Level 21 - +2 Combat Step (4); +1 Combo Ability (MAXED)

Level 22 - +2 Combat Step (6); +1 Polearm Booster (1)

Level 23 - +3 Combat Step (9)

Level 24 - +3 Combat Step (12)

Level 25 - +3 Combat Step (MAXED)

Level 26 - +3 Polearm Booster (4)

Level 27 - +3 Polearm Booster (7)

Level 28 - +3 Polearm Booster (10)

Level 29 - +3 Polearm Booster (13)

Level 30 - +3 Polearm Booster (16)

End Result

Double Swing-MAXED
Combo Ability-MAXED
Polearm Booster-16
Combat Step-MAXED

Why only 16 on Polearm Booster? Polearm Booster grants +3 attack speed at level 15 which is the same as it would be at level 20, the only difference is that it would last longer and cost less MP and HP at level 20. Why max Combo Ability if it always gives Weapon Attack +1, and Weapon/Magic Defense +5? It continues to stack that amount until maxed when it can stack up to 10 times (10 Weapon Attack and 50 Weapon/Magic Defense with 100 combo count or more).


Polearm Booster SP Build
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Level 10 - +1 Double Swing (1)

Level 11 - +3 Double Swing (4)

Level 12 - +3 Double Swing (7)

Level 13 - +3 Double Swing (10)

Level 14 - +2 Double Swing (12); +1 Combo Ability (1)

Level 15 - +2 Double Swing (14); +1 Combo Ability (2)

Level 16 - +2 Double Swing (16); +1 Combo Ability (3)

Level 17 - +2 Double Swing (18); +1 Combo Ability (4)

Level 18 - +2 Double Swing (MAXED); +1 Combo Ability (5)

Level 19 - +1 Combat Step (1); +2 Combo Ability (7)

Level 20 - +1 Combat Step (2); +2 Combo Ability (9)

Level 21 - +2 Combat Step (4); +1 Combo Ability (MAXED)

Level 22 - +1 Combat Step (5); +2 Polearm Booster (2)

Level 23 - +3 Polearm Booster (5)

Level 24 - +3 Polearm Booster (8)

Level 25 - +3 Polearm Booster (11)

Level 26 - +3 Polearm Booster (14)

Level 27 - +3 Polearm Booster (17)

Level 28 - +3 Polearm Booster (MAXED)

Level 29 - +3 Combat Step (8)

Level 30 - +3 Combat Step (11)

End Result

Double Swing-MAXED
Combo Ability-MAXED
Polearm Booster-MAXED
Combat Step-11

Why only 11 on Combat Step? Combat Step's ability (or glitch) to go long distances when used on a ledge is available even when it has 1 skill point.
Why max Combo Ability if it always gives Weapon Attack +1, and Weapon/Magic Defense +5? It continues to stack that amount until maxed when it can stack up to 10 times (10 Weapon Attack and 50 Weapon/Magic Defense with 100 combo count or more).


Aran In Memory (2nd Job Advancement)

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Triple Swing: Press the attack key three times to attack up to 12 surrounding monsters three times.
  • Level 1: MP -3, 193% Damage
  • Level 10: MP -5, 220% Damage
  • Level 20: MP -7, 250% Damage
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Polearm Mastery: Increases the mastery as well as accuracy. Only applied with a polearm equipped.
  • Level 1: 5% Mastery and +1 Accuracy
  • Level 10: 35% Mastery and +1 Accuracy
  • Level 20: 60% Mastery and +2 Accuracy
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Body Pressure: For a short period of time, you can attack monsters with your own body. The attacked monster has a small probability to get stunned for 5 seconds.
  • Level 1: MP -40, lasts for 25 seconds, 21% Probability, 5% Body Attack Damage
  • Level 10: MP -31, lasts for 70 seconds, 30% Probability, 50% Body Attack Damage
  • Level 20: MP -20, lasts for 120 seconds, 40% Probability, 100% Body Attack Damage
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Combo Drain: A certain percent of your attack damage goes to your HP.
  • Level 1: 1% Health Drain, lasts for 44 Seconds
  • Level 10: 3% Health Drain, lasts for 80 Seconds
  • Level 20: 5% Health Drain, lasts for 120 Seconds
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Combo Smash: Throw a polearm that penetrates a certain amount of monsters in the direction you are facing.
  • Level 1: 340% Damage, attacks 4 monsters
  • Level 10: 520% Damage, attacks 6 monsters
  • Level 20: 700% Damage, attacks 10 monsters
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Final Charge: Push monsters in front of you. You have to use Triple Swing first before using this skill.
  • Level 1: MP -10, 50% Damage, attacks up to 5 monsters
  • Level 15: MP -14, 64% Damage, attacks up to 8 monsters
  • Level 30: MP -20, 90% Damage, attacks up to 12 monsters

No Body Pressure SP Build
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Level 30 - +1 Triple Swing (1)

Level 31 - +3 Triple Swing (4)

Level 32 - +3 Triple Swing (7)

Level 33 - +3 Triple Swing (10)

Level 34 - +3 Triple Swing (13)

Level 35 - +3 Triple Swing (16)

Level 36 - +3 Triple Swing (19)

Level 37 - +1 Triple Swing (MAXED); +2 Combo Drain (2)

Level 38 - +3 Combo Drain (5)

Level 39 - +3 Combo Drain (8)

Level 40 - +3 Combo Drain (11)

Level 41 - +3 Combo Drain (14)

Level 42 - +3 Combo Drain (17)

Level 43 - +3 Combo Drain (MAXED)

Level 44 - Save 3 Points (3)

Level 45 - +6 Combo Smash (6)

Level 46 - +3 Combo Smash (9)

Level 47 - +3 Combo Smash (12)

Level 48 - +3 Combo Smash (15)

Level 49 - +3 Combo Smash (18)

Level 50 - +2 Combo Smash (MAXED); Save 1 Point (1)

Level 51 - Save 3 Points (4)

Level 52 - Save 3 Points (7)

Level 53 - Save 3 Points (10)

Level 54 - +13 Final Charge (13)

Level 55 - +3 Final Charge (16)

Level 56 - +3 Final Charge (19)

Level 57 - +3 Final Charge (22)

Level 58 - +3 Final Charge (25)

Level 59 - +3 Final Charge (28)

Level 60 - +2 Final Charge (MAXED); +1 Polearm Mastery (1)

Level 61 - +3 Polearm Mastery (4)

Level 62 - +3 Polearm Mastery (7)

Level 63 - +3 Polearm Mastery (10)

Level 64 - +3 Polearm Mastery (13)

Level 65 - +3 Polearm Mastery (16)

Level 66 - +3 Polearm Mastery (19)

Level 67 - +1 Polearm Mastery (MAXED); +2 Combo Ability (8) or +2 Polearm Booster (18) or +2 Combat Step (13)

Level 68 - +2 Combo Ability (MAXED) or +2 Polearm Booster (MAXED) or +2 Combat Step (MAXED); +1 Body Pressure (1)

Level 69 - +3 Body Pressure (4)

Level 70 - +3 Body Pressure (7)

End Result

Triple Swing-MAXED
Polearm Mastery-MAXED
Body Pressure-7
Combo Drain-MAXED
Combo Smash-MAXED
Final Charge-MAXED

Why only 7 on Body Pressure? Though Body Pressure can help push off close enemies it is a skill that requires you to take damage to work, even when mastered it only works 40% of the time and sadly does only normal attack damage (which is 100%).
Why does it say +3 Combo Ability or +3 Polearm Booster or +3 Combat Step at levels 67 and 68? All the 1st Job Advancement SP builds have 1 skill that is 4 skill points away from being maxed, since Body Pressure does not need to be maxed it can be left at 7 and put into the skill that was not maxed in the 1st Job Advancement.
Why do I save SP at level 44 and 50 to 53? Polearm Mastery, Combo Drain, Combo Smash, and Final Charge are not given to you upon reaching 2nd job advancement, Polearm Mastery unlocks at level 31, Combo Drain at 37, Combo Smash at 45, and Final Charge at 54.


No Combo Drain SP Build
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Level 30 - +1 Triple Swing (1)

Level 31 - +3 Triple Swing (4)

Level 32 - +3 Triple Swing (7)

Level 33 - +3 Triple Swing (10)

Level 34 - +3 Triple Swing (13)

Level 35 - +3 Triple Swing (16)

Level 36 - +3 Triple Swing (19)

Level 37 - +1 Triple Swing (MAXED); +2 Body Pressure (2)

Level 38 - +3 Body Pressure (5)

Level 39 - +3 Body Pressure (8)

Level 40 - +3 Body Pressure (11)

Level 41 - +3 Body Pressure (14)

Level 42 - +3 Body Pressure (17)

Level 43 - +3 Body Pressure (MAXED)

Level 44 - Save 3 Points (3)

Level 45 - +6 Combo Smash (6)

Level 46 - +3 Combo Smash (9)

Level 47 - +3 Combo Smash (12)

Level 48 - +3 Combo Smash (15)

Level 49 - +3 Combo Smash (18)

Level 50 - +2 Combo Smash (MAXED); Save 1 Point (1)

Level 51 - Save 3 Points (4)

Level 52 - Save 3 Points (7)

Level 53 - Save 3 Points (10)

Level 54 - +13 Final Charge (13)

Level 55 - +3 Final Charge (16)

Level 56 - +3 Final Charge (19)

Level 57 - +3 Final Charge (22)

Level 58 - +3 Final Charge (25)

Level 59 - +3 Final Charge (28)

Level 60 - +2 Final Charge (MAXED); +1 Polearm Mastery (1)

Level 61 - +3 Polearm Mastery (4)

Level 62 - +3 Polearm Mastery (7)

Level 63 - +3 Polearm Mastery (10)

Level 64 - +3 Polearm Mastery (13)

Level 65 - +3 Polearm Mastery (16)

Level 66 - +3 Polearm Mastery (19)

Level 67 - +1 Polearm Mastery (MAXED); +2 Combo Ability (8) or +2 Polearm Booster (18) or +2 Combat Step (13)

Level 68 - +2 Combo Ability (MAXED) or +2 Polearm Booster (MAXED) or +2 Combat Step (MAXED); +1 Combo Drain (1)

Level 69 - +1 Combo Drain (4)

Level 70 - +1 Combo Drain (7)

End Result

Triple Swing-MAXED
Polearm Mastery-MAXED
Body Pressure-MAXED
Combo Drain-7
Combo Smash-MAXED
Final Charge-MAXED

Why only 7 on Combo Drain? Combo Drain is esstianly a healing ability, but its true purpose is to save money by not having to buy as many HP potions, if your Aran is well funded this ability is next to pointless and thus, does not need to be maxed.
Why does it say +3 Combo Ability or +3 Polearm Booster or +3 Combat Step at levels 67 and 68? All the 1st Job Advancement SP builds have 1 skill that is 4 skill points away from being maxed, since Body Pressure does not need to be maxed it can be left at 7 and put into the skill that was not maxed in the 1st Job Advancement.
Why do I save SP at level 44 and 50 to 53? Polearm Mastery, Combo Drain, Combo Smash, and Final Charge are not given to you upon reaching 2nd job advancement, Polearm Mastery unlocks at level 31, Combo Drain at 37, Combo Smash at 45, and Final Charge at 54.


No Combo Smash SP Build
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Level 30 - +1 Triple Swing (1)

Level 31 - +3 Triple Swing (4)

Level 32 - +3 Triple Swing (7)

Level 33 - +3 Triple Swing (10)

Level 34 - +3 Triple Swing (13)

Level 35 - +3 Triple Swing (16)

Level 36 - +3 Triple Swing (19)

Level 37 - +1 Triple Swing (MAXED); +2 Combo Drain (2)

Level 38 - +3 Combo Drain (5)

Level 39 - +3 Combo Drain (8)

Level 40 - +3 Combo Drain (11)

Level 41 - +3 Combo Drain (14)

Level 42 - +3 Combo Drain (17)

Level 43 - +3 Combo Drain (MAXED)

Level 44 - +3 Body Pressure (3)

Level 45 - +3 Body Pressure (6)

Level 46 - +3 Body Pressure (9)

Level 47 - +3 Body Pressure (12)

Level 48 - +3 Body Pressure (15)

Level 49 - +3 Body Pressure (18)

Level 50 - +2 Body Pressure (MAXED); Save 1 Point (1)

Level 51 - Save 3 Points (4)

Level 52 - Save 3 Points (7)

Level 53 - Save 3 Points (10)

Level 54 - +13 Final Charge (13)

Level 55 - +3 Final Charge (16)

Level 56 - +3 Final Charge (19)

Level 57 - +3 Final Charge (22)

Level 58 - +3 Final Charge (25)

Level 59 - +3 Final Charge (28)

Level 60 - +2 Final Charge (MAXED); +1 Polearm Mastery (1)

Level 61 - +3 Polearm Mastery (4)

Level 62 - +3 Polearm Mastery (7)

Level 63 - +3 Polearm Mastery (10)

Level 64 - +3 Polearm Mastery (13)

Level 65 - +3 Polearm Mastery (16)

Level 66 - +3 Polearm Mastery (19)

Level 67 - +1 Polearm Mastery (MAXED); +2 Combo Ability (8) or +2 Polearm Booster (18) or +2 Combat Step (13)

Level 68 - +2 Combo Ability (MAXED) or +2 Polearm Booster (MAXED) or +2 Combat Step (MAXED); +1 Combo Smash (1)

Level 69 - +1 Combo Smash (4)

Level 70 - +1 Combo Smash (7)

End Result

Triple Swing-MAXED
Polearm Mastery-MAXED
Body Pressure-MAXED
Combo Drain-MAXED
Combo Smash-7
Final Charge-MAXED

Why only 7 on Combo Smash? Combo Smash is an incredibly powerful skill, but it is beaten by Combo Peril for those patient enough to make it to the 3rd Job Advancement, this makes Combo Smash a waste of skill points in the 2nd Job Advancement.
Why does it say +3 Combo Ability or +3 Polearm Booster or +3 Combat Step at levels 67 and 68? All the 1st Job Advancement SP builds have 1 skill that is 4 skill points away from being maxed, since Body Pressure does not need to be maxed it can be left at 7 and put into the skill that was not maxed in the 1st Job Advancement.
Why do I save SP at levels 50 to 53? Polearm Mastery, Combo Drain, Combo Smash, and Final Charge are not given to you upon reaching 2nd job advancement, Polearm Mastery unlocks at level 31, Combo Drain at 37, Combo Smash at 45, and Final Charge at 54.


Low Final Charge SP Build
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Level 30 - +1 Triple Swing (1)

Level 31 - +3 Triple Swing (4)

Level 32 - +3 Triple Swing (7)

Level 33 - +3 Triple Swing (10)

Level 34 - +3 Triple Swing (13)

Level 35 - +3 Triple Swing (16)

Level 36 - +3 Triple Swing (19)

Level 37 - +1 Triple Swing (MAXED); +1 Body Pressure (1); +1 Combo Drain (1)

Level 38 - +2 Body Pressure (3); +1 Combo Drain (2)

Level 39 - +2 Body Pressure (5); +1 Combo Drain (3)

Level 40 - +2 Body Pressure (7); +1 Combo Drain (4)

Level 41 - +2 Body Pressure (9); +1 Combo Drain (5)

Level 42 - +2 Body Pressure (11); +1 Combo Drain (6)

Level 43 - +2 Body Pressure (13); +1 Combo Drain (7)

Level 44 - +2 Body Pressure (15); +1 Combo Drain (8)

Level 45 - +2 Body Pressure (17); +1 Combo Smash (1)

Level 46 - +2 Body Pressure (19); +1 Combo Smash (2)

Level 47 - +1 Body Pressure (MAXED); +1 Combo Smash (3); +1 Combo Drain (9)

Level 48 - +2 Combo Smash (5); +1 Combo Drain (10)

Level 49 - +2 Combo Smash (7); +1 Combo Drain (11)

Level 50 - +2 Combo Smash (9); +1 Combo Drain (12)

Level 51 - +2 Combo Smash (11); +1 Combo Drain (13)

Level 52 - +2 Combo Smash (13); +1 Combo Drain (14)

Level 53 - +2 Combo Smash (15); +1 Combo Drain (15)

Level 54 - +2 Combo Smash (17); +1 Combo Drain (16)

Level 55 - +3 Combo Smash (MAXED)

Level 56 - +2 Polearm Booster (2); +1 Combo Drain (17)

Level 57 - +2 Polearm Booster (4); +1 Combo Drain (18)

Level 58 - +2 Polearm Booster (6); +1 Combo Drain (19)

Level 59 - +2 Polearm Booster (8); +1 Combo Drain (MAXED)

Level 60 - +3 Polearm Booster (11)

Level 61 - +3 Polearm Booster (14)

Level 62 - +3 Polearm Booster (17)

Level 63 - +3 Polearm Booster (MAXED)

Level 64 -+3 Combo Ability (9) or +3 Polearm Booster (19) or +3 Combat Step (14)

Level 65 -+1 Combo Ability (MAXED) or +1 Polearm Booster (MAXED) or +1 Combat Step (MAXED); +2 Final Charge

Level 66 - +3 Final Charge (5)

Level 67 - +3 Final Charge (8)

Level 68 - +3 Final Charge (11)

Level 69 - +3 Final Charge (14)

Level 70 - +3 Final Charge (17)

End Result

Triple Swing-MAXED
Polearm Mastery-MAXED
Body Pressure-MAXED
Combo Drain-MAXED
Combo Smash-MAXED
Final Charge-17

Why only 17 on Final Charge? Final Charge when mastered uses 20 MP and only does 90% damage. The only point in putting skills points into is because when you use Triple Swing you move closer to the target, Final Charge pushes the monster(s) back. This prevents the taking of damage and allows better positioning.
Why does it say +3 Combo Ability or +3 Polearm Booster or +3 Combat Step at levels 64-65? All the 1st Job Advancement SP builds have 1 skill that is 4 skill points away from being maxed, since Final Charge does not need to be maxed it can be left at 17 and put into the skill that was not maxed in the 1st Job Advancement.
Why do I need to max out Combo Smash before I max out Combo Drain? Combo Smash when maxed does an amazing 700% hit to 10 monsters, this can speed up training by a huge amount. Combo Drain is essentially a money saving ability in how it can save you a few HP potions.


Aran In Misery (3rd Job Advancement)

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Full Swing: Increases the damage of Double Swing and Triple Swing.
  • Level 1: 72% damage, MP -6, attacks 2 times, and 274% damage, MP -8, attacks 12 enemies
  • Level 10: 90% damage, MP -8, attacks 2 times, and 310% damage, MP -10, attacks 12 enemies
  • Level 20: 110% damage, MP -12, attacks 2 Times, and 350% damage, MP -14, attacks 12 enemies
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Combo Critical: Allows you to perform a critical attack with a certain success rate. For every 10 combos, your critical damage and the chance of a critical attack goes up from a default of 100% damage and 10% chance of performing a critical attack.
  • Level 1: 1% Critical Damage (1) and 1% Probability (1), Stacks 1 time
  • Level 10: 5% Critical Damage (25) and 3% Probability (15), Stacks 5 times
  • Level 20: 10% Critical Damage (100) and 6% Probability (60) , Stacks 10 times
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Rolling Spin: Push monsters away to the left and right side with a powerful wind.
  • Level 1: MP -16, 44% Damage, 38% Probability, attacks 4 monsters, 1 second stun
  • Level 10: MP -20, 80% Damage, 65% Probability, attacks 8 monsters, 1 second stun
  • Level 20: MP -24, 120 Damage, 95% Probability, attacks 12 monsters, 1 second stun
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Snow Charge: Adds an ice element to the polearm for a short period of time. The monster's speed will decrease after being attacked.
  • Level 1: MP -25, 100% Damage, lasts for 10 seconds, speed decreased by -21 for 5 seconds
  • Level 10: MP -29, 105% Damage, lasts for 100 seconds, speed decreased by -30 for 10 seconds
  • Level 20: MP -35; 110% Damage, lasts for 200 seconds, speed decreased by -40 for 20 seconds
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Smart Knockback: Lower the damage required to knockback a monster.
  • Level 1: MP -60, knockback damage lowered to 90% for 15 seconds
  • Level 10: MP -42, knockback damage lowered to 60% for 60 seconds
  • Level 20: MP -30, knockback damage lowered to 10% for 120 seconds
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Combo Peril: The soul of the wolf is summoned and merged into the polearm to attack monsters twice in a wide range.
  • Level 1: 510% Damage, attacks 4 monsters
  • Level 15: 650% Damage, Attacks 6 monsters
  • Level 30: 800% Damage, Attacks 10 monsters
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Final Toss: Toss up to 12 monsters in the air. If you attack monsters in the air, they will receive additional damage. You have to use Triple Swing first before using this skill.
  • Level 1: MP -10, 52% Damage, 42% additional damage on monsters in the air
  • Level 15: MP -15, 80% Damage, 70% additional damage on monsters in the air
  • Level 30: MP -20, 110% Damage, 100% additional damage on monsters in the air

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Aran In Hope (4th Job Advancement)

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Hero's Will: Enables one to escape from abnormal conditions. The higher the skill level, the more variety of abnormal conditions one can escape from.
  • Level 1: MP -30 escape from abnormal condition, terms between skills 600 seconds
  • Level 3: MP -30 escape from abnormal condition, terms between skills 480 seconds
  • Level 5: MP -30 escape from abnormal condition, terms between skills 360 seconds
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Maple Warrior: Increases all players' stats within a party by a certain percentage.
  • Level 1: MP -10, for 30 seconds, all stats + 1%
  • Level 15: MP -30, for 450 seconds, all stats + 8%
  • Level 30: MP -50, for 900 seconds, all stats + 15%
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High Mastery: Increases the polearm mastery as well as weapon attack.
  • Level 1: 65% Mastery, +0 Weapon Attack
  • Level 15: 75% Mastery, +5 Weapon Attack
  • Level 30: 90% Mastery, +10 Weapon Attack
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High Defense: Permanently increases the weapon defense of one's armor.
  • Level 1: 99.5% of all damage received
  • Level 15: 92.5% of all damage received
  • Level 30: 85.0% of all damage received
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Over Swing: Increases the damage of Double Swing and Triple Swing to the extreme.
  • Level 1: (Double Swing) MP -14, 112% Damage, (Triple Swing) MP -16, 186% Damage
  • Level 15: (Double Swing) MP -16, 140% Damage, (Triple Swing) MP -18, 210% Damage
  • Level 30: (Double Swing) MP -18, 170% Damage, (Triple Swing) MP -20, 240% Damage
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Combo Barrier: Grants a buff that makes party members to receive less damage for a limited time.
  • Level 1: lasts for 60 seconds, 8.4% of all damage received
  • Level 15: lasts for 144 seconds, 14.0% of all damage received
  • Level 30: lasts for 240 seconds, 20.0% of all damage received
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Combo Tempest: Freezes the surrounding monsters. If a monster is frozen using this skill it will die instantly upon attack. If used against a boss monster, it deals four consecutive hits of powerful damage.
  • Level 1: 1210% Damage to Bosses, attacks 4 times, attacks 15 monsters, 10 seconds of freeze
  • Level 15: 1350% Damage to Bosses, attacks 4 times, attacks 15 monsters, 24 seconds of freeze
  • Level 30: 1500% Damage to Bosses, Attacks 4 times, Attacks 15 monsters, 40 seconds of freeze
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Freeze Standing: Infusing the weight of a frozen glacier, prevent yourself from being pushed back by a monster's attack.
  • Level 1: MP -30, 42% Probability, lasts for 10 seconds
  • Level 15: MP -42, 70% Probability, lasts for 150 seconds
  • Level 30: MP -50, 90% Probability, lasts for 300 seconds
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Final Blow: Swing your polearm widely to deliver a fierce attack to a maximum of 12 monsters. You have to use Triple Swing first before using this skill.
  • Level 1: MP -20, 410% damage, Hits up to 12 enemies
  • Level 15: MP -25, 550% damage, Hits up to 12 enemies
  • Level 30: MP -30, 700% damage, Hits up to 12 enemies

Legal

Copyright © 2010 SanjitS95 and MapleWiki.net
All names are licensed or trademark of Wizet.
You may not use or copy this guide without my permission (part or whole).
Edit my user page and ask me for permission and I'll get back to you as fast as possible.

Websites allowed to use my guide (with proper credit):
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Hidden-street.net
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Notes

Thanks to MVPJeffie for taking over during my absence from working on the guide!


Version 0.1 11:55 PM PDT

  • start of guide

Version 0.2 11:05 PM PDT

  • finished adding Aran skills
  • finished Legend and 1st Job Advancement SP Builds

Version 0.3 7:32 PM PDT

  • finished 2nd Job Advancement SP Builds

Version 0.4
05:15 PM, 22 August 2010 (PDT)

  • SanjitS95 returns as guide ownder
  • added proper time and date to Notes Section to help better log progression of guide (as of this version)

Version 0.5
08:29 PM, 22 August 2010