Basic Guide to Normal Classes (SP and AP guide) - Ranged section
There are following ranged classes available:

Magician(Wizard, Cleric), Bowman(Archer/CrossBowman) and StarThief(Assassin).

Starting with Wizard, scroll down for Bowman and StarThief info.

So, to became a Wizard, try to roll 5/4,4/5 or 4/4 on STR/DEX while creating the character.
This will give you more AP for INT and LUK- the stats that matter for wizards.
Be warned, your damage will suck until you get magic spells, so you're limited to killing green snails, perhaps some blues too.
Keep putting AP into INT.
Once you're level 8 go to southperry, and take an airship to Victoria Island, once there talk to guy in ticket booth next to the ship, and ask him to take you to Ellinia. In Ellinia climb to the top, enter the portal, and talk to the floating dude, and you'll become a magician.
Put first SP into EnergyBolt, bind the skill to some key (eg. shift) and buy a wand from the weapon store.
Buy some BLUE, and a couple of Red potions from the potion shop, the more the better.
Then find a portal in the upper left of Ellinia, enter it and then continue one map to the left, you'll find yourself in "Tree That Grew", start killing, kill slimes with your EnergyBolt, and snails with regular attack.
AP distribution:
You want as much INT as possible, because INT raises your damage and accuracy of your spells.
But LUK is required to wear magician equipment... so, visit the shop, note the level/LUK requirements on items, and plan to have enough to wear.
To be on the safe side, you can keep LUK=YourLevel+3
Note: Some of the magician equipment is quite poor when it comes to weapon defence.
You may be better using common clothes like t-shirts, available from the shop in LithHarbour.

SP distribution:
For the first levels put SP into ImproveMPRecovery.
Once ImproveMaxMPIncrease skill is unlocked, put all points in there.
You want ImproveMaxMPIncrease maxed as soon as possible, because it increases the amount of MP you get when you level up, so, getting it sooner mean it will work during more level ups, and hence you will have more total MP.

On level 14 you should have mastered ImproveMaxMPIncrease, you can start on attack skills- put 3SP into MagicClaw, but don't start using it yet.
Next level put 3 more SP into magic claw, and you can start using it.
Then get MagicClaw to 10.
Then you have the following options:
If you're very rich, raise MagicClaw beyond 10.
If you're quite rich, save 10 and master MagicClaw.
If you're poor/moderately rich, put some SP into ImproveMPRecovery (to bring it up to 10, or to 16 if you're not only poor but also cheapstake), then save 10 points and master MagicClaw.
Master MPRecovery if you haven't done so before, and then master MagicGuard.

Notes:
- Do NOT raise MagicArmor. It sounds good at low leves but it is in fact USELESS.
- Do NOT raise EnergyBolt beyond level 1, MagicClaw is both stronger and more versatile than EnergyBolt.
(The in-game description is somewhat confusing about it, don't trust it!)
-Some guides tell you not to raise EnergyBolt on level 8, and instead go for MPRecovery and ImproveMaxMPIncrease to get the highest possible amount of MP.
This is true, that way will increase your maxMP compared to my way. By 6 points.
But without energyBolt it will take you a couple of days to get to level 14, compared to my way that will get you there in a matter of hours.
Personally, I don't find gaining 6 MP worth it.
-Amount of MP you recover every 10 seconds is:
3+YourLevel*YourImproveMPRecoverySkill*0.1
rounded down.
Many guides are mistaken about this.

To sum it up, on level 30 you should have:
ImproveMPRecovery=16 (maxed)
ImproveMaxMPIncrease=10 (maxed)
MagicGuard=20 (maxed)
MagicArmor=0
EnergyBolt=1
MagicClaw=20 (maxed)

You are ready for second job advancement, talk to the head magician in Ellinia, and follow his instruction to make the second job advancement.
After completing a simple quest, you'll be given the choice of classes:
Cleric, Fire/Poison Wizard and Ice/Lightning Wizard.
Cleric is a party helper, healing everyone, and also killing undeads and evil creatures.
Wizards are strong attackers, that specialize in killing targets that are weak to their elemental attacks.



Bowman guide:
When creating your character, roll 5/4, 4/5, or(prefferably) 4/4 for your INT/LUK.
In your early levels you can raise your STR to about 10-15 points to improve your melee damage, but don't put too much, as it'd hurt your damage once you get a bow.
AP distribution: You want as much DEX as possible as it's what raises Bow/Crossbow damage. But you need some STR to wear bowman equipment, check the stats and plan your equipment, then make sure you'll have enough STR to wear everything you need. (Or you can keep STR at yourLevel+5, to be on the safe side)
Once you're level 10 immediately go to Southperry and travel to Victoria Island, then talk to the guy in the booth next to the ship and have him move you to Henesys.
Once there enter the Mushroom Park, and find the bowman headquater on the right, talk to the Elf chick, and you'll be a bowman.
There is quite a bit of freedom in taking skills for bowman, I'll present my favourite way, but you don't have to follow it:
Put 3 points into amazon blessing, to unlock amazon Eye.
Put about 4 points into amazonEye, to extend your arrow range.
Master(20 points)
If you're really impatient, put 1SP into Arrow Blow.
CriticalShot- it will raise your average damage without costing you any meso.
Then you have to make a decision which attack will be your main: ArrowBlow, or DoubleShot.
ArrowBlow- one strong attack, is more likely to knockback stronger enemies.
DoubleShot- working better with CriticalShot it deals more damage than ArrowBlow (on average), but the damage is split into two separate attack, and may be too little to knockback some tougher monsters.
I preffer DoubleShot, but that's just personal prefference.
First, raise your attack of choice to 10, save 10 points, and then master the attack.
Then master amazonEye.
You should have 9 or 10 points left till level 30, you can spend them either on amazonBless, or on Focus, it's not too important.

note: Always fight with bow or crossbow!
You can equip a number of weapons, like axes or polearms, but their damage will be weak compared to bow/crossbow!
- Crossbows are slower, but stronger, try both and see which one you like.
Once you're level 30, talk to the archer Elf chick again, and follow her instructions to make second job advancement.




Star Thief
Make sure you roll 5/4,4/5 or 4/4 for your STR and INT. (4/4 being preffered, but the other two are acceptable.)
The first few levels put AP into DEX until you have 25.
Then start putting AP into LUK, and continue with that.
You should probably do the mushroom hat collecting quest: go kill orange mushrooms (One map right of Amherst), until you have 10 tops, and then find an NPC in Southperry that will give you a weapon in exhange. This weapon is a dagger and it will turn important very soon.
At level 10 go to Southperry and take airship to Victoria island, once there take a cab to Kerning, or walk there.
In Kerning find a "Bar" place with a "secret" passage in the toilet.
In there is the Thief lord, looking like some sort of vampire, hanging from the ceiling. Talk to him and he'll make you a Rogue.
You get your skillbook, and you can start taking skills.
For StarThieves, there are many possible orders of getting the skills, but the final skill allocation is pretty much set:
At level 30 you should have-
NimbleBody=10
KeenEyes=8
Disorder=3
DarkSight=20
DoubleStab=0
Lucky7=20

Note:
Some will tell you you need to master NimbleBody, but it is wrong, with your high DEX+LUK you'll have a lot of accuracy and avoidability even without nimble.
And if you do master nimble, you will not have enough SP to master DarkSight.

Note2: Dark Sight should be mastered! Many people think DarkSight is a lame skill because it slows you down, and they don't master it. But it's a mistake, you see, mastered DarkSight DOES NOT SLOW YOU DOWN, and hence it's a kick ass skill.

Note3: Disorder is a melee attack, and since you will be fighting in range, you only need the 3 points here to unlock dark sight.

Note4: Lucky7 needs to be mastered. It will be your primary attack skill for the next 50 or so levels, so you'd better master it.

As I mentioned, the order in which you get these skills isn't that important.
My preffered one is:
3 points into NimbleBody to unlock KeenEyes
4 points into KeenEyes to improve your range somewhat.
10 points into Lucky7
Save 10 points, and master Lucky7 in one go.
3 points into Disorder to unlock DarkSight.
Master DarkSight.
Put the rest into NimbleBody.

Another option is to master Lucky7 first, but that cost more meso in MP potions.

As for AP allocation- you want asw much LUK as possible, for the damage, and only the bare minimum of DEX for wearing equipment.
So, check the DEX requirement on the clothes/weapons for next levels, and make sure you have enough, and put everything else into LUK.
To be on the safe side, you can keep DEX at "your Level"*2


Another note:
Lucky7 is a great skill, because it includes mastery. It's translated a bit weird, but that's what it does- the damage is calculated as if you had full mastery of the weapon.
This makes you do more damage than other classes, and that's why Assassins are very fast to level.
This is also what makes the Banditsin build possible- you level up as a StarThief, and in the second job you take Bandit(dagger thief) advancement.
With this way you don't get star related skills in the second job, but since Lucky7 already includes the most important skill- mastery, you're only a bit weaker than regular assassins! That way you can get to level 50 sooner than regular dagger-using bandits, and by level 50 you get a dagger attack skills from second job and you switch to using that, just in time when Bandits start getting powerful.
Links:
Back to index
Novice Introduction
Normal Class Guides
Skill and Ability Points allocation guide (Melee)
My Info:
Name: TrueNovice
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