LordM4ple's Aran Guide

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Contents

THIS GUIDE IS NOT COMPLETE. I AM A SLOW MAPLER, AND THEREFORE WILL TAKE MY TIME GETTING TO HIGHER LEVELS, THEREFORE SLOW WRITING THIS GUIDE. PLEASE DO NOT EDIT.

LordM4ples Aran Guide

File:Ms aranlogoeng.png Image:Aran.png

Notes

  • This Guide assumes that you know maple terms like "CPQ" or "SP" or where pig beach is.
  • This Guide will wake up in the middle of the night screaming if you plagerize.
  • This Guide assumes...
  • Comment from MVPJeffie: I'm sorry to tell you this, but your grammar and spelling errors are extreme. Try reading this and see what you think of MY guide with no grammar errors. Go to: Complete Aran Guide! By the way, you had like 100 places where you misused "their" and "there". Please go back and reread this throughly!!! Just to be sure, I'll give you the definition of "their" and "there".

Their- posessive form of "they"

There- usually used for pointing to a place or object, syno: here

History

  • Goes and Copies from Aran main page*

The Aran is referred as a singular hero/heroine existing in the Maple World, but this does not mean that only one Aran character can ever be created. This is simply plot significance.

Aran was a hero/heroine of the past who fought for the Maple World against the Black Magician. Just before defeating the Black Magician along with the other heroes of Maple, the Black Magician used a last resort and put a curse on Aran that froze him/her in ice for a century. Thus, he/she forgot their memories and abilities. Aran soon finds out that the Black Magician will come back to the Maple World very soon and is determined to defeat the Black Magician for once and for all.

If you create an Aran, the new character will have a default tan skin. An Aran character starts in a flashback of the Aran's memories, where Aran is level 200 and possesses the legendary polearm, Maha. Aran has to help the people of Ossyria escape to Victoria (This explains what happened before the events at Altair Camp in Elin Forest). Aran awakes to find himself/herself in a tent and goes outside. Upon going outside, the setting resembles the Dragon's Forest in Minar, as well as having the same BGM as the map, as everything is ablaze. The refugees are lined up to board the boat that will let them flee from the tyrranical reign of the Black Magician. Helena, who is at the entrance of the boat, checks off the names of the passengers, a family notices a child is missing and the crowd starts to panic. Aran then resolves to find the child and goes back to find him. Being level 200 at the time, the Cornians and Skelegons in Aran's way will be used as tutorial material for introducing the Aran class' Combo Mechanic. After rescuing the child and returning him back to the ship, the Aran tells Helena to leave without him/her and decides to help the other Maple Heroes in the final stand against the Dark Magician.

After Aran is cursed and sealed in ice as mentioned before, your Aran character truly starts when he/she is awakened by Lilin, a girl with a soft voice and long cyan-colored hair. The setting of the Aran's awakening is Rien, A cold climate much like El Nath, the reason for its cold climate amongst warmer places like Victoria would be the expansion of the Black Magician's curse which froze Aran. It is located off the coast of Lith harbor and that is how Rien is reached. Arans are similar to warriors in their close-ranged attack prospect and the equipment they can use. Like a Cygnus Knight, in the selecting character screen there will be a bamboo-themed banner behind the character, identifying it as an Aran. Example of the Combo System.

To make the Arans even more unique, they have a game mechanic that no other class gets to use: the Combo System. If the character has a polearm equipped they are able to increase their combo counter by continuously hitting monsters. As their combo counter increases, so does their damage. The Aran's strongest skills can be utilized by building up the Combo Counter and then utilizing the Combo Counts. Aran-type characters are extremely powerful and amazing mobbers as all their attacks hit multiple monsters.

Training

NOTE: Because Aran needs more exp to level, its harder to simply train on monsters, and therefore takes almost twice the time to level, making PQs the easiest way to level. (>.<)

Levels 0-10: do the beginner Aran Quests. These should get you to about levels 10-13.

Levels 10-20 (or so): Henesys PQ. Cant say more. that should get you to about level 18 or so, before it gets boring. After that, do the Aran quests that you haven't done yet, or train at the pig each. I wouldnt bother with all the basic quests, because an aran needs so much more exp. You can hunt axe stumps and dark stumps and maybe even dark axe stumps, but you miss every other time, even with that being said, they give great exp.

Levels 20-30: Do sleepywood quests and KPQ. Alternitly, train either at cave of evil eye 3, or East Rocky mountain 4-6. You can do the subway lvl 25-30 thing, witch i haven't done, but i heard it gives good exp.

Levels 30-35: MUSHROOM KINGDOM QUESTS!!!! Best thing to do. Don't bother with the scroll quest, though. it only gets you 300 exp. Bit boring at this point. you can start at CPQ here.

Levels 35-40: CPQ all the way. Trade wins are the easiest. With a good team, you'll get to 40 peice of cake. Arans are PWNAGE in room 3/4, so always ask for that room, and for the other team to summon mucho trojans, and when you get to 40, you can mob golems.

Levels 40-50: Party Quests. The pyramid (PQ?) looks like it was designed for aran. Go in their, mob and kill all things that move. It's a LOT easier with other arans, though. After level 45, you can try for glasses in the ludi pq.

Equips

Weapons 1-30, use the basic polearms, unlees you have better things to use, such as white roses and yellow mops. 30-40, use [[steel polearm] if you can get one, or mithril polearm and crsenct polearm. 40-50, try and use a guan yu, or steel polearm if you are underfunded. 40-50, stay with your guan yu, or use a nine dragins wich you can easily get from CPQ.


Skills

Icon Skill Name Description Type Mastered Prerequisites
Image:Combo_Ability.png‎ Combo Ability Everytime the combo count reaches 10, the stats increase. Passive 10 Lv. 10 Double Swing
Image:Double_Swing.png Double Swing Press the attack key twice to attack up to 12 surrounding monsters two times. Active 20 -
Image:Combat_Step.png Combat Step Press the arrow keys twice to move to a far distance at fast speed. Supportive 15 Lv. 5 Double Swing
Image:Polearm_Booster.png Polearm Booster By using HP and MP, the attack speed of the polearm temporarily increases. Can only be used when having a polearm equipped. Supportive 20 Lv. 5 Combat Step
Icon Skill Name Description Type Mastered Prerequisites
Image:Polearm_Mastery.png‎ Polearm Mastery Increases the mastery as well as accuracy. Only applied with a polearm equipped. Passive 20 Lv. 3 Triple Swing
Image:Triple_Swing.png Triple Swing Press the attack key three times to attack up to 12 surrounding monsters three times. Active 20 Lv. 20 Double Swing
Image:Final_Take.png Final Charge Push monsters in front of you. You have to use Triple Swing first before using this skill. Active 30 Lv. 20 Triple Swing
Image:Combo_Smash.png Combo Smash Throw a polearm that penetrates a certain amount of monsters in the direction you are facing Active 20 Lv. 1 Combo Ability
Image:Combo_Drain.png Combo Drain For a certain amount of time, you will absorb some HP of the damage dealt to the monster. Active 20 Lv. 1 Combo Ability
Image:Body_Pressure.png 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. Supportive 20 -
Icon Skill Name Description Type Mastered Prerequisites
Image:Combo_Critical.png‎ 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. Passive 20 Lv. 10 Combo Ability
Image:Final_Toss.png 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. Active 30 Lv. 20 Triple Swing
Image:Combo_Peril.png Combo Peril The soul of the wolf is summoned and merged into the polearm to attack monsters twice in a wide range. Active 30 Lv. 10 Combo Smash
Image:Rolling_Spin.png Rolling Spin Push monsters away to the left and right side with a powerful wind. Active 20 -
Image:Full_Swing.png Full Swing Increases the damage of Double Swing and Triple Swing. Active 20 Lv. 20 Triple Swing
Image:Smart_Knockback.png Smart Knockback Lower the damage required to knockback a monster. Supportive 20 -
Image:Snow_Charge.png Snow Charge Adds an ice element to the polearm for a short period of time. The monster's speed will decrease after being attacked. Supportive 20 -
Icon Skill Name Description Type Mastered Prerequisites
Image:High_Mastery.png High Mastery Further increase the proficiency of the polearm. Passive 30 Lv. 20 Polearm Mastery
Image:High_Defense.png High Defense Permanently increases the weapon defense of one's armor. Passive 30 -
Image:Final_Blow.png 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. Active 30 Lv. 20 Triple Swing
Image:Combo_Tempest.png 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. Active 30 Lv. 10 Combo Peril
Image:Combo_Barrier.png Combo Barrier Grants a buff that makes party members to receive less damage for a limited time. Supportive 30 Lv. 10 Combo Drain
Image:Overswing.png Over Swing Increases the damage of Double Swing and Triple Swing to the extreme. Active 30 Lv. 20 Full Swing
Image:Maple_Warrior.gif Maple Warrior Increase your base stats for a given duration. Supportive 30 -
Image:Freeze_Standing.png Freeze Standing Infusing the weight of a frozen glacier, prevent yourself from being pushed back by a monster's attack. Supportive 30 -
Image:Hero's_Will.png Hero's Will Enables one to shrug off abnormal conditions. The higher the skill level, the more types of abnormal conditions one can nullify. Supportive 5 -

Skill Builds

1st Job: obviously, Max out double swing ASAP. Then, Max either Combo Ability OR Combo Step OR Polearm Booster. I recommend maxing Ability and Booster, with 7 in step. or, you can max Ability, then split your remaining SP between Step and booster.

Aran Main Skill Build (job 1) 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 - +3 Double Swing (13)

Level 15 - +3 Double Swing (16)

Level 16 - +3 Double Swing (19)

Level 17 - +1 Double Swing (MAXED); +1 Combo Ability OR Combo Step (1)

Level 18 - +3 Combo Ability OR Combo Step (4)

Level 19 - +3 Combo Ability OR Combo Step (7)

Level 20 - +3 Combo Ability OR Combo Step (10)

Level 21 - +1 Combo Ability (MAXED); +1 Combat Step OR save 1 SP. Polearm Booster OR Combo Step

Level 22 - +4 Polearm Booster OR Combo Step (4)

Level 23 - +3 Polearm Booster OR Combo Step (7)

Level 24 - +3 Polearm Booster OR Combo Step (10)

Level 25 - +3 Polearm Booster OR Combo Step (13)

Level 26 - +3 Polearm Booster OR Combo Step (16)

Level 27 - +3 Polearm Booster OR Combo Step (19)

Level 28 - +1 Polearm Booster OR Combo Step (MAXED); +2 on Remaining Skill

Level 29 - +3 Remaining Skill (5)

Level 30 - +3 Remaining Skill (7) (I did some addition wrong up their, the remaining skill should be 7, xD)

Job Advancement

  • Goes and Copies from the Aran main page*

Advancing to 1st Job

  • You need to be at least Level 10.
  • Start the quest The Five Heroes with Lirin.
  • Click on the Giant Pole Arm found above a group of penguins next to Lirin.
  • Advance to 1st job.

Advancing to 2nd Job

Advancing to 3rd job

  • You need to be at least Level 70.
  • Talk to Maha in Rien.
  • Head over to Penguin Port, the place where the boat is located, and defeat Thief Crow.
  • Head back to Rien and talk to Maha.
  • Talk to Lirin.
  • Head to the Cave of Mirrors, which is the last map to the left.
  • Talk to the Yeti there.
  • Defeat the Thief Crow.
  • Talk to the Yeti again.
  • Open up the maker skill. You will need 1 Dark Crystal , 3 Diamond Ores and 3 Garnet Ores.
  • Head back to Rien and talk to Maha.

Advancing to 4th job

  • You need to be at least Level 120.
  • Talk to Lirin in Rien.
  • Talk to Maha and Maha will turn berserk.
  • Defeat Maha's berserk form.
  • Talk to Maha again.

Mounts

At levels 50, 100, 150 and 200, you will get your mounts, which are wolves (referred to as "werewolves" in game) which are the exact same as the other classes mounts. Level 50; Requirements: 50 Seal Meats, 50 Jr. Yeti's Skins and 10 million mesos.

Go to Rien and accept the quest from the penguin, then go to Aquarium and talk to Nanuke. Get the seal meats (The Seals are a good drop source of diamond ores. I got 7 in the time I was hunting seal meats), and go talk to Kenta in the aquarium. Pay her the 10 mil, which is a ginourmous exorbitant price, O_o, and get the vitamins. Go back to Rien and get your Wolf cub.... finished? No! Go back to Orbis, and talk to Scadur in El Nath (he's right at the entrance, I spent like 5 minutes looking for him ><), Collect 50 Junior Yetis Skins, and Presto! Insta-Wolf!

Legal

Copyright © 2010 Lucas Fonseca-Casas All names are licensed or trademark of Wizet. You may not use this guide without my permission (part or whole). Im a lazy slob, so if you use it, give me credit, or i'll hunt you down...

Websites allowed to use my guide (with proper credit): MapleTip.com Hidden-street.net MapleWiki.net GameFAQS.com GameSPOT.com

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