Recently, www.ogpal.com has seen a lot of questions raised by you guys concerning the gear such as whether or not it’s acceptable for the level, how it can be made better, whether or not it’s worth upgrading, etc. So we’ve made a list as follows, trying to possibly forestall some of the questions and we’d like to hear from your Comments and Suggestions.
“I’m poor and I don’t have any gil! What do I need to buy in Maple Story?”
These pieces of equipment are very cheap and offer substantial bonuses to BLM efficiency. Not having these pieces is grounds for getting kicked out of your party, because they’re just that useful and that cheap.
L9: Willow Wand +1– +3 Int, +3 Mnd
L10: Eremite’s Ring– +2 Int
L18: Yew Wand +1– +4 Int, +4 Mnd
L20: Black Silk Neckerchief– +1 Int
L29: Seer’s Crown– +2 Int
L29: Seer’s Tunic– +8 MP, +1 MP regeneration
L29: Seer’s Mitts– +1 Int
L29: Seer’s Slacks– +9 MP, +1 Int
L32: Solid Wand– +5 Int, +5 Mnd
L32: Black Cape +1– +3 Int
*L51: Dark Staff– +1 to all stats, +10 MP regeneration, Dark spell potency +~10%
*L51: Ice Staff– +4 Int, Elemental Magic Skill +10, and Ice spell potency +~10%
L52: Wizard’s Sabots– +10 MP, +3 Agi, Spell Interruption Rate -20%, Enmity -1
L54: Wizard’s Gloves– +12 MP, +3 Chr, Elemental Magic Skill +15, Enmity -1 (Rare/EX)
L56: Wizard’s Tonban– +14 MP, Evasion +5, Dark Magic Skill +15, Enmity -1
L58: Wizard’s Coat– +16 MP, +5 Vit, Enfeebling Magic Skill +10, Enmity -3 (Rare/EX)
L60: Wizard’s Petasos– +25 MP, +4 Int, Enmity -4 (Rare/EX)
L68: Black Cloak– +4 Int, Elemental Magic Skill +8, Adds “Refresh” effect, Cannot equip headgear
*The staves aren’t cheap, but they’re so exceedingly useful that every BLM should farm for these and strive to get them as soon as possible.
“Okay, well, I guess I can spend some time farming… in Maple Story“
These pieces offer either substantial Int boosts, or some useful boosts in a slot where you’re not likely to find them until much later, and if you want to spend some money on improving your performance, these are likely places to look. By no means are these pieces any less important than the ones in Section 1, but these are definitely going to require more of a time investment.
L10: Onyx Earring: +2 MP
L10: Royal Footman’s Tunic: +1 Agi, +1 Int, Cannot equip headgear
L14: Erudite’s Headband: +1 Int, Evasion +3
L14: Friar’s rope: +5 MP, +1 Mnd
L20: Mage’s Slacks– +1 Int
L25: Morion Tathlum– +3 MP, +1 Int
L27: Magna Gauntlets– +24 MP, +2 Dex, +1 Int (Elvaan RSE)
L27: Elder’s Bracers– +32 MP, +2 Int (Galkan RSE)
L28: Shaman’s Belt– +5 MP, +1 Int
L29: Seer’s Crown +1– +3 Int
L29: Seer’s Mitts +1– +2 Int, +2 Mnd
L29: Custom Boots– +4 HP, +12 MP, -1 Dex, +3 Agi, +3 Int, -1 Mnd (Hume RSE)
L29: Magna Ledelsens– +20 MP, +3 Agi, +2 Int (Elvaan RSE)
L29: Elder’s Sandals– +12 MP, +3 Agi, +2 Int (Galkan RSE)
L30: Black Earring– +4 MP
L30: Mercenary Captain’s Belt– +1 Dex, +1 Vit, +1 Agi, +1 Int, +1 Mnd, +1 Chr
L31: Elder’s Braguette– +20 MP, +2 Agi, +1 Int, +2 Chr (Galkan RSE)
L33: Magna Jerkin/Bodice– +24 HP, +4 MP, +1 Dex, +1 Int (Elvaan RSE)
L33: Elder’s Surcoat– +32 MP, +1 Int, +1 Chr (Galkan RSE)
L40: Enhancing Earring– +5 HP, +5 MP (Rare)
L40: Druid’s Rope– +1 Int, +1 Mnd, +1 Chr, Spell Interruption Rate down 10%
L43: Red Cape +1– +3 Int, +3 Mnd
L47: Moldavite Earring– Magic Attack Bonus +5 (Rare/EX)
L48: Rose Wand +1– +6 Int, +6 Mnd
L50: Tactician Magician’s Coat– +1 Int, +1 Mnd, +1 Chr
*L51: Thunder Staff– +4 Dex, Critical Hit Rate +15, Thunder spell potency +~10%
*L51: Fire Staff– +4 Str, Attack +10, Ranged Attack +10, Fire spell potency +~10%
*L51: Water Staff– +4 Mnd, Divine Magic Skill +10, Water spell potency +~10%
*L51: Earth Staff– +4 Vit, Physical Damage taken -20%, Earth spell potency +~10%
*L51: Wind Staff– +4 Agi, Evasion +10, Wind spell potency +~10%
L58: Justaucorps +1– +15 HP, -1 Str, -1 Dex, -1 Vit, -1 Agi, +3 Int, +3 Mnd, +3 Chr
L65: Elemental Torque– Elemental Magic Skill +7 (Rare)
L65: Dark Torque– Dark Magic Skill +7 (Rare)
L65: Enfeebling Torque– Enfeebling Torque +7 (Rare)
L66: Phantom Tathlum– +10 MP, +2 Int
L66: Arachne Obi– +2 Int, Enhances “Resist Slow” effect
L71: Rainbow Cape– +9 HP, +9 MP, +3 Int, +3 Mnd, +3 Chr
*Again, the staves are expensive, but have been proven to add a huge boost to your efficacy as a BLM, and while getting all of them is exceedingly difficult, it’s very nice to have. Pick and choose and prioritze them yourself.
“Okay, but I want to be a *leet* BLM. What else can I do in Maple Story?
These are pieces of equipment that might not be necessary, but will give you a little extra edge over the competition, or else will require an insane time investment to acquire.
*L10: Brass Hairpin– -4 HP, +10 MP
L10: Energy Earring: +3 MP
L10: Eremite’s Ring +1: +3 Int
L10: Mist Silk Cape: +1 Mnd
L15: San d’Orian Tunic: +4 MP, +1 Agi, +1 Int, Cannot equip headgear
L18: Garrison Boots: +1 Int, +1 Mnd
*L20: Silver Hairpin– -6 HP , +15 MP
L20: Mage’s Tunic– +2 Int, Cannot equip headgear
L20: Garrison Gloves– +1 Vit, +1 Int
*L27: Savage Gauntlets– +16 MP, +4 Vit, +2 Mnd (Mithran RSE)
L29: Faerie Shield– (What? It’s a shield.)
L30: Healer’s Shield– +2 Dex (WHM sub)
L30: Warlock’s Shield– +7 HP, +7 MP (RDM sub)
L30: Healer’s Earring– -1 Enmity (WHM sub)
L30: Warlock’s Earring– +1 MP regeneration (RDM sub)
L30: Morion Earring– +4 MP, +1 Int
L30: Warlock’s Mantle– Enhances “Fast Cast” (RDM sub)
*L31: Custom Slacks/Pants– +32 MP, -1 Str, +3 Mnd, -1 Chr (Hume RSE)
*L31: Savage Loincloth– +32 MP, +1 Vit, +1 Mnd (Mithran RSE)
*L31: Magna Chausses– +12 HP, +12 MP, +2 Dex, +2 Agi (Elvaan RSE)
L34: Bastokan Circlet– In areas under national control: Magic Attack +3
L36: Wisdom Ring– +3 Int
L38: Mage’s Robe– +3 MP, +1 Int
L38: Spirit Torque– +10 MP, Evasion +5
*L40: Electrum Hairpin– -10 HP, +25 MP
*L40: Electrum Ring– -20 HP, +20 MP
L41: Inferno Sabots– +10 MP, New Moon: +1 Int, Dark Magic Skill +3
*L50: Gold Hairpin– -12 HP, +30 MP
L51: Light Staff– +1 to all stats, Cure potency +10%, Light spell potency +~10%
L54: Genius Ring– +4 Int
L56: Shaman’s Cloak– +25 MP, +4 Int, Elemental Magic Skill +5, Enfeebling Magic Skill +5, Cannot equip Headgear (Rare/EX)
L58: Torque– +1 Int, +1 Mnd, +1 Chr
L64: Druid’s Slops– Healing Magic Skill +5, Elemental Magic Skill +5
L65: Enhancing Torque– Enhancing Magic Skill +7 (Rare)
L66: Arachne Obi +1– +3 Int, Spell Interruption Rate -8%, Enhances “Resist Slow” effect
L68: Demon’s Cloak– +5 Int, Elemental Magic Skill +10, Adds “Refresh” effect, Cannot equip headgear
L72: Abyssal Earring– +2 Int, Scythe skill +5, Dark Magic Skill +5
L72: Errant Houppelande– -7 Str, -7 Dex, -7 Vit, -7 Agi, +10 Int, +10 Mnd, +10 Chr, Enmity -3, +5 MP Regeneration
L72: Errant Cuffs– -20 HP, +20 MP, +5 Int, Enmity -2
L72: Errant Slops– -5 Str, -5 Dex, -5 Vit, -5 Agi, +7 Int, +7 Mnd, +7 Chr, Enmity -3
L74: Elite Beret– Divine Magic Skill +4, Enfeebling Magic Skill +4, Elemental Magic Skill +4, Summoning Magic Skill +4
*This equipment would primarily be used as part of an MP/Int swap near the beginning of the fight, and is not recommended for Taru.
“My LS just gave me 20 million gil from the Kraken Club they sold.”
L30: Morion Earring +1: +5 MP, +2 Int
L34: Republic Circlet: In areas under national control: Magic Attack +5
L40: Magic Slacks– +2 Int, +2 Mnd, Enchantment: Restores MP
L41: Inferno Sabots +1– +13 MP, New Moon: +2 Int, Dark Magic Skill +5
L50: Nazar Bonjuk– +1 Int, +1 Mnd, +2 Chr
L50: Ocean Stone– +30 MP, -5 Str, +3 Int, +2 Mnd (Hume RSE, Rare)
L50: Forest Stone– +40 MP, -5 Dex, +3 Agi, +2 Int (Elvaan RSE, Rare)
L50: Jungle Stone–+30 MP, -5 Agi, +2 Int, +3 Mnd (Mithran RSE, Rare)
L50: Desert Stone–+40 MP, -5 Dex, +3 Int, +2 Chr (Galkan RSE, Rare)
L50: Intellect Torque– +2 Int (Rare)
L50: Sly Gauntlets– +8 HP, -1 Agi, +3 Int (Rare)
L51: Pluto’s Staff– +2 to all stats, +10 MP regeneration, Dark spell potency +~15%
L51: Aquillo’s Staff– +5 Int, Elemental Magic Skill +10, Ice spell potency +~15%
L51: Jupiter’s Staff– +5 Dex, Critical Hit Rate +15, Thunder spell potency +~15%
L51: Vulcan’s Staff– +5 Str, Attack +10, Ranged Attack +10, Fire spell potency +~15%
L51: Neptune’s Staff– +5 Mnd, Divine Magic Skill +10, Water spell potency +~15%
L51: Terra’s Staff– +5 Vit, Physical damage taken -20%, Earth spell potency +~15%
L51: Auster’s Staff– +5 Agi, Evasion +10, Wind spell potency +~15%
L51: Apollo’s Staff– +2 to all stats, Cure potency +10%, Light spell potency +~15%
L52: Tactician Magician’s Hat +2– In areas under national control: +4 Int, +4 Mnd
L58: Torque +1– +2 Int, +2 Mnd, +2 Chr
L60: Phantom Earring– +8 MP, +1 Int
L60: Phantom Earring +1– +10 MP, +2 Int
L62: Marine Gloves– +35 MP, -3 Vit, -3 Agi, +4 Int, +4 Mnd, +3 Chr (Hume RSE)
L62: Wood Gloves/Gauntlets– -30 HP, +55 MP, +4 Dex, -3 Vit, +4 Int (Elvaan RSE)
L62: Dune Bracers– -35 HP, +65 MP, -5 Vit, +2 Int, +2 Mnd (Galkan RSE)
L62: Wood Ledelsens– +30 MP, -3 Str, +6 Agi, +3 Int (Elvann RSE)
L62: Dune Ledelsens– -20 HP, +45 MP, -3 Vit, +4 Chr (Galkan RSE)
L62: River Gaiters– +35 MP, -3 Dex, +4 Int, +4 Mnd (Mithran RSE)
L67: Omniscient Earring– +2 Int
L70: Ocean Rope– +45 MP, -4 Str, +4 Int (Hume RSE, Rare)
L70: Forest Rope– +60 MP, -4 Dex, +4 Int (Elvaan RSE, Rare)
L70: Jungle Rope– +45 MP, -4 Dex, +4 Int (Mithran RSE, Rare)
L70: Desert Rope– +60 MP, -4 Vit, +4 Int (Galkan RSE, Rare)
L71: Prism Cape– +10 HP, +10 MP, +4 Int, +4 Mnd, +4 Chr
L73: Igqira Weskit– Magic Attack Bonus +6, Elemental Magic Skill +5, Conserve MP +2, Physical damage: “Curse” effect
L73: Zenith Mittens– Magic Attack Bonus +5, Converts 50 HP to MP (Rare/EX)
L73: Igqira Manillas– Elemental Magic Skill +5, Magic Attack Bonus +2, Physical damage: “Curse” effect
L73: Errant Cape– +30 MP, Enmity -5
L73: Zenith Pumps– +2 Int, +2 Chr, Converts 50 HP to MP (Rare/EX)
L73: Igqira Huaraches– Enhancing Magic Skill +8, Dark Magic Skill +4, Enmity +2, Conserve MP +4
L73: Genie Huaraches– Enhancing Magic Skill +9, Dark Magic Skill +5, Enmity +3, Conserve MP +5
L74: Snow Ring– -2 Str, +2 Agi, +5 Int
If you have any other questions, please write to us and we will try our best to figure it out for you. Any of your comments or suggestions about www.ogpal.com will receive our prompt and careful attention. : D
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