Aran.

Now i will be telling you about the Aran moves and at the end the guide that they should train on (No pictures sorry)(Sorry not tidy)PART1

Credits of Part2 to Ayumilove maplestory hidden sanctuary, thnx ayum 🙂

1st Mastery Skills

Combo Ability Everytime the combo count reaches 10, the stats increase. Passive 10 Lv. 10 Double Swing
Double Swing Press the attack key twice to attack up to 12 surrounding monsters two times. Active 20
Combat Step Press the arrow keys twice to move to a far distance at fast speed. Supportive 15 Lv. 5 Double Swing
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

2nd Mastery Skills

Polearm Mastery Increases the mastery as well as accuracy. Only applied with a polearm equipped. Passive 20 Lv. 3 Triple Swing
Triple Swing Press the attack key three times to attack up to 12 surrounding monsters three times. Active 20 Lv. 20 Double Swing
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
Combo Smash Throw a polearm that penetrates a certain amount of monsters in the direction you are facing Active 20 Lv. 1 Combo Ability
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
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

3rd Mastery Skills

Combo Critical Allows you to perform a critical attack with a certain success.  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
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
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
Rolling Spin Push monsters away to the left and right side with a powerful wind. Active 20
Full Swing Increases the damage of Double Swing and Triple Swing. Active 20 Lv. 20    Triple Swing
Smart Knockback Lower the damage required to knockback a monster. Supportive 20
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

4th Mastery Skills

High Mastery Further increase the proficiency of the polearm. Passive 30 Lv. 20 Polearm Mastery
High Defense Permanently increases the weapon defense of one’s armor. Passive 30
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
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
Combo Barrier Grants a buff that makes party members to receive less   damage for a limited time. Supportive 30 Lv. 10 Combo Drain
Over Swing Increases the damage of Double Swing and Triple Swing to the extreme. Active 30 Lv. 20 Full Swing
Maple Warrior Increase your base stats for a given duration. Supportive 30
Freeze Standing Infusing the weight of a frozen glacier, prevent yourself from being pushed back by a monster’s attack. Supportive 30
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

Now for the guides:

Places to train

Arans are pretty easy to train, but it is recommended to be an experienced MapleStory player before making one; it’s easiest to already have a main character so you can easily fund your Aran. DEXless Arans may not be able to train on higher leveled monsters, depending on how well they are equipped, so use your best judgment.

  • Levels 1-10: After you come back to life in Rien, there will be quite a few Aran job quests. Complete them and you should get to level 10 in no time.
  • Levels 10-14: After you make the first job advancement, similar to the Cygnus Knights training program, you will be given special places to train in Rien. Training Slimes, Training Orange Mushrooms, Training Pigs will give adequate experience.
  • Levels 14-20: If you should go to Victoria Island, a few quests will be waiting for you. Complete them to level up quick. Or, you could participate in HenesysPQ, but with your melee attacks, it would be pretty difficult attacking the flying monsters within the PQ. It’s best to PQ with a higher-leveled friend (or just a stranger, for that matter). Once you get near level 15, Rowen the Fairy in Ellinia will request you to kill Green Mushrooms and Sickly Green Mushrooms. They give great experience and might drop goodies such as a Pan Lid, which can be sold at a high price to other players. If you can kill Horny Mushrooms and Zombie Mushrooms in one or two hits, and you’re able to burn and spam pots, you might want to try Ant Tunnel.
  • Levels 21-25: KerningPQ is available now, but it isn’t recommended to do it at these levels, because you lack DEX (which would cause trouble when fighting Ligators and King Slime within the PQ). Instead, do as many quests as you can until an NPC in Perion requests you to kill Depressed Ghost stumps. You might want to do this quest at the same time as Winston’s Planting Trees quest, so you get monster kills for both quests. (If you’ve not already visited the Ant Tunnel): Once you are ready to go down to Ant Tunnel, head down there and kill Horny Mushrooms and Zombie Mushrooms.
  • Levels 26-29: You are now strong enough to do KerningPQ! It gives you decent amounts of experience, and rewards (such as ores). But don’t forget to do quests, as the NPC in Perion wants you to kill Zombie Mushrooms and Murderous Zombie Mushrooms this time. A great place to train is the ‘Cave Where Mushrooms Grow’ Mini-Dungeon in Ant Tunnel III, where large amounts of Zombie Mushrooms and Horny Mushrooms spawn. At level 29, an Aran job quest requires you to find and kill Francais the Puppeteer. He is found in a small room located in Evil Eye Cave 3.
  • Levels 30-35: At level 30, complete the second job advancement. You will have to kill Scarred Bears to complete it. If you made it, congratulations! Even though you might go to CarnivalPQ, you are not likely to get picked for a party, and you will likely lose and be harassed. Skip it for now, and just go do quests in Mushroom Kingdom. There are scarce amounts of Aran quests in second job, so there’s not much choice.
  • Levels 36~39: Now you can most likely join CPQ without getting harassed. Go to CPQ and be sure to collect Maple Coins inside; that’s all that is needed. Or, if CPQ gets boring, you could go to Ludibrium and do some quests.
  • Levels 40~49: This is when things get a bit more exciting. You should go to Nett’s Pyramid. It’s best to solo, as with each successful ‘Easy Stage’ run-through, with rank S, will give about 70,000 experience (which is amazing at level 40). Not only is the EXP great: if you complete the bonus stage, you can get up to 30 treasure boxes, which can give you potions, elixirs, and sometimes even a Pharoah Belt. Do this until level 49, while selling all those potions you get to other people or to an NPC shop.
  • Level 50: It’s time to Ludi PQ and Carnival PQ! Alhough it gives less EXP, it’s definitely more exciting, and you should get Broken Glasses from LPQ and Spieglmann’s Necklace in CPQ. If you are near leveling up, die a few times, and continue.

Second Job Advancement

  • Requirements: Level 30

Talk to Lilin, and the Spirit of the Polearm (Maha) will appear. Talk to Maha and a cutscene will occur, showing Maha. Talk to Lilin again and she will ask you to go to the cave at the very north of Rien.

Once you enter the cave, a dream sequence will occur. Talk to the panda blacksmith who is forging your polearm which you used in the opening sequence and he will ask you to hunt some bears for a few items. Once you have collected these items, talk to the panda blacksmith again and a cutscene showing the polearm that you used in the opening scene will appear.

Now that you’re out of the dream, head back to Rien and talk to Maha again to complete your 2nd job advancement.

Third Job Advancement

  • Requirements: Level 70, Maker skill

When you reach level 70, speak to Maha in Rien, and he will ask you to defeat a Thief Crow in Penguin Harbor. Head over to the dock and you will see this Thief Crow. Defeat it and head back to Rien to talk to Maha again. He will then ask you to talk to Lilin, who will guide you to the cave at the very north of Rien.

Once you enter the cave and enter the portal, you will be in a dream sequence. Talk to Tititi the Yeti and he will say a Thief Crow is causing mischief (it is the same crow you fought earlier.). Defeat the crow and then talk to Tititi again eating your quest item in the process. He will give you the directions of making an exact replica of the jewel he ate.

Head out of the dream sequence and head back to Rien. Following the directions of Tititi, collect a Dark Crystal, 3 Sapphire ores, and 3 Garnet ores.

Use the Maker skill to create the quest item that Maha needs. Talk to him again to complete your 3rd job advancement.

Fourth Job Advancement

The fourth job advancement for Aran is surprisingly the most simple of the job advancements. All you are required to do once you reach level 120 is to talk to Lilin, who will then ask you to talk to Maha. Maha will then turn berserk as part of a test and you will need to kill this berserk form. Once you have killed it, talk to Maha again, and you will achieve your fourth job advancement.

There seems to be people asking me What is the best place to train a lvl 49 aran. Well… it is best to train at Netts Pyramid at that level thnx 🙂

Here the pictures to >some< of the moves of aran 🙂 ANDINFORMATION PART2 Hopefully its better than the 1st 1

Introduction
“I must go. The Black Magician must be stopped!”

The Arans were legendary heroes who fought to protect the Maple World many years ago from the Black Magician. Unfortunately, they were all cursed and frozen by the Black Magician when they finally managed to seal him. You begin the game as a Lv200 Aran, during the war with the Black Magician. After rescuing the villagers, you decide to join your comrades instead of getting on the ship with the villagers. That was the last time any Aran was seen roaming the Maple World.

You awake to a soft voice calling out to you. The girl, Lirin, tells you that this place is Rien and that you were a legendary hero in the past before you were frozen. You find that you have absolutely no idea what she is talking about, and yet you feel strangely inclined to believe what she is saying. It is as if there are still remnants of your memories beckoning to you, telling you that Lirin is speaking the truth. You decide to follow her in order to recover your lost abilities and memories.

You strike a Muru, the weakest monster in Rien. Ahh…surely you can’t be a legendary hero with this level of power! Perhaps your skills have gotten rusty. In that case, all you have to do is get back to where you were before, right? If you got there once, surely you can get back there once more…

As you would have noticed, the Arans use the Polearm as their weapon of choice. However, they are far from being slow when fighting. In the right hands, the Arans are formidable characters capable of despatching enemies quickly. The Arans are unique in that they utilise the COMBO battle system, which enhances their attacking capabilities when they chain together multiple hits.

Aran Advantage (Pros) and Disadvantage (Cons)

Pros:

– Has damage reducing skill (Combo Barrier) and healing skills (Combo Drain)
– Burn less health potions than most/all classes in the game because of Combo Drain.
– Strongest non-ranged class in the game.
– Tons of buffs that benefit both your damage and how little/how much you get hit.
– Some of the farthest reaching melee moves in the game.
– Due to the large lack of active buffs, dispel does not affect the Aran class as much as others.
– This is the only class that can freeze boss monsters!
– Combo Drain completely solves it. Arans should have no problems with HP.
– Smart Knockback aids all party members. Knockbacking boss monster means it attacks less.
– Can KB (knockback) almost all enemies
– Has elemental advantage against Fire (using Snow Charge)
– Tossed enemies receive additional damage, allowing faster kills
– Has a Rush-like skill at Second Job for easy mobbing
– Has a mobbing skill in First Job, and new mobbing skills every Job
– Has natural critical at Third Job
– Combo Ability increases WA with more hits
– High Attack Speed (Pole Arm Booster -3 slowness on Polearm)
– Combo Ability increases WA (weapon attack) with more hits
– Aran class excels at small, single-level maps with tightly packed mobs.

Cons:

– Unable to enter Warrior Training Center (Power B.Fore NPC) nearby Perion City
– Typical warrior accuracy problems.
– Lower HP than normal warrior.
– Constantly press ATTACK button to activate Double/Triple Swing (hurts finger)
– Unable to use ATTACK button in MACRO SKILL SYSTEM
– Need to constantly kill monsters to keep your combo up, else you lost all.
– You have to do quests for most of your skills. (1st, 2nd, 3rd, 4th job)
– Aran pay more money if they want mounts. (Tamed monster to ride on their back)
– Low damage in First Job with no or low leveled Combo Ability.
– Critical rate and damage are low without high combo count
– Snow Charge does not freeze; training at high-leveled Fire mobs is a huge problem
High MP usage
– Spamming double and triple Swing consumes lots of MP.
– There is a chance where your attack misses the monster if they knockback you first.
Stun/seduce breaks combos
Certain boss mobs that Aran would normally excel at (Papulatus, Zakum, Horntail) turn out to be poor choices due to their ability to stun. However, if the party member consists of many high level Arans with Smart Knockback maxed, this will be a different case. If Aran constantly knockback those boss before they cast those combo-breaker skills, then those boss won’t stand a chance casting any spell at all! Ownage?
Slow leveling at higher levels
– The best exp/hour mobs tend to be ones that can be 1-2HKO’d.
– However, this class needs to have mobs with higher hits/KO to use their combo efficiently.
– This can lead to slower training and make it harder to reach higher levels.
Skills consuming combo
– Aran is limited to slight variations of double/triple Swing until level 200.
– The only time when Aran can use other skills is by using up the combo.
– Unable to spam a skill a certain skill unless you obtained sufficient combos.
– Most powerful attacks require a certain amount of combo hits before they can be used

Q: Can I prepare a level 10 character especially for Aran before it’s release?
A: No. You create it like you would create a Knight of Cygnus Nobless.
You must create it through the character selection window. Below is a picture

Common Aran Misconceptions and FAQ

Q: Can I make KOC (Knight of Cygnus) in Aran?
No. You can’t make Aran if you are in KOC nor Adventurer.
KOC (Knight of Cygnus) and Adventurer are different category of class.
Aran is a new category class, and can’t be mixed into KOC nor Adventurer.
Note: Adventurer is Warrior, Bowman, Magician, Thief, Pirate
Note: KOC is Nobless, Soul Master, Flame Wizard, Wind Breaker, Night Walker, Striker

Q: Do Aran wear Warrior equipments?
A: Yes. Aran wears same equipment as Warrior. Aran primary weapon is polearm.
Aran is a hybrid of Page and Spearman. (Page = Cold Element, Spearman = Polearm)
However, Aran has unique equipments that Adventurer Warrior doesn’t possess.
For example: Wolf Mount, Steel Polearm, Lirin’s Ring, Combo Medals, etc.

Q: Can Arans use spears as well or just pole arms?
A: Aran can use ANY warrior weapons. However, only Polearm can activate the combo ability. In addition, polearm is the only weapon that allows Aran to use NORMAL attack that hits mobs of monster (similar to Slash Blast) without consuming any MP (mana points).

Q: What makes Aran unique compare to Adventurer Spearman using polearm?
A: Aran NORMAL attack is able to hit up to 3 monster at once without using MP.
Similarly to Slash Blast, damage is split according to the number of monsters being hit.
Also, Aran only swings their polearm (no stab but pure swing animation!) Isn’t that great?Polearm deals most damage when Swing while Spear deals most damage when stab.
If you compare Aran to Adventurer Spearman using polearm,
normal spearman wielding a polearm will do a random 60% swing, 40% stab.
Misconception: Arans need to have a high combo to be good, otherwise they suck…
Combos do in fact increase your damage, but it doesn’t mean they suck without them. The combo system makes Aran class special since some powerful skills are activated through consuming combos rather than consuming MP (save MP for Aran!) Combo is merely a bonus added to Aran’s awesome damage.

How much HP (hit points, health) does Aran gained every level up?
Arans gain roughly 44~48 HP per level up between Lv10~30 (not sure whether it changes past 30). This is equivalent to a Warrior with Lv5 Improving MaxHP Increase. A Warrior with maxed Improving MaxHP Increase (Lv10) gains 64~68 HP per level up. As you can see, Arans are not very far behind in terms of HP.
Without washing HP:
Lv50: at least 2300 HP
Lv100: at least 4600 HP
Lv200: at least 9200 HP

Q: “Can we change our tanned skin (brown) to something else?”
Yes you can! But it cost NX Cash (Nexon Global MapleStory) or A-Cash (Asiasoft South East Asia)

Q: “Do we get to choose white hair color during character creation?”
No. Only basic the hair color, which are black, orange, yellow, brown.

Q: Is it true that Aran’s lose combo after getting seduced or stunned?
Yes and no. Arans don’t lose the combo as soon as they are stunned/seduced, they lost it after 3.5 seconds. But seduce/stun lasts for longer than that, so you can bet that if you do get seduced/stunned, it’s gonna end your combo.

Q: How does Combo Skill works?

This allows Aran to deal high constant damage without the stab animation!
(Note: Swing provides wider attack range that hits monster at top platform as well)

The combo skills has been bothering me quite sometimes. As you can see all…
Damage Dealing Combo Attack is (DOWN) + (LEFT/RIGHT) + (ATTACK)
and Buff Combo Skill is (DOWN) + (DOWN) + (ATTACK)

Combo Smash at 30 combo : (DOWN)+ LEFT/RIGHT + (ATTACK)
Combo Drain at 30 combo : (DOWN) + (DOWN) + (ATTACK)
Fenrir Phantom at 100 combo : (DOWN) + (LEFT/RIGHT) + (ATTACK)
Tempest at 200 combo : (DOWN) + (LEFT/RIGHT) + (ATTACK)
EZ Shield at 200 combo : (DOWN) + (DOWN) + (ATTACK)

Is the skills only activated at exact 30/100/200 combo?
like this very hard get exact

The combo skills require AT LEAST the stated combo count to be used. If there is a skill using the same key input but a higher combo count, that other skill will be used instead from that other skill’s stated combo count onward. e.g. Combo Smash requires 30 COMBO. At any point from 30~99 COMBO, I can use Combo Smash. Once I hit 100 COMBO, however, I will be forced to use Fenrir Phantom (100~199) instead. Similarly, if I have a combo count of 200 or higher, I will be forced to use Tempest instead of the previous two skills. Tempest can be used anywhere from 200~30000 (maximum) COMBO. However, once you use it, the counter will reset to 0. So using it at 30000 is a quite a waste. Your combo returns to 0 whenever you use a combo skill, (skill that consumes combo instead of MP mana) no matter how many combo you have.

Q: How fast do Aran charge their combos?
(Note: I’ll assume that the 1st hit also hits 12 mobs, since I’m not sure yet)
Let’s take Triple Attack. 1 swing hits up to 12 mobs.
Therefore 3 swings = 36 COMBO (assuming there are 12 mobs).
9 swings (3 Triple Attacks) = 108.
So you just need 3 Triple Attacks on 12 mobs to get break 100 COMBO.
Of course, with Full Swing (3rd job), a complete Triple Swing becomes a 4-hit combo:
2 Triple Attacks = 96 COMBO. So 2 Triple Attacks + 1 hit = 108 COMBO
Over Swing (4th job) makes a complete Triple Swing a 5-hit Combo:
2 Triple Attacks = 120 COMBO (yay!)
As you can see, mobbing racks up your combo counter VERY quickly.

Aran’s AP (Ability Points) follows the same pattern as any other warrior:
STR (strength) is your main stat and DEX (dexterity) is your secondary stat.
Your DEX is always double your level. Example: If your Aran is level 30, your DEX is 60.
Aran AP Auto-Distribution
If you follow the “auto distribution” you will receive:
3 STR and 2 DEX each level from Level 1 – 30.
4 STR and 1 DEX each level from Level 31 – 70.

So.. I made an Aran, now how do I add the AP?

If you have sufficient funding, you can cap your DEX much earlier.

Regular DEX (Dexterity)
Recommended to add DEX each level. [For first-time players]
This build will have the most accuracy, but weakest attack.
(STR is your primary source for damage, DEX is for boosting your accuracy)
If you follow the Auto AP Distribution by Nexon/Asiasoft:
Auto-AP adds 2 DEX each level till Level 30, and 1 DEX till Level 70.
Note: Get a Zakum Helm and Deputy Star (for more accuracy) when you have the funds.
It’s recommended to cap (limit) DEX around DEX 80 for this build, but it isn’t mandatory,

Low DEX (Dexterity)
Recommended to cap your DEX at around 40 – 60 [For semi-funded players]
For this build, you just add a little DEX, and get the rest of it entirely from your equipments.
For example: Scrolling your overall armor with DEX scrolls provides additional accuracy stats.
This build is probably the most accepted build out of any warrior AP builds.

DEXless
Don’t add any AP into DEX, Leave it at DEX 4. [For well funded players]
For this build, you add all AP points to STR, and ignore DEX.
This will lead to lower accuracy, but higher damage.
Your scrolled equipments will be your primary source for accuracy.
For example: Wielding a maple weapon (provides additional accuracy)
Advantage of DEXless is training on high level monster with low EVA (evasion)
High level monster rewards more EXP but they have more HP.
High STR will defeat them easily. That’s how hardcore DEXless warrior level very fast.
Also, once your character level is on par with monster level, you can hit it easily

The combo skills has been bothering me quite sometimes. As you can see all…
Damage Dealing Combo Attack is (DOWN) + (LEFT/RIGHT) + (ATTACK)
and Buff Combo Skill is (DOWN) + (DOWN) + (ATTACK)

Combo Smash at 30 combo : (DOWN)+ LEFT/RIGHT + (ATTACK)
Combo Drain at 30 combo : (DOWN) + (DOWN) + (ATTACK)
Fenrir Phantom at 100 combo : (DOWN) + (LEFT/RIGHT) + (ATTACK)
Tempest at 200 combo : (DOWN) + (LEFT/RIGHT) + (ATTACK)
EZ Shield at 200 combo : (DOWN) + (DOWN) + (ATTACK)

Is the skills only activated at exact 30/100/200 combo?
like this very hard get exact

The combo skills require AT LEAST the stated combo count to be used. If there is a skill using the same key input but a higher combo count, that other skill will be used instead from that other skill’s stated combo count onward. e.g. Combo Smash requires 30 COMBO. At any point from 30~99 COMBO, I can use Combo Smash. Once I hit 100 COMBO, however, I will be forced to use Fenrir Phantom (100~199) instead. Similarly, if I have a combo count of 200 or higher, I will be forced to use Tempest instead of the previous two skills. Tempest can be used anywhere from 200~30000 (maximum) COMBO. However, once you use it, the counter will reset to 0. So using it at 30000 is a quite a waste. Your combo returns to 0 whenever you use a combo skill, (skill that consumes combo instead of MP mana) no matter how many combo you have.

Q: How fast do Aran charge their combos?
(Note: I’ll assume that the 1st hit also hits 12 mobs, since I’m not sure yet)
Let’s take Triple Attack. 1 swing hits up to 12 mobs.
Therefore 3 swings = 36 COMBO (assuming there are 12 mobs).
9 swings (3 Triple Attacks) = 108.
So you just need 3 Triple Attacks on 12 mobs to get break 100 COMBO.
Of course, with Full Swing (3rd job), a complete Triple Swing becomes a 4-hit combo:
2 Triple Attacks = 96 COMBO. So 2 Triple Attacks + 1 hit = 108 COMBO
Over Swing (4th job) makes a complete Triple Swing a 5-hit Combo:
2 Triple Attacks = 120 COMBO (yay!)
As you can see, mobbing racks up your combo counter VERY quickly.

Aran’s AP (Ability Points) follows the same pattern as any other warrior:
STR (strength) is your main stat and DEX (dexterity) is your secondary stat.
Your DEX is always double your level. Example: If your Aran is level 30, your DEX is 60.
Aran AP Auto-Distribution
If you follow the “auto distribution” you will receive:
3 STR and 2 DEX each level from Level 1 – 30.
4 STR and 1 DEX each level from Level 31 – 70.

So.. I made an Aran, now how do I add the AP?

If you have sufficient funding, you can cap your DEX much earlier.

Regular DEX (Dexterity)
Recommended to add DEX each level. [For first-time players]
This build will have the most accuracy, but weakest attack.
(STR is your primary source for damage, DEX is for boosting your accuracy)
If you follow the Auto AP Distribution by Nexon/Asiasoft:
Auto-AP adds 2 DEX each level till Level 30, and 1 DEX till Level 70.
Note: Get a Zakum Helm and Deputy Star (for more accuracy) when you have the funds.
It’s recommended to cap (limit) DEX around DEX 80 for this build, but it isn’t mandatory,

Low DEX (Dexterity)
Recommended to cap your DEX at around 40 – 60 [For semi-funded players]
For this build, you just add a little DEX, and get the rest of it entirely from your equipments.
For example: Scrolling your overall armor with DEX scrolls provides additional accuracy stats.
This build is probably the most accepted build out of any warrior AP builds.

DEXless
Don’t add any AP into DEX, Leave it at DEX 4. [For well funded players]
For this build, you add all AP points to STR, and ignore DEX.
This will lead to lower accuracy, but higher damage.
Your scrolled equipments will be your primary source for accuracy.
For example: Wielding a maple weapon (provides additional accuracy)
Advantage of DEXless is training on high level monster with low EVA (evasion)
High level monster rewards more EXP but they have more HP.
High STR will defeat them easily. That’s how hardcore DEXless warrior level very fast.
Also, once your character level is on par with monster level, you can hit it easily.

Aran Damage Formula (credits to txdaan)

I have noticed that this was question by someone,
I think it should be added to shed some light as well.
Min damage formula:
STR * 5.0 * Mastery * 0.9 + DEX / 100 * ATT
Max damage formula:
STR * 5.0 + DEX / 100 * ATT

Polearm Smash = Combo Smash
Polearm Push = Final Charge
Continual Drain = Combo Drain
Polearm Charge = Final Charge
Rolling Spin = Whirlwind
Polearm Toss = Final Toss
Overswing = Over Swing
High Defense = High Class Defense
Pole Arm Finale = Final Blow
Freezing Standing = Freezing Posture
EZ Shield = Combo Barrier
Awakening = Soldier’s Will
High Mastery = Aggression

Aran Skill Name Replacement (Old = New)

Tutorial quests and you should reach Lv10 in no time at all. Once you reach Lv10, click on the Giant Polearm wedged in a glacier next to Lirin in order to advance to the First Job. As usual, you will receive 1 SP and have all your AP reset. And no, you don’t get to use that cool looking polearm. Get your own! ~Credits to Hanabira.Kage
NOTE: LV10 Aran star only with Double Swing and Combat Step skills.
NOTE: The remaining skills are acquired through quest, similarly to 4th Job
Reasoning
10 Combo Ability (for Critical Combo in 3rd Job)
20 Double Swing (primary offense skill in 1st Job, for Triple Swing in 2nd Job)
15 Combat Step (traveling purposes: 1000 distance flash jump)
16 Pole Arm Booster (for the -3 speed)
Summary – Total 61 SP
Double Swing (20/20) / Combat Step (15/15) / Combo Ability (10/10) / Pole Arm Booster (16/20)

1st Job: Recollections

LV 10 : 1 Double Swing (1/20)
LV 11 : 3 Double Swing (4/20)
LV 12 : 2 Double Swing (6/20), 1 Combat Step (1/15)
LV 13 : 3 Double Swing (9/20)
LV 14 : 2 Double Swing (11/20), 1 Combo Ability (1/10) [QUEST]
LV 15 : 3 Double Swing (14/20)
LV 16 : 3 Double Swing (17/20)
LV 17 : 3 Double Swing (20/20)
LV 18 : 3 Combat Step (4/15)
LV 19 : 1 Combat Step (5/15), Save 2 SP (2)
LV 20 : Save 3 SP (5)
LV 21 : Save 3 SP (8)
LV 22 : 11 Pole Arm Booster (11/20) [QUEST]
LV 23 : 3 Pole Arm Booster (14/20)
LV 24 : 2 Combat Step (7/15),1 Pole Arm Booster (15/20)
LV 25 : 3 Combat Step (10/15)
LV 26 : 3 Combat Step (13/15)
LV 27 : 2 Combat Step (15/15), 1 Pole Arm Booster (16/20)
LV 28 : 3 Combo Ability (4/10)
LV 29 : 3 Combo Ability (7/10)
LV 30 : 3 Combo Ability (10/10)

FAQ: Frequently Asked Questions
Q: I feel that Aran’s combat step travel distance is the same for both lvl1 and lvl20
Higher level of Combat Step does increase the distance moved even on level ground. However, the difference is much more obvious when you use it off a ledge. (Note: Check out the video at the bottom where an Aran demonstrates on using Combat Step at high platform ledges! Very useful)

How do I get Pole Arm Booster? Which NPC should i talk to? I’m level 22 now
edsland: You need to completed all ARAN REQUIRED quest! Open you quest window, check under ‘available’ or in progress. Finish all the quest under [ARAN] [Required]….
Hanbira.Kage: Make sure that you have completed ALL Aran-exclusive quests given before Lv22 (just check to make sure there are no more [Required] quests). Once you have done so, a light-bulb should appear over your head. Click it and select Accept to be teleported to Francis’s house. I suggest you purchase a Lith Harbour scroll as you’ll have to report back to Tru after speaking with Francis.

Q: “Why do you max Combat Step and not Pole Arm Booster?”
A: Mobility is key to any melee character. Try using step off of a ledge to understand why it can be so useful. As you level up Step, the distance it travels increases. Booster, however, only last longer. You can just recast booster to make it feel like level 20, while you can’t reuse Step while falling off of a ledge. Take note that the level 50 Mount is slower than spam Hax-Stepping on normal ground, let alone El Nath. (The super slide on El Nath snow terrain and Combat-stepping in mid air are disabled in KMS now because its too godly )

Q: “Why do you push Combo Ability till the end?”
A: Combo is saved until the end because Pole Arm Booster is a necessity.
Maxing Double Swing adds more DPS (Damage per Second) than combo does.

Q: “Why can’t I put Double Swing on a key? How do I use it?”
A: Double Swing is activated when you double tap your attack key. That means on mob-populated maps like Scorpions, you’ll be pressing your attack key none stop, save for the occasional potion. Carpel Tunnel is fun.

Q: What is Lirin’s Ring and how do I get it?
A: Lirin’s Ring is a “Ring” equip that increases all stats, WA, MA, HP & MP by 3. You get it by reaching Lv50 on an Aran character and speaking to Lirin. In KMS this was purely a time-limited event, after which you could no longer get the ring (KMS offered the ring at Lv70, by the way). Whether MSEA will follow suit is uncertain. The ring is permanent (on KMS. not confirmed for MSEA), and can be transferred between characters on the same account, but cannot be traded to other accounts with or without Scissors of Karma.

Once you reach Lv30, return to Rien and talk to Lirin. Finish up the chain of “quests” that require you to go back and forth between Lirin and Maha, the spirit sealed in the Giant Pole Arm. Soon enough, Lirin will direct you to the Cave of Mirrors which is all the way North of Rien. Enter the portal and you will find yourself in…Mu Lung? Accept the NPC’s quest collect items dropped by the Asiatic Black Bears which you will find in the next map. Once you’re done, return to the NPC and then to Lirin to (finally) get your well-deserved job advancement. ~Credits to Hanabira.Kage
2nd Job Notes
Now, you will probably notice that Combo Ability and Pole Arm Booster are not in your skill list. Fret not, because they are obtained from quests at Lv13 and Lv22 respectively. I will go through the quests in the Skill Quests section.
Reasoning
Pole Arm Mastery (boost minimum damage to 60%, provides stable damage)
Combo Smash (deals 600% damage at max level, consumes -30 combo)
Triple Swing (allows to deal a 3rd attack after Double Swing)
Combo Drain (allows to recover some health after each attack)
Final Charge (added last, does not deal much damage, good for clumping mobs)
Summary – Total 121 SP
Pole Arm Mastery (20/20) / Triple Swing (20/20) / Final Charge (21/30) / Combo Smash (20/20) / Body Pressure (20/20) / Combo Drain (20/20)

2nd Job: Memory

LV 30 : 1 Triple Swing (1/20)
LV 31 : 2 Triple Swing (3/20) , 1 Pole Arm Mastery (1/20) [QUEST]
LV 32 : 3 Pole Arm Mastery (4/20)
LV 33 : 3 Pole Arm Mastery (7/20)
LV 34 : 3 Pole Arm Mastery (10/20)
LV 35 : 3 Pole Arm Mastery (13/20)
LV 36 : 3 Pole Arm Mastery (16/20)
LV 37 : 3 Pole Arm Mastery (19/20)
LV 38 : 3 Triple Swing (6/20)
LV 39 : Save 3 SP (3)
LV 40 : Save 3 SP (6)
LV 41 : Save 3 SP (9)
LV 42 : Save 3 SP (12)
LV 43 : Save 3 SP (15)
LV 44 : Save 3 SP (18)
LV 45 : 1 Triple Swing (7/20), Combo Smash (20/20) [QUEST]
LV 46 : 3 Triple Swing (10/20)
LV 47 : 3 Triple Swing (13/20)
LV 48 : 3 Triple Swing (16/20)
LV 49 : 3 Triple Swing (19/20)
LV 50 : 1 Triple Swing (20/20), 2 Combo Drain (2/20)
LV 51 : 3 Combo Drain (5/20)
LV 52 : 3 Combo Drain (8/20)
LV 53 : 3 Combo Drain (11/20)
LV 54 : 2 Combo Drain (13/20), 1 (Rush 1/30) [QUEST]
LV 55 : 3 Combo Drain (16/30)
LV 56 : 3 Combo Drain (19/20)
LV 57 : 1 Combo Drain (20/20), 2 Body Pressure (2/20)
LV 58 : 3 Body Pressure (5/20)
LV 59 : 3 Body Pressure (8/20)
LV 60 : 3 Body Pressure (11/20)
LV 61 : 3 Body Pressure (14/20)
LV 62 : 3 Body Pressure (17/20)
LV 63 : 3 Body Pressure (20/20)
LV 64 : 3 Final Charge (4/30)
LV 65 : 3 Final Charge (7/30)
LV 66 : 3 Final Charge (10/30)
LV 67 : 3 Final Charge (13/30)
LV 68 : 3 Final Charge (16/30)
LV 69 : 3 Final Charge (19/30)
LV 70 : 3 Final Charge (21/30), 1 Pole Arm Mastery (20/20)

DEFENSIVE BUILD
LV 30 – 30 : 1 Triple Swing (1/20)
LV 31 – 31 : 2 Triple Swing (3/20), 1 Pole Arm Mastery (1/20) [QUEST]
LV 32 – 37 : 3 Pole Arm Mastery (19/20)
LV 38 – 42 : 3 Triple Swing (18/20)
LV 43 – 43 : 2 Triple Swing (20/20), 1 Combo Drain (1/20)
LV 44 – 49 : 3 Combo Drain (19/20)
LV 50 – 50 : 1 Combo Drain (20/20), Save 2 SP (2)
LV 51 – 53 : Save 3 SP (9+2)
LV 54 – 54 : 3 Final Charge (14/30)
LV 55 – 56 : 3 Final Charge (20/30)
LV 57 – 62 : 3 Combo Smash (18/20)
LV 63 – 63 : 2 Combo Smash (20/20), 1 Final Charge (21/30)
LV 64 – 69 : 3 Body Pressure (18/20)
LV 70 – 70 : 2 Body Pressure (20/20), 1 Pole Arm Mastery (20/20)

FAQ: Frequently Asked Questions
Q: “Does skills that consumes COMBO also consumes MP?”
A: All skills that consumes COMBO does not use MP (such as Combo Smash) However, it resets your combo to zero. For example, you gain 100 combo, and activate a combo skill, your 100 combo becomes zero.

Q: “Why max Combo Smash but not Triple Swing first?”
A: Combo Smash allows you to deal 600% damage against 10 monsters (at max level) It requires at least 30 combo that you have generated after hitting 30 times. It’s very useful when you want to hit a monster located far away from you. Great to clear mobs of monster at Monster Carnival 1 (at level 45) Save SP at level 39 till level 45 to max this skill once you obtain this skill from Lirin.

Q: “Why Final Charge is added last and not max?”
A: Final Charge at max level only increases 2 mob coverage, and you won’t run into more than 10 mobs often. 9 SP can be spent on other skill such as Body Pressure and Combo Drain. It is max last because it won’t help much in training but very useful in mob areas such as Entrance to Spookyworld with many Gallopera. Level 1 Polearm Push to gain some mobility and clumping monsters.

Okay, moving on. There are some things you have to prepare before taking the Third Job Advancement Test. You must have: Maker Skill, 1 Dark Crystal, 3 Diamond Ores, 3 Garnet Ores, Lots of potions. You should have a pop-up appearing over your head once you hit Lv70, telling you to go to Rien and talk to Lirin. Do so, and head over to Maha to accept his quest. Remember the dock where you depart for Lith Harbour? That’s where you’re headed. Prepare for a boss fight…a big, mutant crow. This guy takes quite a while to kill and does a heck of a lot of damage. Once he’s down, return to Maha and then talk to Lirin. Yes, you have to go to the Cave of Mirrors AGAIN. This time, you end up in El Nath. Does the backdrop look familiar to you? It looks like the Test of Wisdom map…but it’s not. Instead you find a Yeti who has a quest for you. Accept it and enter the portal next to it. Oh ho ho! Surely you didn’t think that was all, did you? The Mutant Crow is back and he wants a piece of you. Kick his butt again and collect the Red Jewel that he drops. Give this to the Yeti. Now you have to forge a Red Jewel for Maha. Use the Maker Skill and the other stuff to forge the Jewel. Return to Maha to advance. ~Credits to Hanabira.Kage
Reasoning
20 Critical Combo (obviously)
30 Final Toss (dump points goes here. Seems least useful)
30 Fenrir Phantom (Even more powerful finisher than Combo Smash)
11 Whilrwind (seems like a better version of Final Take, since it costs less SP to hit 12 enemies, and a 1 second stun can give a little breathing room to recast buffs or whatnot)
20 Full Swing – Double Swing /Triple Swing (Is actually one skill instead of two. Powers up staple skills)
20 Smart Knockback (who wouldn’t want to knockback Pink Bean with 10k damage?)
20 Snow Charge (A free 10% bonus damage on non ice immune/resistant is awesome)
Summary – Total 151 SP
Full Swing (20/20) / Critical Combo (20/20) / Final Toss (30/30) / Fenrir Phantom (30/30) / Snow Charge (20/20) / Smart Knockback (20/20) / Whirlwind (11/20)

3rd Job: Skirmish

LV 70 – LV 70 : 1 Full Swing (1/20)
LV 71 – LV 76 : 3 Full Swing (19/20)
LV 77 – LV 77 : 3 Full Swing (20/20), Critical Combo (2/20)
LV 78 – LV 83 : 3 Critical Combo (20/20)
LV 84 – LV 89 : 3 Snow Charge (18/20)
LV 90 – LV 90 : 2 Snow Charge (20/20), 1 Final Toss (1/30)
LV 91 – LV 99 : 3 Final Toss (28/30)
LV 100 – LV 100 : 2 Final Toss (30/30), 1 Fenrir Phantom (1/30)
LV 101 – LV 109 : 3 Fenrir Phantom (28/30)
LV 110 – LV 110 : 2 Fenrir Phantom (30/30), 1 Smart Knockback (1/20)
LV 111 – LV 116 : 3 Smart Knockback (19/20)
LV 117 – LV 117 : 1 Smart Knockback (20/20), 2 Whirlwind (2/20)
LV 118 – LV 120 : 3 Whirlwind (11/20)

Ayumilove Build
LV 70 – 70 : 1 Full Swing (1/20)
LV 71 – 76 : 3 Full Swing (19/20)
LV 77 – 77 : 1 Full Swing (20/20), 2 Critical Combo (2/20)
LV 78 – 83 : 3 Critical Combo (20/20)
LV 84 – 89 : 3 Smart Knockback (18/20)
LV 90 – 90 : 2 Smart Knockback (2/20), 1 Polearm Toss (1/30)
LV 91 – 99 : 3 Final Toss (28/30)
LV 100 – 100 : 2 Final Toss (30/30), 1 Snow Charge (1/20)
LV 101 – 106 : 3 Snow Charge (19/20)
LV 107 – 107 : 1 Snow Charge (20/20), 2 Fenrir Phantom (2/30)
LV 108 – 116 : 3 Fenrir Phantom (29/30)
LV 117 – 117 : 1 Fenrir Phantom (30/30), 2 Whirldwind (2/20)
LV 118 – 120 : 3 Whirl Wind (11/20)

FAQ: Frequently Asked Questions
Q: Why max Smart Knockback after Full Swing and Critical combo?
A: I have tested out Aran on monsters where most Adventurer class train. Sadly, Aran damage is not sufficient to knockback monsters to prevent them from casting their magic attacks. Aran can attack fast but their damage are low. To counter this, Smart Knockback is maxed to lower down the knockback requirement, so every hit allows Aran to keep knocking back the monster to prevent it from moving pass you and prevent them from casting spell (this skill also works on bosses).

Apart from that, Final Toss works along with Smart Knockback. If you can’t knockback the monster consistently, you can’t keep the monster in air for long. Every successful knockback keeps the monster afloat in air (this prevents them to cast spell and makes them stationary at 1 place while you happily hit them without them hurting you abit!) Couple with Combo Drain and Body Pressure, you will be using less HP (health potion) compare to the rest of the Adventurer and Knight of Cygnus Class! (except for Cleric)

Q: “Fenrir Phantom vs Combo Smash. Which skill is more powerful?”

A: – Fenrir Phantom is always better than Combo Smash.
Combo Smash : 30 combos : 600% damage
Fenrir Phantom : 100 combos : 800% damage x 2 = 1600% damage

Based on the skill description, Smash is better since
30 combos x 3 = 90 combos
= 600% x 3 = 1800% damage
you need only 90 combos and deal 1800% damage

BUT !!! you havent include the bonus damage from Combo Ability & Critical Combo.

By requiring 100 combos, Fenrir Phantom unlock Combo Ability & Critical Combo true potential, adding a total of 10 WA and +100% critical damage with 60% to activate. Making the damage deal by Fenrir is way more than 1600%. AND since Fenrir is a 2 hits skill, giving it a higher chance to activate combo in one of the hit or even in both hits. And a 2 hits skill also mean a much more stable damage than a one hit skill.

Other Information
Snow Charge is a free 10% damage to non ice monsters, which is a huge plus for a class that mobs like crazy, plus the slow is really nice to have.
The Full Swings power up our staple attacks, which is always nice.
Smart Knockback makes it easier to reduce how often enemies will attack you.
The reason I put spare points for Final Toss is because the damage increase for the enemies in the air seem really minuscule because it requires setting up the enemy for the bonus damage. Now I ask why deal a measly 110% to 12 enemies for a bonus +100% damage (which for Aran multipliers doesn’t seem much at all) when you can kill them faster without Final Toss and/or push them forward with Final Take for a bigger mob?

Aran 1st Job Skill: Recollections

aran polearm combo Combo Ability (Max: Lv10) Passive – Received from Lv13 quest

After every 10 combo counts, your stats will increase. Increases up to 10 times.
The buff disappears when you lose your combo count. Requires Double Swing Lv10.
LV 01 : WA +1, WD + 5, MD + 5, stats increase 1 time
LV 10 : WA + 1, WD + 5, MD + 5, stats increase 10 times
This is what makes the Arans unique. Your WA increases by 1 every 10 hits, for a maximum of +10 at Lv20. Awesome.

aran double swing Double Swing (Max: Lv20)
aran double swing
Press the attack key twice to attack up to 12 monsters two times.
Input command: Attack + Attack
LV 01 : MP -2, 102% Damage
LV 10 : MP -3, 120% Damage
LV 20 : MP -5, 140% Damage
Double Swing is your basic attack as an Aran. Which means two things: First, you will be burning lots of MP. Second, you’ll be beating monsters senseless in no time at all. The damage multiplier listed represents the damage dealt by the second hit, with the first dealing 100%.

aran combat step Combat Step (Max: Lv15)
aran combat step

Press the arrow keys twice to move quickly to another distance. Cannot be used while jumping. Requires Double Swing Lv5.
Input command: <>
Lv1: MP -1, Boost yourself 650 Distance
Lv15: MP -5, Boost yourself 1000 Distance
This is the Arans’ version of the Soul Master’s Soul Rush. Also known as OMG THAT WARRIOR JUST FLEW?!!

aran polearm booster Pole Arm Booster (Max: Lv20) – Received from Lv22 quest
aran polearm booster
By using HP and MP, the attack speed of the polearm temporarily increases. Can only be used when having a polearm equipped. Requires Lv5 Combat Step.
Lv1: HP -29, MP -29, increase attack speed by 1 for 10 seconds
Lv10: HP -20, MP -20, increase attack speed by 1 for 100 seconds
Lv20: HP -10, MP -10, increase attack speed by 3 for 200 seconds
This is the deciding factor when it comes to your training speed. This is what sets you apart from spearmen and DKs. When maxed, this increases your attack speed by 3. That’s Slow(8) -> Fast(5). Take note that attack speed can’t go beyond FASTER.

Aran 2nd Job Skill: Memory

aran polearm mastery Pole Arm Mastery (Max: Lv20) Passive – Received from Lv31 quest
Increases the mastery as well as accuracy. Only applied with a polearm equipped.
Requires Lv3 Triple Swing .
Lv1: 15% Mastery, +1 ACC
Lv10: 35% Mastery, +10 ACC
Lv20: 60% Mastery, +20 ACC
Ahh…the passive skill that everyone loves. Like all warriors, you have to max this. However, you have another reason to do so: Aggression (see 4th Job Skills).

aran triple attack Triple Swing (Max: Lv20)
aran triple attack
Press the attack key three times to attack up to 12 monsters three times.
Requires Lv20 Double Swing.
Input command: (ATTACK) + (ATTACK) + (ATTACK)
Lv1: MP -2, 193% Damage
Lv10: MP -5, 220% Damage
Lv20: MP -7, 250% Damage
This upgrades Double Swing by adding an extra hit at the end. This last hit does the most damage out of all three when maxed. The damage multiplier listed is the damage of the third hit; the total damage dealt is this multiplier added on to Double Swing. Triple Swing will be your main attack combo for 2nd Job…

aran polearm push Final Charge (Max: Lv30) – Received from Lv54 quest
aran polearm push
Push monsters in front of you. You have to use Triple Swing first before using this skill.
Requires Lv20 Triple Swing.
Input command: (Triple Swing) + (LEFT/RIGHT) + (ATTACK)
Lv1: MP -10, 50% Damage, hits up to 5 enemies
Lv15: MP -14, 64% Damage, hits up to 8 enemies
Lv30: MP -20, 90% Damage, hits up to 12 enemies
Once you get Final Charge, this becomes your main attack combo. Final Charge is the Arans’ (nerfed) version of Rush, piling up enemies for you to slice and dice with your chopper-on-a-stick.

aran continual drain Combo Drain (Max: Lv20) – Received from Lv37 quest
aran continual drain
If you are dealing damage to the monster, you recover HP as a part from the damage you deal. 30 COMBO is needed to use this skill.
Requires Lv1 Combo Ability.
Input command: (DOWN) + (DOWN) + (ATTACK)
Lv1: 2% Damage as HP Recovery for 44 seconds
Lv10: 5% Damage as HP Recovery for 80 seconds
Lv20: 8% Damage as HP Recovery for 120 seconds
Combo Drain is a buff which you can cast on yourself when you have at least 30 COMBO. This makes ALL your hits during its duration drain HP from the enemy. This skill is similar to Assassin (2nd Job Thief) Skill Drain (a range skill that drains).

aran polearm smash Combo Smash (Max: Lv20) – Received from Lv45 quest
aran polearm smash
Throw a polearm towards your enemy. 30 COMBO is needed to use this skill.
Requires Lv1 Combo Ability.
Input command: (DOWN) + (LEFT/RIGHT) + (ATTACK)
Lv1: 320% Damage, hits up to 4 enemies
Lv10: 500% Damage, hits up to 6 enemies
Lv20: 600% Damage, hits up to 10 enemies
Combo Smash is your first ranged attack as an Aran. I’m guessing its range is roughly that of the Soul Master’s Soul Blade. That damage multiplier is just ridiculous for a 2nd Job skill. For those who are planning to train on mobs in their mid 40 levels, this skill is a MUST to be MAX! (Use this to clear Monster Carnival monsters (e.g. Rombot/Trojans) faster than any Adventurer Class!) Watch this video tutorial on how to obtain this skill.

aran body pressure Body Pressure (Max: Lv20)
aran 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.
Lv1: MP -40, 25 seconds, 21% chance to stun, 5% Damage
Lv10: MP -31, 70 seconds, 30% chance to stun, 50% Damage
Lv20: MP -20, 120 seconds, 40% chance to stun, 100% Damage
Notes: This buff allows you to deal touch damage on mobs, and adds a chance for Touch Damage Cancel to every attack done in its duration. However, once touch damage is neutralised (blue symbol appears on mob’s head), neither you (to the afflicted mob) nor the afflicted mob can deal touch damage. Therefore, Body Pressure is more of a skill to let you avoid getting hit by touch damage like Dark Sight (except that Dark Sight works on bosses). The buff effect from this skill does not affect boss and mini boss. Affects non-boss monster in Monster Carnival 1.Great asset for Aran to earn additional combo when bumping into mobs of monster while swinging his Polearm. You can earn/maintain combo while you are focusing on looting an item (when you are not swinging your pole arm) It also save some health (HP) potion when the monster is affected by this Body Pressure buff. Works hand in hand with Combo Drain. You prevent damage and absorb/drain HP from monster (similar to Assassin Drain skill) but this allows you to drain + using your main attacking skill.

You don’t need to bump into the monster to affect monster with Body Pressure Buff Effect (to disable monster from dealing bump damage to you). With body pressure skill activated, your attacks can deliver/channel the body pressure buff to your enemies without using your body to bump into them. Having said that, swinging your polearm with Triple Swing + Bumping into them (you can easily affect them even for Body Pressure Level 1!)

Also, you might want to reconsider activating Body Pressure for some monster such as those who deals magic damage, you want to bump into them to get physical damage instead of magic damage because magic damage deals lots more damage to Aran. This is due to Aran poor magic defense compare to weapon defense.

The Touch Damage Cancel effect prevents the afflicted mob from attacking ANYONE, not only the player that inflicted it. It gets kinda useful for saving people I guess. Apparently, all mobs in Monster Carnival 2 are immune to this.

Aran 3rd Job Skill: Skirmish

aran full swing Full Swing (Max: Lv20) Passive – Received from Lv70 quest
Increases the damage of Double Swing and Triple Swing. Requires Lv20 Triple Swing.
Lv1: Double Swing MP -6, 144% Damage & Triple Swing MP -8, 274% Damage
Lv10: Double Swing MP -8, 180% Damage & Triple Swing MP -10, 310% Damage
Lv20: Double Swing MP – 12, 220% Damage & Triple Swing MP -14, 350% Damage
This skill improves the overall damage of your basic attacks. This is a must-have! Triple Swing’s multiplier represents the damage dealt by the FINAL HIT only. Full Swing turns Double Swing into 2 stabs, making a full Triple Swing a 4-hit combo.

aran critical combo Critical Combo (Max: Lv20) Passive
Default critical damage is 100% and critical rate is 10%. For every 10 combos, your critical damage and critical rate goes up. Requires Lv10 Combo Ability.
Lv1: +1% Critical Damage with a 1% chance, increases 1 time.
Lv10: +5% Critical Damage with a 3% chance, increases 5 times.
Lv20: +10% Critical Damage with a 6% chance, increases 10 times.
This is the second jewel that makes an Aran shine like the heavens.
If this is stacked with Sharp Eye, good ol’ Zakum’s in for a world of pain.
A warrior hitting criticals is just awesome. You start with 100% base damage, and 10% rate.
That means when your combo count is 10, you do +110% criticals, with 16% success rate.
And when your combo count is 100, you do +200% criticals, with 70% success rate.

aran polearm toss Final Toss (Max: Lv30)
aran polearm 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.
Requires Lv20 Triple Swing.
Input command: Triple Swing + Up + Attack
Lv1: MP -10, 52% Damage, +42% Damage on monsters in air
Lv15: MP -15, 80% Damage, +70% Damage on monsters in air
Lv30: MP -20, 110% Damage, +100% Damage on monsters in air
Simply brutal. Can you imagine hitting a critical on tossed monsters?

aran fenrir phantom Fenrir Phantom (Max: Lv30)
aran fenrir phantom
The soul of the wolf is summoned and merged into the sword to attack monsters twice from a wide range. 100 COMBO is needed to use this skill.
Requires Lv10 Combo Smash.
Input command: (DOWN) + (LEFT/RIGHT) + (ATTACK)
Lv1: 510% Damage, hits 4 enemies
Lv15: 650% Damage, hits 6 enemies
Lv30: 800% Damage, hits 10 enemies
Ouchity-ouch-ouch. In case you’re wondering, the key input is the same as Combo Smash; just that if you input at 100+ COMBO, Fenrir Phantom will be casted instead. Fenrir Phantom hits enemies twice, so 800% damage is multiplied by 2, which leads to a grand total of 1600% damage per monster. If it hits 10 monsters, 1600% multiplied by 10 = 16000% Awesome damage!

aran snow charge Snow Charge (Max: Lv20)
aran snow charge
Adds an ice element to the polearm for a short period of time. The monster’s speed will decrease after being attacked.
Lv1: MP -25, 100% Damage, lasts for 10 seconds, enemy’s speed -21 for 5 seconds
Lv10: MP -29, 105% Damage, lasts for 100 seconds, enemy’s speed -30 for 10 seconds
Lv20: MP -35, 110% Damage, lasts for 200 seconds, enemy’s speed -40 for 20 seconds
Yes, you read that right. Snow Charge is a nerfed version of Ice/Blizzard charge in that it does not freeze but instead slows. Be very careful when fighting mobs like Bain!

aran smart knockback Smart Knockback (Max: Lv20)
aran smart knockback
Lower the damage required to knockback a monster.
Lv1: MP -60, monster’s Knockback Damage -10% for 15 seconds
Lv10: MP -42, monster’s Knockback Damage -40% for 60 seconds
Lv20: MP -30, monster’s Knockback Damage -90% for 120 seconds
This is a self-buff that reduces the damage required to knockback the monster. This means that, at max level, if a mob normally requires 10k damage to KB, only 1k damage will be needed after casting.

aran whirlwind Whirlwind (Max: Lv20)
aran whirlwind
Push away monsters to the left and right side with a powerful wind.
Input command: Up + Up + Attack
Lv1: MP -16, 44% Damage, 38% chance to KB, hits 4 enemies, 1 second stun
Lv10: MP -20, 80% Damage, 65% chance to KB, hits 8 enemies, 1 second stun
Lv20: MP -24, 120% Damage, 95% chance to KB, hits 12 enemies, 1 second stun
This, my friends, is the Arans’ answer to the NL’s Ninja Storm attack. It’s pretty much the same thing, really.

Aran 4th Job Skill: Legend

aran maple warrior Maple Warrior (Max: Lv30)
Increase all players’ stats within a party by certain percentage.
Lv1: MP -10, +1% Base Stats for 30 seconds, 400% Range
Lv15: MP -30, +8% Base Stats for 450 seconds, 400% Range
Lv30: MP -60, +15% Base Stats for 900 seconds, 400% Range
Yep, it’s the same old Maple Warrior everybody knows and loves. You’re not going to be summoning any Hellslayers, though.

aran aggressionAggression (Max: Lv30) Passive
Increases the pole arm mastery as well as weapon attack. Requires Lv20 Pole Arm Mastery.
Lv1: 65% Mastery
Lv15: 75% Mastery, WA +5
Lv30: 90% Mastery, WA +10
Ohhh, now we’re talking! Aggression is exactly the same as the 4th Job Archers’ Expert Mastery. Training is never going to be the same again.

aran over swing Over Swing (Max: Lv30) Passive
Increases the damage of Double Swing and Triple Swing to the extreme. Requires Lv20 Full Swing.
Lv1: Double Swing MP -14, 112%x2 Damage & Triple Swing MP -16, 186%x2 Damage
Lv15: Double Swing MP -16, 140%x2 Damage & Triple Swing MP -18, 210%x2 Damage
Lv30: Double Swing MP -18, 170%x2 Damage & Triple Swing MP -20, 240%x2 Damage
Extreme? This is WAY over extreme. Your two trusty old pals get yet ANOTHER boost in damage (and MP cost). Happy? You bet I am. Button-mashing happy? Hehehehe. Over Swing turns Double Swing into a 2-hit spin and Triple Swing a 2-hit slash, making a full Triple Swing a 5-hit combo.

aran high class defense High Class Defense (Max: Lv30) Passive
Permanently increases the weapon defense of one’s armor.
Lv1: Damage taken -0.5%
Lv15: Damage taken -7.5%
Lv30: Damage taken -15%
Look familiar? It should. This is a carbon copy of Achilles.

aran polearm finale Final Blow (Max: Lv30)
Swing your polearm widely to attack fiercely up to 12 monsters. You have to use Triple Swing first before using this skill. Requires Lv20 Triple Swing.
Input command: (Triple Swing) + (DOWN) + (ATTACK)
Lv1: MP -20, 410% Damage
Lv15: MP -25, 550% Damage
Lv30: MP -30, 700% Damage
Nice, now you have two options when it comes to main attack combos. You can rush mobs with Polearm Push, or maul them with this. Polearm Finale extends your reach by approximately 20%. Here comes the Polar Bear!!!

aran tempest Combo Tempest (Max: Lv30)
Turn surrounding monsters into ice that makes them die instantly. It deals four consecutive hits of powerful damage to boss monsters. 200+ COMBO is needed to use this skill. Requires Lv10 Fenrir Phantom.
Input command: (DOWN) + (LEFT/RIGHT) + (ATTACK)
Lv1: 1210% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 10 seconds of freeze
Lv15: 1350% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 24 seconds of freeze
Lv30: 1500% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 40 seconds of freeze
The description’s saved me some explaining, although I’ve read somewhere that it reduces mob HP to 1 and freezes them but does not kill. In other words, it’s an Ice elemental version of the Paladin’s Sanctuary. HT popsicle, anyone?

aran ez shield Combo Barrier (Max: Lv30)
Grants a buff that makes party members to receive less damage for a limited time. 200+ COMBO is needed to use this skill.
Requires Lv10 Combo Drain.
Input command: (DOWN) + (DOWN) + (ATTACK)
Lv1: -8.4% Damage for 60 seconds
Lv15: -14% Damage for 144 seconds
Lv30: -20% Damage for 240 seconds
Don’t you just love the combo system? Combo Barrier complements High Class Defense/Achilles perfectly.

aran freezing posture Freezing Posture (Max: Lv30)
Just like a frozen glacier you cannot be pushed back by an attack of a monster due its massive weight.
Lv1: MP -30, For 10 seconds, prevent from getting knocked back with a probability of 42%
Lv15: MP -42, For 150 seconds, prevent from getting knocked back with a probability of 70%
Lv30: MP -50, For 300 seconds, prevent from getting knocked back with a probability of 90%
This is the Arans’ version of Stance, and it makes you weigh a tonne. Seriously. Don’t use it if you’re on a diet.

aran awakening Soldier’s Will (Max: Lv5)
Enables one to shrug off abnormal conditions. The higher the skill level, the more types of abnormal conditions one can nullify.
Lv1: MP -30, Escape from any abnormal condition, Cooldown time: 10 minutes
Lv5: MP -30, Escape from any abnormal condition, Cooldown time: 6 minutes
Notes – Again, this is exactly the same as the one that Adventurer characters get during 4th Job.

MapleStory Aran Skill Combinations

Double Swing : (ATTACK) + (ATTACK)
Also known as the Double Swing skill. You WILL be spamming this during 1st Job.
You don’t have any other option. It is rather powerful, though.

Triple Swing : (ATTACK) + (ATTACK) + (ATTACK)
Triple Swing skill. This will take over from Double Swing.
Take note that the last hit moves you forward a little bit, so keep some potions handy.

Tips #1 : (Body Pressure) + (Triple Swing)
Using Body Pressure before attacking with Triple Swing .
This makes sure that you deal a little extra damage
when the last hit moves you a little too far forward.
Still, keep some potions handy at all times.

Polearm Push : (Triple Swing) + (LEFT/RIGHT) + (ATTACK)
Triple Swing – Polearm Push combo. At max level, this will
slash 12 enemies 3 times each then slash once more to pile them up.
This will be your main attack combo for mobbing once you get Polearm Push.
Note that you can press to rush toward the left.

Combo Smash : (Triple Swing) + (DOWN) + (LEFT/RIGHT) + (ATTACK)
Triple Swing (or whatever combo) until you get more than 30 COMBO,
then use Combo Smash. This will probably kill off most of the enemies closer to you.

Polearm Toss : (Triple Swing) + (UP) + (ATTACK)
Triple Swing – Polearm Toss combo.
No, you can’t juggle mobs so don’t even think about it.
Just continue whacking before they land to deal maximum damage.

[Tips #2] : Triple Swing + … + Triple Swing + Polearm Toss + Combo Smash
– Triple Swing – Polearm Toss-Combo Smash combo.
Combo Smash’s damage is insane enough as it is.
If you hit mobs whle they’re in the air, the damage will be a lot higher.
Just be quick with it or you may miss your chance to hit them with Combo Smash.

[Polearm Finale aka Polar Bear Paw] : Triple Swing + Down + Attack
– Triple Swing – Polearm Finale combo. As I’ve stated before,
you can choose between Polearm Push and Polearm Finale for your main attack combo.
Yes, Polearm Finale is stronger, but if the mobs aren’t all in one spot,
Polearm Finale won’t hit all of them. In such a case,
you can use Polearm Push to pile them up first, then use Polearm Finale to crush them.

Polearm Push or Polearm Finale?
Upon maxing Polearm Finale, you’ll face this dilemma:
When should I use Polearm Push and when should I use Polearm Finale?
Here’s a general guideline:
1. Use Polearm Push when facing a large group of spaced-out monsters.
2. Use Polearm Push when in situations where monsters WILL push you back such that your next hit won’t connect.
3. Use Polearm Finale when up against monsters that are very close together/on the same spot.

Combat Step
– There’s a reason why Combat Step has the word “Combat” in its name. Utilising Combat Step quickly and efficiently can help you maintain your COMBO counter and also save your skin at times. For example, there are 2 groups of monsters, one in front of you and the other behind. You kill off one group, then turn and Combat Step to the other group and start hitting them. This will keep the COMBO count intact, provided you do it quick enough. Therefore, Combat Step might be a better choice to max compared to Polearm Booster.

Aran Mounts

In contrast to the other classes, the Arans get FOUR mounts instead of three.
Like the Knights of Cygnus, the Arans get their first mount at Lv50.
The mounts get an upgrade every 50 levels.
In case you’re wondering, the wolf’s name is Ryu Ho (this may change in MapleSEA).

Lv50 Mount
-150% Speed, 120% Jump-
Requires: 10 Million Mesos, 50 Jr. Yeti Skin, 50 Seal Meat
aran mount level 50 wihout saddlearan mount level 50

Lv100 Mount
-170% Speed, 120% Jump-
Requires: First Mount, 40 Million Mesos, 200 Lime Powder Bottles, 200 Ink Bottles, 200 Butter-toasted Squid
aran mount level 100 without saddlearan mount level 100

Lv150 Mount
-180% Speed, 120% Jump-
aran mount level 150 without saddlearan mount level 150

Lv200 Mount
-200% Speed, 120% Jump-
aran mount level 200 without saddlearan mount level 200

Aran Medals


Notes – I would recommend mobbing monsters around your level with the weakest polearm you can find to get the last 2 medals.

“Milestone” Medals

Awakened Aran Medal Awakened Aran
HP +50, MP +50
Obtained by reaching Lv10 and completing the 1st Job Advancement.

Aran in Memory Medal Aran in Memory
HP +100, MP +100
Obtained by reaching Lv30 and completing the 2nd Job Advancement.

Aran in Misery Medal Aran in Misery
Base Stats +1, HP +150, MP +150
Obtained by reaching Lv70 and completing the 3rd Job Advancement.

Aran in Hope Medal Aran in Hope
Base Stats +2, HP +200, MP +200
Obtained by reaching Lv120 and completing the 4th Job Advancement.

Aran the Hero Medal Aran the Hero
W.Att +3, HP +50, ACC +5
Obtained by reaching Lv200.

Aran Combo Medals

Combo Expert Medal Combo Expert
Base Stats +1, ACC +2
Obtained by getting 50 COMBO. From quest given by Cassandra.

Combo Master MEdal Combo Master
Base Stats +2, ACC +3
Obtained by getting 200 COMBO. From quest given by Cassandra.

Combo King Medal Combo King
Base Stats +3, HP +50, ACC +5
Obtained by getting 500 COMBO. From quest given by Cassandra.

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4 Comments

  1. HI GUYS

  2. IF YOU LIKE IT PLZ TELL ME OR IF YOU HAVE SOME SUGGESTIONS PLZ TELL ME TOO

  3. I have a question I see there’s a wolf on the Aran character. Does that mean Aran characters get wolfs?


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