Races & Classes

Dark Elves by the Prima Guide: All Classes

Dark Fighter and Dark Mystic: from level 1 to the second profession

A translation of the Dark Elves chapter of the official Prima Guide: the Dark Elf starting area, first quests, the recommended skill order and tips for every class - from the Dark Fighter and Dark Mystic up to the second professions, with HP and MP tables by level. The guide was written for Chronicle 1 (it says so directly in the tips on Unlock and shields).

Dark Elves

The Dark Elves descend from ordinary elves who began practicing the dark arts in their fight against humans. Their leader is Shillien, the goddess of death. Dark Elves have the strongest attack of all races (the highest STR among fighters and the highest INT among mages), but they take hits worse than anyone because of the lowest CON.

In time Dark Elf fighters can become Palus Knights (heavy armor, swords and blunt weapons) or Assassins (light armor, daggers, swords or bows). High STR and INT make their physical and magical attacks the deadliest among fighters, but weak CON gives them the lowest health and the slowest health regeneration. Their unique skills Drain Energy and Sting are very useful in battle: Drain Energy is a vampiric skill that takes some life from the target and gives it to the caster, and Sting is a fairly weak attack with a chance to inflict a bleeding wound that slowly drains the victim's health.

Dark Elf mystics choose between the Dark Wizard (offensive magic - wind and summoned creatures such as Shadow and Silhouette) and the Shillien Oracle (support magic - buffs and healing).

Starting area

The Dark Elf town is the starting point for new fighters and mystics; members of other races also show up from time to time. The surroundings are a true hunting paradise for levels 1-20, and the dungeons, such as the School of Dark Arts (SoDA), offer entertainment up to level 45. The town has weapon and armor shops, a magic shop, a warehouse, a Gatekeeper for travel and all the masters fighters and mages need.

The best hunting spot is any one that is not overcrowded (usually the farthest from town). The Dark Elf town offers several repeatable quests that let you earn adena and experience at the same time.

AreaLevels
North of town1-7
Southwest of town5-14
Around SoDA and the swamp southwest of the village14-20

Landmarks: Dark Elven Temple, the Dark Elf village, School of Dark Arts, Dark Forest and Altar of Rites.

Slow monsters for kiting: all kinds of Keltir, Imps, stone soldiers, goblin raiders and Lookouts.

Watch out for:

  • Lesser Dark Horror and Dark Horror - very dangerous. Avoid them unless you are in a party or are level 15+.
  • Dark Succubus - live near the Altar of Rites, very strong and dangerous to any character below level 15.
  • Archers - for example, Orc Archers.
  • Poisonous spiders - poison is easily cured with an antidote, but antidotes do not grow on trees, so hunting poisonous creatures can get too expensive. They are also very fast and will chase you down.
  • Social monsters - some monsters of the same kind help each other. If you attack one of two goblins standing together, the other joins in; a level 10 character dispatches a pair of goblins in a few hits, but a level 5 one may not survive. Also remember respawns: a friend of the monster you are finishing off with your last bit of health may spawn right next to it.

Always plan an escape route in advance and be ready to ask passing players for help.

Dark Fighter

Pros: high damage, high evasion, fast running. Cons: low defense, relatively low HP.

Getting started

The Dark Fighter's adventures begin in a place cut off from the world - the Dark Elven Temple - and then in the Dark Elf village. It is so isolated that the Gatekeeper only teleports you to the southern part of the Dark Elf forest. Almost everyone you meet at first will be blue-skinned and white-haired.

  • First take the starting quest from any NPC in the building: kill special Keltirs and collect 4 Keltir's Fang. By the end you should reach at least level 2. Keep killing Keltirs and other monsters until level 4, then head for the village. The walk from the temple is short, but the fastest way to town is to die: until level 5 death costs no experience.
  • While still in the temple, talk to Abyssal Celebrant Undrias, then to Sentry Nelsya and Sentry Jenna at the village gates and Trader Payne in town - they give starting quests for your level.
  • At level 5 hurry back to town: your first skills are available. Killing monsters gives SP (Skill Points), which you spend on skills from the masters in the Temple of Shillien.

Level 5

  • First take a skill that boosts your attack: Mortal Blow for daggers, Power Shot for bows or Power Strike for swords.
  • Then one level of Weapon Mastery - extra damage with normal hits.
  • Before Armor Mastery, take Defense Aura: its effect is temporary (about 10 real minutes), but it gives more armor than the permanent Armor Mastery.
  • The next two skill levels are your choice, and finally Armor Mastery.

Level 10

  • Attack Aura - temporary, but adds more physical attack than the permanent Weapon Mastery. The priority skill at level 10.
  • Weapon Mastery 2 - less than Attack Aura, but permanent.
  • Three more skill levels of your choice and two levels of Armor Mastery.

Level 15

  • Drain Energy: as a true Dark Elf you want to deal damage rather than heal, and this spell does both - it wounds the monster and transfers its life to you. Learn two levels.
  • Weapon Mastery 3 - the last general weapon mastery; next time you will choose between sword, bow or dagger mastery.
  • Three more skill levels of your choice.
  • Two more levels of Armor Mastery - the last general armor mastery; next you specialize in light or heavy armor.

Solo and party tips

  • When soloing, fight green and light-blue monsters rather than white ones. White monsters give more experience and SP but can easily kill you, and you will kill far more green and blue ones without resting than you would spend an hour on a single white one.
  • Look for good tanks in the elf or human areas: the Dark Elf village always has damage dealers and casters, but with the race's weak health few want to tank.
  • Start partying in SoDA from about level 10 and save adena for a 64k weapon, then a 300k one.
  • Always watch the shout chat: the village is a favorite haunt of PKs hunting newbies, and the chat can warn you of one approaching.

Hunting and quests by level

LevelsWhat to do
5-6All kinds of Keltir and Ashen Wolves - the best targets: the right level, easy to find, and you can do two quests on them, Shilen's Hunt and Keen Claws. If it gets boring or you want something harder - goblins
7-9Imps and Imp Elders - good game and the target of Chains of Slavery. When they become too easy, move to the Green Fungus quest Trade with the Ivory Tower, which helps newbies earn money for gear
10-12Be sure to do Forgotten Truth and Spirit of Craftsman (available from levels 10 and 11). The Eldritch Dagger and Blood Saber you get can be used or sold to buy new weapons or armor. Then back to fungi (level 12 Blood Fungus also count for Trade with the Ivory Tower, though they are tougher than Green Fungus) or, for variety, Balor Orc Fighters and Goblin Thieves
13-15Solo - Blood Fungus and Balor Orc Fighters, or the Scent of Death quest on Marsh Zombies. In a party - School of Dark Arts: as long as you do not go too deep it is safe, and you can do Bones Tell the Future. There is a bone-collecting quest at level 15 - do it as soon as possible
16-20Keep hunting in SoDA or, solo, go further south to Festering and Redeye Bats of your level. At level 20 start the class change quest and remember to take Dwarven Kinship - both require trips to Gludio and Gludin

Assassin (Dark Fighter)

Assassins have tremendous offensive abilities and deal huge damage with daggers and bows, and the Dark Elves' natural STR makes them even deadlier. Focus on raising damage with a minimum of defensive skills: your job is to destroy the enemy before he can shout "help!".

The assassin's path requires significant, constant expenses: to survive you will have to master not only the dagger but also the bow, and arrows and Soulshots cost far more than for other classes (it pays off). First decide which weapon will be your main one and develop it to the max - both are useful in different situations, but one should be primary.

  • Mortal Blow - risky but powerful: it works only on a critical hit, so the chance is higher when striking from the side or back. Unlike the Rogue and Elven Scout, you have no skills that raise Mortal Blow's critical chance, but you get Critical Power, which increases critical damage. Hunting passive monsters gives you the chance to strike first - from behind.
  • Power Shot - an excellent opening attack, and it needs no arrows.
  • Think twice before using a shield: an assassin must avoid attacks, helped by light armor skills and high DEX, and shields give a -8 Evasion penalty.
  • Drain Health - useful solo and at low levels, but you are not a caster and will never deal much damage or gain much HP with it.
  • Do not bother raising Unlock above level 1: in Chronicle 1 there are only level 1 doors, and Unlock 1 opens them all.
  • Daggers crit more often but also miss more often.
  • Accuracy - a skill you will love or hate: it raises your hit chance but costs a lot of MP. In PvP use it without hesitation.
  • Ultimate Evasion - save it for really tough moments: the cooldown is very long. It greatly raises Evasion and your chances of avoiding hits.
  • Power Break - open every fight with it: it lands often and lowers the monster's P.Atk by 15%, making the kill much easier.
  • Stun Shot - stun attacks are very strong. Stun Shot deals little damage and costs a lot of mana, but the chance to stun is worth it.
  • Bleed - a serious damage-over-time (DoT) attack. For maximum effect use it at the very start of a fight. In PvP it is good at any time, especially when the opponent decides you are too strong and tries to run - the wound finishes him.

Abyss Walker (Assassin)

The dark counterpart of the elven Plains Walker and the human Treasure Hunter, the Abyss Walker is fast and deadly. It excels at dealing maximum damage in minimum time: with the highest starting STR in the game and repeated dagger strikes to the back, turning your back on an Abyss Walker is like greeting the Grim Reaper.

  • Mortal Blow is replaced by two new skills: Backstab and Deadly Blow. Deadly Blow works like Mortal Blow, only a bit stronger. Backstab works 100% of the time from behind but never from the front or sides. So from behind always use Backstab, and if the enemy will not turn around, use Deadly Blow.
  • Even with a dagger, put SP into the shield. In PvP you may face an archer slightly faster than you, and in Chronicle 1 shields have a very high chance to block arrows. Even a simple Kite Shield is an extra 142 defense 50% of the time.
  • PvP tip: the Abyss Walker has Freezing Strike, which slows everyone in the area. This is a big advantage over the Treasure Hunter, especially when he is chasing you - humans are among the slowest characters in the game.
  • At this point you only have three levels of Stun Shot, and many Abyss Walkers carry a cheap bow at least for the first levels: despite the mana cost, slowing an opponent down is very useful.
  • Open fights with Hex or Power Break: they land often and lower the monster's P.Def by 15% (20% at Hex level 2) and P.Atk by 15% (20% at Power Break level 2).

Phantom Ranger (Assassin)

Slower and more vulnerable than the elven Silver Ranger, the Phantom Ranger is second only to the Hawkeye in damage. Some say it is the best class for PKing; it is one of the most versatile bow users, and Sting is a good reason to always keep a dagger at hand.

  • Kiting is an archer's best friend. With your speed and a bow, it is the best way to hunt, at least solo.
  • Bow skills cost MP (and the better the bow, the more), so some archers consider special attacks a waste of mana. But if your MP is full, do not hesitate to use Double Shot or Stun Shot.
  • If you run out of arrows mid-fight, remember that special skills need no arrows. It costs plenty of MP, but you will be heading to town soon anyway, so finish the enemy off with Double Shot.
  • Stun Shot is especially useful when a PK realizes you are too strong and starts running: if it lands, the target stops completely and you have time to finish it. Downsides - very high MP cost and low damage.
  • Burst Shot deals less damage than Double Shot or even Stun Shot, but it hits an area, damaging several monsters at once. Good when the tank has pulled too many monsters, but beware that they may switch to you.
  • Does an archer need a second weapon? An endless debate. A dagger can save you against a player or a monster in tight quarters, but keeping both weapons up to date is a heavy burden on your wallet and SP. Decide for yourself.
  • In dungeons, small rooms and lots of aggressive monsters cancel out most of an archer's advantages - high damage and run speed.
  • The combined offensive power of the bow and the Dark Elf makes the Phantom Ranger a good PK. Some think the Abyss Walker is more focused on high damage and quick kills, but the Phantom Ranger's advantage is that it needs no melee, has attack skills that land 100% of the time and higher normal damage.
  • If a monster will take a long time to kill, cast Poison on it at the start - the poison keeps damaging it while you add your attacks.
  • Know your enemy: many monsters in Aden resist or are vulnerable to bow damage. Do not let this fully decide your targets, but when choosing between a resistant and a vulnerable one, the choice is obvious.
  • The Phantom Ranger handles a dagger quite well, so use Sting and Bleed in PvP or for extra damage on a monster that takes long to kill.

Palus Knight (Dark Fighter)

The Palus Knight is a versatile class that can both take hits and deal decent damage. At levels 20-40 it is more of a support tank than a main tank.

  • Poison (level 20) - damage over time (DoT). A good way to shorten a fight without drawing monster aggression.
  • Ultimate Defense - very useful when used right: it greatly raises M.Def and P.Def, but you cannot move while it lasts. Use it when surrounded by a crowd of monsters and you will not or cannot run.
  • Passive defensive skills: Magic Resistance (raises M.Def), Heavy Armor Mastery (raises P.Def in heavy armor) and Shield Mastery (raises block chance).
  • Level 24 brings skills that prove your worth in a party. If you are the main tank, Hate is a great tool: it switches the enemy's attention from its current target to you and helps save healers and casters in trouble.
  • You also get the first levels of Sting, your main attack to the very end. Sting works like Power Strike but with daggers and dual swords. Its base power is lower than Power Strike's, but it can inflict a bleeding wound that makes the victim keep losing health.
  • Power Break (level 32) lowers the enemy's P.Atk for 2 minutes - it will be your opening spell in every fight. It has a very high success rate and helps the tank even when someone else is tanking.
  • At level 36 you get two new skills: Freezing Strike and Focus Mind. Freezing Strike is far from the best: it costs a lot of MP, casts slowly and rarely lands. Focus Mind is another matter: a very important passive skill that speeds up MP regeneration. Be sure to learn it.

Bladedancer (Palus Knight)

Not the best tank and only an average damage dealer, the Bladedancer will always be in demand in any high-level party. The dances are very useful but last only 2 minutes - be ready to cast them again.

DanceEffectWhen it helps
Dance of Fire+50% party critical damageWith dagger users and archers (highest critical rate); least useful for blunt and staff users with their low critical rate
Dance of Light+20-40% damage against undeadOnly against undead; no bonus against other monsters
Dance of Inspiration+4 party AccuracyFor dagger, bow and axe users with their low accuracy; least useful for swordsmen and mages, whose accuracy is already high
Dance of Mystic+20% party M.AtkWith offensive mages; almost no effect on an all-fighter party
Dance of Concentration+30% casting speed, cast interruption chance lowered by 40Very useful for both offensive mages and healers
Dance of Warrior+12% party P.AtkOne of the most useful dances - who does not like hitting harder; it stacks with might buffs and Shield. Use it often
Dance of Fury+15% party attack speedAnother great dance - a permanent 15% faster attack
  • Dances cost the same mana whether cast on two people or nine, so the bigger the party, the more efficient they are.
  • Tanking as a Bladedancer is even harder than as a Palus Knight: the class is more about buffs than defense. Look for a party with a strong tank. Elven Elders are very good in a party with a Bladedancer, since they have a skill that speeds up mana recovery.
  • Open fights with Hex or Power Break (monster P.Def and P.Atk -15%, -20% at skill level 2).
  • Poison Blade Dance costs 105 MP even at level 1. The poison deals heavy damage but very rarely lands - even if you learn it, do not use it much.

Shillien Knight (Palus Knight)

Your class is built on cubics - they are what make you an excellent warrior; without them you are just a tank with not very good health. The downside is that cubics are fairly expensive: you need to summon three or four per hour of play. The upside is that they help a lot both in attack and in debuffing.

CubicLevelCost (Crystal: D Grade)Effect
Poltergeist Cubic402 / 3 / 4 at skill level 1/2/3Debuffs the target's P.Atk, attack speed or P.Def (by the end of a fight it may lower all three). Cheap and very useful
Vampire Cubic406 / 7 / 8 at level 1/2/3Casts HP Drain and can save your life in a tough spot, but costs more than twice as much as Poltergeist. Best used only in PvP or very hard fights
Venom Cubic493 / 4 at level 1/2Its poison lands very often; the damage is small, but every bit helps
  • Cubics do not come back when you are resurrected - you lose them the moment you die.
  • Corpse Plague is not the most useful spell: corpses disappear quickly and it casts slowly. Use it now and then, but do not spend many SP on it.
  • Although your HP and P.Def are not high, you can tank white monsters with a healer nearby. But in a big crowd of white monsters or against a yellow one, let a Dark Avenger tank and focus on debuffs.
  • Open fights with Hex or Power Break (monster P.Def and P.Atk -15%, -20% at skill level 2) - it makes hunting much easier.
  • Lightning Strike (level 58) - a must. It deals huge damage (1046) and, more importantly, can paralyze the target for 2 minutes. It is a gamble, but if you paralyze an opponent in a duel or a serious monster while hunting, in 2 minutes you can chop it to pieces.
  • Hate pulls one monster onto you, while Hate Aura makes every monster around attack you. Handy when the leader or the combat core of the party protects players like Clerics or Rogues.

Dark Mystic

Pros: high damage, fast casting, good speed. Cons: weak CON and therefore low HP.

Getting started

Right after creating your character, put on your gear and set up the shortcut bar with all the spells, skills and actions you need. To equip an item, double-click it or drag its icon into the slot. You will have an Apprentice's Tunic, Apprentice's Hose and Apprentice's Wand. The game begins in the Dark Elven Temple.

  • Talk to everyone and listen to what they say. It saves lots of time running around after forgotten or missed quest steps.
  • Avoid dying at all costs: after level 4 death is expensive - you can lose items, adena and, worse, experience. Early in the game the risk is not worth the reward.
  • Pay attention to monsters' relative level (the color of their name).
  • Avoid groups of monsters and aggressive creatures.
  • Start with quests: they are a good way to earn adena and experience, learn your character's skills and the world. Do not waste time on monsters that are not part of a quest - better to kill the ones you will also be paid for.

Quests

  • Dark Elf's Tutorial - from one of the Abyssal Celebrants. Introduces the race and its history and teaches the basics; the reward is a world map.
  • Mass of Darkness - from Abyssal Celebrant Undrias at the main temple exit. A good reason to visit the village; hunt on the way. Reward - adena and experience.
  • Delivery Supplies - from Sentry Jenna at the village entrance. Kill monsters you meet, but do not get carried away. Reward - adena.
  • Shillen's Hunt - from Sentry Nelsya at the east entrance: hunting Ashen Wolves. Reward - about 1900 experience, a lot for a newbie.
  • Chains of Slavery - from Sentry Kristin at the west entrance: hunting Imps. They drop shackles that Kristin buys for 5 adena each. Imps and Imp Elders are also great experience.

Skill order

The first set of new skills opens at level 7. First max out Wind Strike and Ice Bolt: wind attacks are the alpha and omega of a damage-dealing mystic until she becomes a wizard. These spells deal heavy damage, Ice Bolt also slows the target, and thanks to its fast cast it can interrupt a creature casting at you. Learn them right after Weapon Mastery, which raises both physical and magic damage.

Tips

  • Avoid fast creatures you would have to spend a long time running from - it slows your progress.
  • At first hunt creatures that die after a couple of spells - it also saves time.
  • Calculate your strength: if the enemy has a sliver of health left, finish it with a physical attack, but only if one or two hits will do - in melee monsters will quickly send you to the next world. This saves mana and the time spent regenerating it.
  • If you do not plan to become an Oracle, focus on attack skills and learn buffs and heals only with spare SP.
  • At first avoid fighting several monsters at once.
  • Do not be afraid to flee if you can, or ask for help if you cannot. Death can set back your next level a lot.

Dark Wizard (Dark Mystic)

The Dark Wizard lets you try both paths that open at level 40: the Spellhowler, a superb offensive caster, and the Phantom Summoner, a mighty summoner of shades. Try both offensive magic and summoning, then decide. Remember that summoning becomes much easier after level 40 - no more six-hour breaks between summons.

  • Two summons: Shadow and Silhouette. Shadow takes only 30% of the experience earned while hunting with it but costs more crystals. Silhouette takes 90% of the experience but costs far fewer crystals. Shadow is best for normal hunting, Silhouette for PvP and boss raids.
  • Your primary element is wind (others come later), so look for water or earth creatures - they are more vulnerable to your attacks.
  • Aura Burn - close-range magic: casts fast and hits hard, but you must stand right next to the target.
  • Flame Strike and Poison Cloud - very useful spells. Many wizards get through the middle levels (20-40) by herding: tag a group of slow monsters, run around them to bunch them up, then hit them with an area spell like Flame Strike or Poison Cloud. That way you can kill ten monsters at once.
  • Body to Mind - reverse healing: it takes your health and converts it into mana.
  • If a crowd of monsters is chasing you, put them to Sleep for 30 seconds. Sleep breaks as soon as a monster is attacked.
  • Wizards have no healing spells, but there are substitutes. Corpse Life Drain, like Vampiric Touch, takes HP and gives it to you, but works only on corpses, not living creatures.
  • Servitor heals and buffs work not only on your summons but also on regular pets - wolves and hatchlings. This makes wizards and summoners the most efficient pet breeders.
  • Among all mystics the Dark Wizard deals the highest dagger damage. But like everyone who deals huge damage, you are not a tank and cannot take hits: find slow monsters and herd them, or party with one or two fighters.

Spellhowler (Dark Wizard)

The Spellhowler is the deadliest of all mystics and the best choice for anyone hoping to someday take down Antharas. Its spells are based on wind and, as befits a Dark Elf, on death.

  • If soloing as a wizard was tough, it gets even harder: monsters become faster, nastier and meaner. From level 40 you definitely need a tank, and after 50 you can forget about soloing.
  • Hurricane becomes your main attack. It is a wind spell, so look for water-element victims, but remember you are not alone in the party: a Paladin may want to crush undead, a Spellsinger to fight fire monsters, and so on.
  • Death Spike deals heavy damage but consumes an item - a Cursed Bone - and so costs money. Get by with Hurricane when you can.
  • Death Link - for when your health drops sharply. It transfers damage from the caster to the target: the lower your HP when casting, the more damage you deal. Use it when a monster reaches you in melee.
  • Silence - very useful, especially in PvP: when it lands the target cannot cast any magic for 2 minutes.
  • Tempest - a new area spell, but not very useful in a party. Fits the rare case of slow 40+ monsters: pull them together and wipe them out.
  • Most importantly: your element is wind, so from level 50 you become very important for taking down Antharas. He is very strong and resistant to both magic and physical attacks, but has -50% defense against wind - you are one of the very few classes that can hit him for more than 100 damage per strike.

Phantom Summoner (Dark Wizard)

The Phantom Summoner's main business is summoning creatures. For those who took the long road through the Dark Wizard it is Shillien's blessing: no more six-hour breaks between summons, and new buffs make your creatures stronger than ever. You are a caster who brings his own tank to the party.

  • You can now wear light armor. Stay in a robe (the MP bonus far outweighs faster regeneration), but learn a level of Light Armor Mastery in case you ever get a good set.
  • Shadows and Silhouettes are excellent tanks, and you are their healer and buffer. They have lots of health and decent damage, so do not hesitate to send them into battle all the time. With Servitor Heal (a heal that needs no target) you can safely send them after extra enemies while you and the party handle the main target.
  • Debuff and poison the enemy first, then send your creature in - this saves mana on Servitor Heal.
  • You now have few attack skills, so when offensive magic stops being useful, consider switching from a magic weapon to a physical one. Your main role is healer and buffer for your creature, and most healers and buffers have long used physical weapons, since M.Atk does not affect healing and buffs.
  • As your attack skills weaken, finding a good party matters more and more. You and your creature are an efficient healer-and-tank pair, but you cannot heal other party members, resurrect, or heal in combat if things go badly. So be ready to play as a duo with your creature a lot.
  • As you level you get more and more servitor buffs - keep all of them up on your creature. Cast Might 1 or Shield 1 on yourself first: when they expire, you will know it is time to rebuff your creature.

Shillien Oracle (Dark Mystic)

The Shillien Oracle is a support class whose main features are the superb M.Atk buff Empower and naturally high INT. It is weaker in offense than a wizard, so it makes sense to get a weapon with high M.Atk - useful for soloing and for supporting with damage in a small party.

  • Take at least 1 level of Light Armor Mastery and Robe Mastery, whatever armor you wear. This gives flexibility in combining P.Def (light armor) with mana and mana regeneration (robes). With at least one level in both masteries there is no penalty for mixing light armor and robes.
  • Dedicate one of the shortcut bars (Alt+Fn) to buffs only. All buffs last 20 minutes, and it is much easier to buff the whole party at once than to ask everyone whether a buff has run out. Buff yourself first: when your buffs start running out, ask the party to sit and wait while you rebuff everyone.
  • Buff only when you are sure the target is not in the thick of combat: monsters sense buffs being cast on their opponent and may switch to you.
  • Know your party's classes: attack buffs for fighters, magic damage buffs for mages, not everything for everyone (you simply will not have enough mana).
  • Keep party members near full HP instead of rescuing them at the last moment: you cannot predict when a monster will land a critical hit. But do not heal too early either, or you will waste mana.

HP and MP by level

Dark Mystic, levels 1-20:

LevelHPMP
19558
210968
312379
413790
5152100
6167111
7181123
8196134
9212145
10227157
11242168
12258180
13274192
14290204
15306216
16322228
17339240
18355253
19372265
20389278

First professions, levels 21-40 (Assassin and Palus Knight have identical MP):

LevelAssassin HPPalus Knight HPAssassin / Palus Knight MPDark Wizard HPDark Wizard MP
21475477200415297
22512518213441316
23549558226468336
24587599239495356
25625640252522375
26664682266549395
27703724279577416
28742766293605436
29781809307633456
30821852321661477
31861895335690498
32902939349718519
33943983363748540
349841028378111*562
3510261073392806583
3610671118407836605
3711101163421866627
3811521209436896649
3911951256451927671
4012381302466957694

* The value 111 for the Dark Wizard at level 34 is an obvious typo in the source.

Second professions, levels 41-80 (all fighters have identical MP, and so do the Spellhowler and Phantom Summoner):

LevelAbyss Walker HPPhantom Ranger HPBladedancer HPShillien Knight HPFighter MPSpellhowler HPPhantom Summoner HPMage MP
41129412981369136549210011004731
42135013571435142851710441051769
43140714171502149254310881098808
44146414781570155656911331145846
45152115391638162159511771193885
46157916011707168662112221241924
47163816621776175164812681290964
481696172518461818675131313391003
491755178819161884702135913881044
501815185119871951729140614381084
511875191520592019756145214881124
521936197921302087783149915381165
531996204422032155811154715891206
542058210922752224839159416401248
552120217523492294867164216911290
562182224124232364895169017431332
572244230724972434924173917951374
582307237425722505952178818471417
592371244226472576981183719001460
6024352509272326481010188719531503
6124992578279927211040193720071546
6225642647287627931069198720611590
6326292716295428671099203821151634
6426952786303229411129208921701679
6527612856311030151159214022251723
6628272926318930901189219222801768
6728942997326831651219224423361813
6829613069334832411250229623921859
6930293141342933171281234924481905
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