Common Aran Misconceptions and FAQ
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


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.
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)
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?
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.
1/9/2010 11:55:56 PM
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