Many people here are wondering, how do I become a pure mage? Ideally, you should use a human, because the AP usage is less than Elf counterparts. Dw about the int bonus for elves, because it's actually quite negligble in the long run.
As most would-be mages are, you seem to be concerned more about Int than you are MP. Elves get FAR more MP than their human counterparts, spend less MP on Ice Spear than the other races, and make better mages all around. To starting mages -- GO ELF. It is worth the extra effort.
You also have to understand that for Pure Mages, the AP cost is huge. So rebirth at age 17, and at 20 rebirth back to 17, but this still will take you over a year to do, so becoming a pure mage is not short work. You can also rebirth at age 10, and then rebirth the next week, but this will cost you nexon, but will make your way to becoming a mage 3 times as short (3-4 months as opposed to over a year).
Well, that's rather simple. Only lvl all combat skills which require 0AP (Except Combat = E, Defence = D). If in doubt as to how to get any of the skills, look it up here.
http://wiki.mabinogiworld.com/
Get Palladin Transformation right away. Or when you're strong enough XD
Get your alternative characters (i.e. Elf and Giant) and get the elf to be your potion maker and herbalism user (make it your elf, because giants have no mp for potion making). I made my giant my HW collector - good money making scheme.
Bad idea. VERY bad idea. Playing on multiple characters is a great way to ruin yourself in the long run. Get potion making on your main and collect holy water on your main -- for God's sake this isn't MapleStory! XD The more stuff your main has, the better it will be. And who needs MP for potion making? That's what mana tunnels are for.
Then, go onto the Magic bolts.
Ice = 9
Lightning = 5
Fire = 5
(Learn how to use the strategy, magic counter, with em, but you shouldn't have to with a wand because you get more range and thus more time to kill before it reaches you)
Magic Counter is a BEGINNER'S TACTIC ONLY and should not be relied on past your initial bolt ranks.
During this time also get Meditation (F), Magic Mastery (F), Musical Knowledge (A)
Specific ranks for optional skills are not definite and should not be stated as definite; they may be good suggestions, but really, Knowledge before Magic Mastery? Not a chance -- your MP is far more important than your Intelligence until G9 comes, and even then a starting mage will need MP more than Int.
At this point, you can now decide to master a bolt, or go straight to Advanced Magic: Please note that AP requirements again is very high, and you'll either be spending alot of money, or waiting an extremely long time for each rebirth. You still won't be considerably strong yet.
There's no choice here; go for advanced magic, and Thunder is the only real option. More on this later.
You should be able to get "The Wise" title now (with buffs). Rank meditation to the highest available (I think it's A atm, check wiki). If you desire, rank Magic Mastery - but be aware it will raise your CP (making it harder to level and get AP), so make it just enough for you to work comfortably with your mp bar.
CP is no object, and the CP gain from Magic Mastery is minimal. Go for as much MP as you can get, no matter the cost. It pays off.
If you've chosen to, once you've mastered a favourite bolt (usually ice because it's so quick), go onto advanced magic, however, it is also a good idea from the start to look out for the pages or go and find em yourself. This may take some time and gold.
Three words: ICE. IS. FAIL. Don't waste your time mastering bolts when you could be spending that time training Thunder to Rank 1 (once it's Rank 1 you'll have the power to gain all the AP you need for everything else).
Usually the best adv magic at this stage is either Thunder or Ice Spear, (Thunder is what I went for), because you're not going to have alot of mp. However, FB has the greatest range.
Fireball has the same range as Thunder, unless you are using the Infinite Fireball Range mod (which obviously is not part of this discussion and will not be mentioned further). Ice Spear's range is identical to wand-casted bolt spells.
Usually it's best to go for Ice Spear, because the range is unlimited (i.e. the iced NME hits other NMEs like a domino effect), but Thunder also has alot of power, but is much much harder to spread because it has less range (to connect all the Thunder hits), so it's not possible to hit a whole dungeon room. Whatever adv magic you get, master it (you can have the other adv magic at F as you master the one).
YES THUNDER, NO ICE SPEAR. Ice Spear's MP consumption is horribly high for comparatively low damage. Ice Spear's range is NOT unlimited -- the splash freeze only occurs if the enemy being hit DIES, and the further the splash freeze chains out, the lower the damage becomes. Thunder's chain range is dependent on the average distance of enemies from one another -- in other words, Thundering a tightly-packed mob will make it unlikely for you to catch a stray enemy standing slightly off to the side, whereas if the mob is spaced out a bit, you'll chain further and be more likely to hit that lone enemy on the side as well.
RANK 1, NOT MASTER. Do NOT waste your time mastering if you've got other things to rank! The only exception to this is Fireball, for the MP+50 title, and even that won't apply once G9 is released and we get Mana Forming (Master of Mana Forming, MP+60).
After mastering, if you so desire, rank magic mastery, and keep ranking meditation until they're at their capped ranks.
Then you're all done. You are the penultamite mage, with your R1 adv magic. At this point bolts become irrelevant to you (which is why it's better not to rank bolts - unless you want to be a little stronger on the way to becoming the pure mage.) Master bolts or adv magics at will (usually Firebolt is a good idea at this stage.)
No. You should have already done Magic Mastery near the beginning of your build -- MP is a mage's most precious commodity. And why master Firebolt when you could master Fireball instead?
Ego wands will help your adv magic be unneccessarily stronger. Mages are not good for duelling, but may be good for guild battles.
A mage has no business being in a guild battle because ego LLBs are the staple weapon of guild battles and not even advanced magic range can hope to beat an ego LLB (or worse, an ego Ring Bow).