KajitiSouls
2008-09-15, 07:05 PM
Page, White Knight, and, Paladin Guide4/14/2009 v1.35, for Global MapleStory v.68
What's New?
--Skill descriptions have been adjusted a little bit, and more personal input has been made available. Training areas have also received new entries, as well as anything related to Oblivion 4 from Time Temple. Boss Hunter's Compilation has been scrapped, and in its place are the technical aspects of training in general. Appendices will still remain outdated, although I will probably throw out items that have expiration dates.
[WARNING] It has come to my attention that I haven't taken into consideration BW damage swing vs. stab ratio (thanks Djinn671!), and knowing this, damage formulas and numbers involving BWs are below above the real values. An investigation will soon be under way.
Verifying the existence of various 60%/10% scrolls. Specifically, scrolls that you'd almost always find in Dark Scroll flavor. I'm pretty sure I'm missing a few... Verifying the complete equipment list. Am I missing any? Additional possible training grounds. I, as a high leveled Paladin, cannot exactly tell what's good and what's bad in the lower levels.NOTE: To find your way around the guide quickly, please use your browser's finder function (ctrl+f) and copy+paste the topic you're looking for. Finding the topic you're looking for should only take a try or two.
http://img223.imageshack.us/img223/3140/mapleleafsmallro9.pngTable of Contents
Table of Contents Introduction Getting Started --Planning now and later Equipment options Sword vs. Blunt Weapon One-handed vs. Two-handed Top/Bottom vs. Overall Setting your Dexterity Limit Normal Dex Low Dex No Dex The Bonus: HP Washing Training Guide for Pages, White Knights and Paladins --Down and dirty with the best of 'em Warrior Skill Set (Warrior Basics) Page Skill Set (Page's Path) WK Skill Set (White Knight's Code) Paladin Skill Set (Paladin of Light) Skill Builds Warrior Skill Builds Page Skill Builds WK Skill Builds Paladin Skill Builds Training Areas Hunter's Compilation Calculations, Comparisons, and Formulas --MATH MATH MATH .... ... Frequently Asked Questions (FAQ) Appendices Monster HP/Exp Ratios and Weaknesses Index Appendix of Damage Values Appendix of Weapons and Armor, and Their Stats Appendix of Scrolls History and Revisions Legal Stuff Credits
http://img223.imageshack.us/img223/3140/mapleleafsmallro9.pngIntroduction
Why, hello there. This guide is dedicated to all of the people who are playing Paladins, or are planning to start one. For the most part, I'll expect that anyone reading this guide will have at least gotten the basic grasps of MapleStory shown in the Training Camp (that's where you start). It's okay if you don't know what the heck scrolls are or other advanced concepts in MapleStory, I'll explain them when needed.
What's in this guide?
This guide will be dedicated to being a near ultimate resource center for anyone who wants to be a Page, White Knight or Paladin. You can expect to come here and have a VAST amount of info at your fingertips (and ctrl+f function). While this guide will have plenty of detailed information about the Warrior/Page/White Knight/Paladin classes, I'll also make lots of comparison notes between the other two subclasses of the Warrior, especially the Fighter/Crusader/Hero, so you'll be a lot wiser in knowing if you have chosen the right class or not.
However, I do not recommend reading all of this guide in one day, or even one week. MapleStory is a game with dozens of classes, players, skills, monsters, equipment, you name it. It's best if you took the learning curb at your own pace, and play the game for a week or two just so you can get the feel for things. Speaking of time, the in-game economy also changes fairly unpredictably. I will not cover economic aspects except for the most obvious ones, since the economy varies between servers and some merchant guilds could make item prices go out of whack.
How deep does the "rabbit hole" go?
This guide has been structured so that you'll find progressively more adept material the further down you scroll until you hit the FAQ section. The "Getting Started" section has many of the terms explained, and it helps players to get started on the game. Even if you are an experienced White Knight or Paladin, it wouldn't hurt to read "Getting Started" just in case you missed a pointer or two somehow. If you already have experience with Warriors already, you can probably skip straight to topic #4, "Training Guide for Pages, White Knights, and Paladins", where I list the skills, make suggested skill builds, and suggested training areas. Players that really want to be the absolute best and have all the information one can know should take a look at topic #5, "Calculations, Comparisons, and Formulas". I'll bet most of you won't care about 80% of the stuff that's in there since it's mostly research material (or if you're a math/science phobic) but I as well as a few people care, so it's there in case you ever want to take a peek.
If you're ever in doubt about something in this guide, and you see a code string like [8A25G], that means there's something mathematical to back it up. Just do a search for the corresponding code in the "CCF" section and you'll find it (although [8A25G] is just an example, it's fake). Otherwise, read the FAQ and hope it's there, or try to contact me. Please try to look for your answer first though.
About me:
I personally own a normal DEX Paladin that uses two-handed swords, and I have been known to switch to one-handed swords occasionally, albeit mostly for fun. I'm in a guild that does Zruns weekly, and I enjoy doing quests, helping other people (even if it's high school homework) while not trying to promote laziness. I have been playing MapleStory since the start of Bera (by coincidence), although my current character has been around since the start of Khaini. That's ... at least two and a half years? I'll try not to be biased in this guide, while stating the facts as truthfully as possible. Well, except for when it comes to calculations and examples, I'll be using Swords because I'm use to it, and no one likes to deal with ugly numbers from Blunt Weapon calculations. One last thing I should say about myself is that I'm very, very cheap. I don't spend real life money on this game. I don't even go into the Maple Trading System to farm NX for the real life money benefits. So you could do with a little bit of caution when I get around to mentioning Cash Shop items, although I generally know about them since many luxuries of Cash Shop become the talk of the MapleStory crowd.
<< << << Disclaimer >> >> >>This is a guide written for MapleStory viewers. MapleStory itself is a game that involves contact with strangers who may or may not wish to cause you harm. Please realize that in this vast culture, there will be someone who will, perhaps inevitably, use swear words or use sex references, and there WILL be fights that will break out between people or even rival groups. Also, do not give out ANY information about your MapleStory account to ANYONE; not even the GMs and System Admins should have the pleasure of receiving your account info upon request (they should have access to that information anyways). No one but yourself is responsible for your account and character safety. Please take to heart the horror stories of other people getting their account "hacked" and learn not to make the same mistakes.
As for this guide itself, please remember that it is just that: a guide. You are not bound to follow it, I can't make you follow it, and if you do something that you don't like now or later, that is your own fault. A guide also only provides the information. While it will list the best, or some of the best, information available to the community, it's not necessarily as easy as you might imagine it, and you'll still have to exert some effort in achieving your goals. Yet another thing you should be warned about is that MapleStory is a continually evolving game, and if at any point I have decided to quit, whether voluntarily or involuntarily, this guide is only relevant to the time it was last updated. Use it with caution if that becomes the case. Lastly, a guide will contain SPOILERS! If you don't like spoilers, please back away from this guide like it is a radioactive poisonous snake from hell via your browser functions.
http://img223.imageshack.us/img223/3140/mapleleafsmallro9.pngGetting Started
Hopefully you have experienced a little bit of MapleStory and have got a feel for the interface and options. If you haven't yet, you might experience a little difficulty in understanding this guide. I hope you know what the AP is!
You're probably wondering what the Page/White Knight/Paladin job chain is like. Here's a list of features:
PROS Warriors have the best Max HP stat. This is compounded by the fact that Warriors have an easy time HP-washing due to their low Max MP stats and low MP consumption rates. If you don't know what HP-washing is, don't worry about it yet. Warriors in general have high survivability ratings, thanks to their defensive skills and massive HP bank. For practical reasons, not much is fatal, except for too much damage (trying to kill Horntail at level 80 is not a good idea), and instant death. You only need to seriously worry about dying if you're going up against a boss monster. Warriors in general have good, practical mob attack skills. High Weapon Defense (wDef). Good for the early levels, but this advantage fades as you level up due to how the numbers work out, to the point of being insignificant. Pages, White Knights and Paladins can have stable, predictable damage. White Knights and Paladins can use elemental charges to destroy enemies, and have a slight damage advantage. White Knights and Paladins can freeze things! White Knights and Paladins can stun things as well. Redundant with freezing, maybe, but Paladins can be completely cheap and spam a stunning mobbing attack. Solo class! Thanks to freezing and stunning, White Knights and Paladins are fully capable of supporting themselves financially when training solo in the higher levels, even if you don't get any special drops.
Neutral Paladins only have attack skills that hit once, as opposed to six hits when using the Savage Blow attack once (this is a Bandit skill). It is debatable whether monster wDef applies to the attack to the whole skill, or to each individual hit. However, having multiple hits in one attack skill acts as a damage "stabilizer". All damage values from skills are based on your damage range. The probability of dealing the highest possible damage becomes six times harder in the Savage Blow example, but dealing the lowest possible damage has also become six times harder.
CONS Melee attacks. Bowmen and star-using Thieves are at a disadvantage if monsters get too close. On the other hand, Warriors will almost always have to walk up to monsters to bash their skulls in, and this results in a higher chance of touching monsters and receiving contact damage (playfully known as "bump" or "hugging" damage) Contrary to what some people might think, Warriors have the least evasion. They're the only class that doesn't get any mobility skills, and they have the least Avoid, which determines how much a monster misses you with contact damage. Warriors are generally slow. White Knights and Paladins are reliant on elemental charges. They do sub-par damage if they do not have an elemental advantage against a monster. No unique party skills. White Knights and Paladins don't make great bossing classes due to the elemental reliance and lack of party skills. They're resilient, but that's about it. Little Magic Defense (mDef). Then again, only the Magicians have any mDef beyond pitiful. But then again, many of the monsters in the late game have magic attacks, so that's bad.
If you want to continue making a Warrior, then see Dances with Balrog in Perion when you've reached level 10.
Equipment Options
Let's consider the possibilities with the limited unique equipment options first. It's important to consider this step first because, unlike your stats and skills, you can't really control the equipment and scrolls you might find. You'll want to build your stats and consider your options off of something less mutable and more solid.
For the complete list of equipment you can use as a Warrior, see the "Appendix of Weapons and Armor, and Their Stats".
Sword vs. Blunt Weapon
These two weapon types are the primary weapons of choice, considering that the skill sets of the Page, White Knight and Paladin are all built around these two weapons. Unlike the Fighter/Crusader/Hero or Spearman/Dragon Knight/Dark Knight sub-classes of the Warrior, going hybrid by using both weapon types unique to the Paladin class will cripple your ability and damage, one way or another. If you are considering using both the sword and the blunt weapon for one character, you will not find many suggestions for that in this guide.
Swords have more stable damage compared to BWs (Blunt Weapons), while BWs have higher maximum damage, but much lower minimum damage. The mathematical formula even proves that swords are superior to BWs in terms of damage output. However, the catch is that swords are also a preferred weapon of the Fighter/Crusader/Hero subclass. This means the prices of swords will be higher than BWs as well as their related scrolls, because there will be twice as many people looking for swords. Be prepared to spend much more for sword weaponry than BW weaponry if you decide to choose swords as your weapon of preference.
Level|1h Swds|2h Swds|1h BWs| 2h BWs
10|http://img513.imageshack.us/img513/9392/i1hsword010longswordnj9.png|http://img388.imageshack.us/img388/9445/i2hsword010woodenswordzv4.png|http://img516.imageshack.us/img516/9129/i1hbw010ironhammervq6.png|http://img299.imageshack.us/img299/5236/i2hbw010woodenmalletox8.png
15|http://img513.imageshack.us/img513/2688/i1hsword015sabregi8.png|http://img140.imageshack.us/img140/7470/i2hsword015woodensamuraao1.png|http://img292.imageshack.us/img292/1277/i1hbw015macevm2.png|http://img232.imageshack.us/img232/8116/i2hbw015heavymaceow7.png
20|http://img513.imageshack.us/img513/1660/i1hsword020vikingswordkk4.png|http://img230.imageshack.us/img230/9166/i2hsword020twohandedswopy1.png|http://img246.imageshack.us/img246/7079/i1hbw020ironmacewt3.png|http://img232.imageshack.us/img232/2269/i2hbw020squarehammerih7.png
25|http://img183.imageshack.us/img183/7349/i1hsword025bambooswordlt7.png|http://img146.imageshack.us/img146/4079/i2hsword025broadswordnr3.png|http://img518.imageshack.us/img518/3470/i1hbw025fusionmacecr2.png|http://img518.imageshack.us/img518/1210/i2hbw025monkeywrenchsx7.png
30|http://img183.imageshack.us/img183/2734/i1hsword030gladiusqr7.png|http://img78.imageshack.us/img78/4693/i2hsword030scimitareh0.png|http://img375.imageshack.us/img375/6607/i1hbw030warhammercc4.png|http://img204.imageshack.us/img204/6178/i2hbw030mithrilmaulkp8.png
35|http://img525.imageshack.us/img525/6117/i1hsword035cutlusua5.png|http://img228.imageshack.us/img228/551/i2hsword035lionheartiv7.png|http://img204.imageshack.us/img204/5549/i1hbw035heavyhammeris6.png|http://img530.imageshack.us/img530/8987/i2hbw035sledgehammerts3.png
40|http://img116.imageshack.us/img116/4580/i1hsword040trausai9.png|http://img220.imageshack.us/img220/1749/i2hsword040zardis3.png|http://img205.imageshack.us/img205/567/i1hbw040jackeres9.png|http://img398.imageshack.us/img398/5793/i2hbw040titanch3.png
50|http://img149.imageshack.us/img149/3351/i1hsword050jeweledkatarkx2.png|http://img78.imageshack.us/img78/4050/i2hsword050lionsfangjm5.png|http://img518.imageshack.us/img518/9904/i1hbw050knucklemacece5.png|http://img440.imageshack.us/img440/4101/i2hbw050goldenmoleyh5.png
60|http://img149.imageshack.us/img149/3528/i1hsword060neocoramd8.png|http://img220.imageshack.us/img220/8665/i2hsword060spartaft9.png|http://img246.imageshack.us/img246/1945/i1hbw060tamusvc9.png|http://img246.imageshack.us/img246/1452/i2hbw060theblessinghu0.png
70|http://img149.imageshack.us/img149/3043/i1hsword070redkatanajx2.png|http://img388.imageshack.us/img388/599/i2hsword070doombringercg2.png|http://img87.imageshack.us/img87/2348/i1hbw070thejudgementbq8.png|http://img87.imageshack.us/img87/9736/i2hbw070giganticsledgehe4.png
80|http://img261.imageshack.us/img261/1020/i1hsword080khancv7.png|http://img220.imageshack.us/img220/5279/i2hsword080heavensgatere2.png|http://img301.imageshack.us/img301/9673/i1hbw080heavensjusticebl3.png|http://img301.imageshack.us/img301/6041/i2hbw080themorningstardk9.png
90|http://img261.imageshack.us/img261/6308/i1hsword090frautegm8.png|http://img513.imageshack.us/img513/4194/i2hsword090devilsunrisenb1.png|http://img301.imageshack.us/img301/1331/i1hbw090ruinhammervu3.png|http://img213.imageshack.us/img213/8808/i2hbw090leomiteru8.png
100|http://img61.imageshack.us/img61/6228/i1hsword100spartaqf8.png|http://img380.imageshack.us/img380/2571/i2hsword100beheaderek8.png|http://img182.imageshack.us/img182/8119/i1hbw100battlehammerdk5.png|http://img182.imageshack.us/img182/9264/i2hbw100goldsmithhammerob8.png
110|http://img399.imageshack.us/img399/5324/i1hsword110dragoncaravemn0.png|http://img174.imageshack.us/img174/4543/i2hsword110dragonclaymokq2.png|http://img142.imageshack.us/img142/3528/i1hbw110dragonmacelf4.png|http://img142.imageshack.us/img142/964/i2hbw110dragonflamero7.png
120|http://img441.imageshack.us/img441/5682/i1hsword120timelesscaradv4.png|http://img114.imageshack.us/img114/345/i2hsword120timelessclayhn4.png|http://img142.imageshack.us/img142/2757/i1hbw110timelessflameom8.png|http://img258.imageshack.us/img258/7058/i2hbw120timelessmaulla0.png
One-handed vs. Two-handed
You might have noticed that both swords and BWs come in one-handed (1h) or two-handed (2h) styles. There's actually quite a bit of a difference between them.
1h weapons allow you to benefit from the extra defense of a shield (which matters little) and any additional stat benefits the shield may have while any attacks you make are generally quick. To roughly match the DPS (Damage per Second) of a 2h weapon, you must have at least 17 more wAtk. This can come from scrolling your 1h sword and/or your shield for wAtk.
http://img525.imageshack.us/img525/9126/iusescroll60uw6.pngScrolls have four traits. They have a success rate (usually 10%, 30%, 60%, and 100%), the type of equipment it is for, the stats the scroll enhances the equipment by, and the percent chance it will destroy the equipment upon failure (usually 50%). Equipment can only be enhanced by scrolls if they have slots left. Using a scroll consumes a slot, regardless of success or failure. However, there are many strange varieties of scrolls, and exceptions certainly exist.
2h weapons are a bit slower, but you'll enjoy more attacking power. Ranges for any weapon in a single category can differ, but generally 2h weapons have longer range than the 1h weapons, which could make the difference between keeping monsters at bay and being run over by them.
Top/Bottom vs. Overall
In general, Warriors have armor that come in sets of Top and Bottom for each level. However, level 30, 80 and 110 armor are Overalls instead. (Please note that the level 110 overall armor is currently not available in the game.) There are a few differences between these two options.
Top and bottom armor sets generally have more defense than overalls, and they both come with 7 slots. You can use these slots to scroll and upgrade your equipment (not just armor, anything that has slots and the appropriate scroll can be upgraded). Top armor can be scrolled for STR, while the bottom armor can be scrolled for DEX or jump. The best you can milk out of each slot, assuming you succeed in scrolling, is 3 of the main stat (4 if you're scrolling for jump) and any other benefits the scroll has. Using a top and bottom armor set is generally taking the middle path between the two stats, but it's also a bit cheaper in that you can purchase one or both armor pieces pre-scrolled from other players.
Overall armor pieces have less defense, but they have 10 slots, and the scrolls for overall armor have quite a bit of potential. Overall armor can be scrolled for STR or DEX, and each slot can be scrolled for up to 5 of the main stat at a time. People either want to scroll an overall for all STR or DEX. The lack of good and great overalls available pre-scrolled makes them very expensive.
Male vs. Female
There are different sets of top/bottom and overall equipment for females than for males. For the large part, the main difference is that there are less females in MapleStory, which makes their armor cheap, yet hard to find. Pre-scrolled female armor is also hard to come by since scrolls are indiscriminate of sex, and again, there aren't many females.
Female armor does have it's advantages though. An early advantage is the level 25 Sky Shark set, which gives 12 speed, and can be helpful for traveling or for weak monster killing. A really late advantage, albeit small, with female armor is that they have a little more stat points than the male counterparts. A Purple Lucida set can give you 10 STR and 6 DEX, while a Blue Neos set gives you 9 STR, 2 DEX, and 5 Accuracy.
Setting your Dexterity Limit
This is the next step in planning for your character. Someone or something, maybe the Warrior job instructor Dances with Balrog, would have told you that Warriors primarily use STR and some of DEX. STR is primarily used for determining your damage with melee weapons, while DEX is used to supplement your accuracy. I would recommend reading the next few subtopics, even if you're only choosing one aspect range of DEX, just so you know much more about controlling your DEX level.
While other job classes in MapleStory may enforce the use of secondary stats by putting stat requirements on equipment, Warrior equipment actually only have a STR requirement. Theoretically, you can be a Warrior that has pure STR and minimal DEX, which is 4. However, Warriors are the class that have the most trouble with accuracy, and DEX is just the stat to help improve accuracy. In fact, accuracy may be the sole reason DEX is the secondary stat for Warriors (it also contributes a little to damage). It pays to give special attention to your accuracy, so you can continue to kill monsters with ease without worrying about not being able to hit them. Once you have enough accuracy to finish off monsters with ease, just put any AP you have into STR.
Equipment can grant any kind of stats, including the detailed ones and other special benefits. When you're browsing equipment and scrolling options, please keep in mind that 1 DEX = .8 accuracy and 1 LUK = .5 accuracy. Some of the best equipment comes with both DEX and LUK. Don't try to scroll for LUK since that's the primary stat for Thieves, and it doesn't really help you much anyways.
Weapons can be used equally amongst any Warriors, with a few exceptions. They generally aren't an issue.
Normal Dex
The range people consider as "Normal DEX" varies anywhere between 40-100. I prefer to think of "Normal DEX" as adding DEX when you need more accuracy, not so much relying on equipment in the long term to help supplement your accuracy.
This build is ideal for people who are just starting in MapleStory or for people who don't have much in funds or friends who will help them. Your damage won't be as great as the no-dex Warriors. On the other hand, you won't have to deal with outrageous prices when trying to obtain DEX scrolls and equipment, which Thieves and Bowmen will also be looking for. While the most logical solution would be to obtain STR equipment to deal as much damage as possible, you can also hoard even more DEX and accuracy equipment, you have some special privileges when taking on exceptionally dodgy monsters, notably Blue Mushmom and Cornians. Of course, that's entirely optional.
http://img149.imageshack.us/img149/7336/twohandsw024tz1.gifThe Stonetooth Sword is a very rare, unique weapon in that it requires 120 DEX to use. For the price you pay though, you'll be able to use a level 100 FAST 2h sword! If you scroll it well, it will become incredibly powerful, and is a very serious contender against no-DEX Warriors. [2H120S] An alternative to the Stonetooth Sword is the Night Raven's Wing, which requires 95 DEX to use a lvl 90 fast 2h sword.
Currently, there are much less STR scroll options than there are DEX scroll options. You can scroll capes, tops, overalls and shields for STR, whereas you can scroll capes, bottoms, overalls, gloves, shoes, earrings and hats for DEX. You can purchase AP Resets from the Cash Shop in order to convert your DEX into STR in order to become low-DEX or even no-DEX, but that's very expensive. I would seriously advise going low-DEX if you think you can AP reset your DEX to a lower level.
Low Dex
Low Dex is just basically a blend of the two ends of the DEX rainbow. Typically this is defined by players as having 10-60 DEX. Players in this DEX range WILL require seriously scrolled equipment to assist them with hitting high level monsters. Some Warriors can even get a head-start on particularly high level monsters, a luxury that no-DEX Warriors probably can't afford. As low-DEX Warriors progress in levels, they can slowly convert their DEX from equips into STR. [4S40D] You can even AP reset your DEX to lower levels, or even become a no-DEX Warrior.
No Dex
This is one of the most extreme builds you can do with a Warrior, emphasizing pure STR and leeching all of your accuracy/DEX needs from your equipment. Dexterity is typically at 4 for any no-DEX Warriors, although anything close to that might as well be no-DEX. No-DEX Warriors need lots of high-end accuracy equipment in order to hit monsters with 100% accuracy. An extreme build like this needs lots of funding and/or good marketing skills in order to obtain the necessary equipment.
http://img525.imageshack.us/img525/4648/hat253qd0.gifThe Zakum Helmet (Zhelm) is a coveted item amongst all players, including Warriors. An average Zhelm gives 15 STR/DEX/INT/LUK, 150 wDef/mDef, and 20 avoid/accuracy, and it has 10 slots. This totals to 39 accuracy, give or take 1. It drops from Zakum, a boss that (usually) requires a large team effort to take down, and it is untradeable, meaning you'll have to be at the battle itself in order to claim one.
This is undoubtedly an easy source of accuracy. You can either go kill Zakum with your guild or a group of friends, or you can pay a Zhelm service group to get you a Zhelm. In the case of the latter option, please research the group that supposedly sells Zhelms and get testimony from other people if possible. There are several scammers that claim to sell Zhelms when in fact they just take your money and run off with it.
How much accuracy do you need in order to be the best? The magical amount of accuracy you'll want is 147. This covers any monster that has 40 avoid or less, assuming you are at their level or higher. This includes any monsters in final training areas and most any boss monster, notably Papulatus (2nd form has 40 avoid). You do not have to have 147 accuracy from the start, but rather build up the accuracy you have accordingly with the monsters you're faced with.
Some default and basic sources of accuracy:
--4 from having 4 minimum DEX.
--2 from having 4 minimum LUK.
--20 from having maxed the weapon Mastery of your choice.
--10 from a Sniper Pill (comes from the Ludibrium potion shop).
Total: 36
Equipment sources of accuracy:
--A weapon scrolled for accuracy.
--20 from lvl 35 Maple Weapons, 30 from lvl 43 Maple Weapons, or 35 from lvl 64 Maple Weapons.
--An Overall scrolled for DEX.
--Gloves scrolled for DEX. They're cheap because they're usually scrolled for wAtk.
--Cape scrolled for DEX.
--Shoes scrolled for jump or DEX.
--Spieglemann Necklaces.
Expensive sources of accuracy:
--Any of the above, except really good. Spieglemann Necklaces cannot be scrolled for DEX however.
--12 from Tunnelvision Pills (from Dr. Do in Mu Lung, not recommended). They override Sniper Pills.
--25 from Crystal Blade, or 40 from Black Crystal Blade.
--39 from an unscrolled Zhelm, give or take 6 for stat variations.
--21 from Flamekeeper Cordon.
--6-7 from Silver Deputy Star.
--19-24 from Mark of Naricain.
--9-29 from Horntail Pendant. You're pretty hardcore if you can get this.
Alternate sources of accuracy:
--20 from a Cleric/Priest/Bishop's Bless skill. This overrides any buffs that explicitly gives accuracy, including the Sniper Pill. Anything else that gives accuracy can also override the 20 accuracy given from Bless, so they don't stack.
--Maple Warrior skill. This gives you up to an extra 10% of your STR/DEX/INT/LUK based on the base stats of your character. You need at least 10 of a base stat for Maple Warrior to do anything. So if you have DEX reading as 78 (4+74) then Maple Warrior won't give you any accuracy, since you only have 4 base DEX.
The Bonus: HP Washing
HP Washing uses lots of AP Resets in order to boost your Max HP at no real cost to your character's power. This feat requires lots of INT equipment (equipment that's not mage-exclusive tend to be very expensive) and LOTS of real life money to complete however, but at least you can probably stop early because Warriors have the most HP of any class, and with a Spearman's Hyperbody skill, you can hit the 30,000 Max HP limit for the game.
This bonus grows with effectiveness the earlier you start. It probably may have little impact in the earlier levels, but when you're in mid 3rd to 4th job (levels 90-120), that's when it will start paying off, such as when bombs summoned by Papulatus or Pianus explode, doing 8400/11000 damage. My Paladin at level 141 only has 9000 Max HP.
How to HP Wash:
Level up when you are wearing as much INT equipment as possible. INT contributes to how much Max MP you earn per level. Approximately 10 INT gives you an additional point in Max MP. Invest your AP into your Max HP. Use your AP Resets on your Max MP. Apply your recovered AP onto either STR or DEX.
You're probably wondering why you had to do step 3 and maybe step 1. The way the database mechanism Nexon has for Max HP and Max MP is a bit complicated, due to what class, Improved Max HP/MP skills, and how much AP you apply. In order to keep the Max HP/MP numbers regulated, Nexon has set two boundaries: a formula for the absolute minimum Max HP/MP, and how much AP was applied. If you didn't apply AP into your Max HP/MP, it wouldn't make sense to be able to draw AP out of your Max HP/MP and apply it elsewhere. Likewise, you cannot lower your Max MP to raise your Max HP. So the more Max MP you have, the more AP Resets you can use to increase your Max HP.
Alternatively, you can put AP into your INT and level up for several levels with an extra dozen INT. While using this method will give you very good, and possibly the best, result, you'll suffer for the levels where you have invested AP into your INT. Additionally, if you decide to reset your AP into INT just before leveling, it will cost you at least double and possibly triple the real life cash to purchase the additional AP Resets.
http://img223.imageshack.us/img223/3140/mapleleafsmallro9.pngTraining Guide for Pages, White Knights and Paladins
Here's a big chunk of the guide. Advancing jobs is a big shift in power, and it is of paramount importance that you know how to advance. Job tiers are separated by level; specifically, 1st job is level 10-30, 2nd job is level 30-70, 3rd job is 70-120, and 4th job is level 120+. Advancement steps and info will be listed under the title of each job section.
The table for skills will be first, then the proven training grounds will be listed. You'll probably reference this a lot, so it will also be pretty specific when it needs to be.
The skill field entries will be in the following format:
Skill Name
Prerequisite: What skill you need and what level it needs to be.
Type: Passive skills automatically work, provided the correct conditions are met. You cannot turn off passive skills. Active skills require the player to actively declare its use, and they cost MP. You can activate them from either double-clicking the skill icon from the skill menu (not recommended) or assign them to a key on the keyboard. They are skills that usually affect the monster. Otherwise, it is basically a one-shot catch-all category for anything that doesn't fit anywhere else. Attack skills are basically attacks that far exceed your default attack's power. Works just like active skills, only they deal damage. Mob attacks (attacks that hit more than 1 monster) usually cost HP as well as MP. Buffs are supplementary skills that have a cost, a duration, and a benefit. Any active buffs you have appear on the upper-right corner of the screen, and they slowly turn dark until they become completely dark, then they start flashing, then disappear, meaning that the buff has expired. Buffs can also come from other sources, and these types of buffs are usually not subjected to a monster's Dispel ability. Party Buffs are buffs that affect everyone in your party, and these are what make party members more valuable. Unfortunately for Paladins, they only get one party buff for the entire game.
Description: A little text that's copied verbatim from the game, so if there's any grammar or spelling mistakes, or if it's outright wrong, blame it on Nexon. It basically summarizes the skill.
Max Level: How much SP it takes to fully master the skill. This is entirely optional, but usually recommended.
NOTES: These are little quirks and specific details about the skill that are otherwise not immediately apparent. As far as I'm concerned, these should be purely objective.
Table of Skill Variables have the level-by-level details."]There is nothing in here.
Author Commentary: Stuff that I feel needs to be said goes here. I'll try not to tell anything that's highly disputable. However, it's good to take everything into consideration when looking at skills.
Warrior Skill Set (Warrior Basics)
http://img386.imageshack.us/img386/8199/sbwarriorbasicsoa5.gif SP: 1 from advancement, 60 from levels.
Just have 35 STR, then talk to Dances with Balrog at the peak of Perion town, all the way north on Victoria Island. Simple!
With this skill set, you'll have the basic arsenal of a Warrior: lots of HP and staple melee attacks.
Your HP will be vital for you because as a Warrior, your main methods of attack are being up close and personal. That means you'll probably take a lot of contact damage, but don't let that scare you (unless you're going to become a Dragon Knight) since being up close and personal as a Bowman or an Assassin-to-be Thief means they're in trouble. Later on, your massive amounts of HP will allow you to boss sooner than normal, and for the most part, you can rely on yourself, unless you're confronted with a dodgy monster.
Your melee attacks will hit hard, allowing you the most privilege in keeping monsters at bay. Many of the later monsters will have a high knock-back (KB) value, meaning if you don't do enough damage in one hit, the monster will continue to advance and run you over. Being a Warrior is mostly about overcoming KB; they concentrate all their damage in one single tremendous blow. Of course, should there be many monsters swarming into the area, you can also handle them all with your great swinging blade. Warriors are the first players to have a mobbing attack that allows them to handle groups of monsters (although if the amount of monsters is too large, you'll still get overwhelmed). Go ahead, jump into the fray and lay the smack-down!
http://img133.imageshack.us/img133/1792/simprovedhprecoveryyb8.gif Improved HP Recovery
Type: Passive
Description: Recover additional HP every 10 sec. while standing still.
Max Level: 16
NOTES: Default HP recovered is 10. You can only recover HP if you're standing still and you're not in a combat stance or doing anything else. Sitting lets you recover 50% more HP (and MP) unless you're using a chair that has a fixed HP recovery rate. The bonus recovery amount stack with any other bonus recovery amounts, such as Sauna Robes. Recent changes to MapleStory allow you to recover HP every 5 seconds instead of 10.
Lvl|
HP Recovered
1|
10 + 3 HP
2|
10 + 6 HP
3|
10 + 9 HP
4|
10 + 12 HP
5|
10 + 15 HP
6|
10 + 18 HP
7|
10 + 21 HP
8|
10 + 24 HP
9|
10 + 27 HP
10|
10 + 30 HP
11|
10 + 33 HP
12|
10 + 36 HP
13|
10 + 39 HP
14|
10 + 42 HP
15|
10 + 45 HP
16|
10 + 50 HP
http://img440.imageshack.us/img440/1598/simprovedmaxhpincreasexy1.gif Improved Max HP Increase
Prerequisite: Level 5 Improved HP Recovery
Type: Passive
Description: This skill boosts up the amount of increase on MaxHP after each Level UP, or AP used on MaxHP.
Max Level: 10
NOTES: Default Max HP gained for Warriors per level up is 24-28. Default Max HP gained for Warriors per AP applied is 20-24.
Lvl|
Max HP on Level Up|
Max HP with AP
1|
26 ± 2 + 4 Max HP|
22 ± 2 + 3 Max HP
2|
26 ± 2 + 8 Max HP|
22 ± 2 + 6 Max HP
3|
26 ± 2 + 12 Max HP|
22 ± 2 + 9 Max HP
4|
26 ± 2 + 16 Max HP|
22 ± 2 + 12 Max HP
5|
26 ± 2 + 20 Max HP|
22 ± 2 + 15 Max HP
6|
26 ± 2 + 24 Max HP|
22 ± 2 + 18 Max HP
7|
26 ± 2 + 28 Max HP|
22 ± 2 + 21 Max HP
8|
26 ± 2 + 32 Max HP|
22 ± 2 + 24 Max HP
9|
26 ± 2 + 36 Max HP|
22 ± 2 + 27 Max HP
10|
26 ± 2 + 40 Max HP|
22 ± 2 + 30 Max HP
Author Commentary: I need help in verifying the Max HP gained per level and Max HP gained per AP. This skill is critical to obtain first. The effects of this skill are applied every passing level, and the sooner you have it maxed, the more Max HP you can get.
http://img529.imageshack.us/img529/453/sendureez1.gif Endure
Prerequisite: Level 3 Improved Max HP Increase
Type: Passive
Description: Even when hanging on the rope or ladder, you'll be able to recover some HP after a certain amount of time.
Max Level: 8
Lvl|
Time Interval Between Recoveries
1|
31 Seconds
2|
28 Seconds
3|
25 Seconds
4|
22 Seconds
5|
19 Seconds
6|
16 Seconds
7|
13 Seconds
8|
10 Seconds
Author Commentary: Having at least 1 point in Endure will let you get your HP back when you afk on ropes and ladders. Then again I suppose this only works as much as you afk.
http://img523.imageshack.us/img523/5937/sironbodyow2.gif Iron Body
Prerequisite: Level 3 Endure
Type: Buff
Description: Temporarily increases your weapon defense.
Max Level: 20
Lvl|
Cost|
wDef Increase|
Duration
1|
MP - 8|
+2 wDef|
75 Seconds
2|
MP - 8|
+4 wDef|
85 Seconds
3|
MP - 8|
+6 wDef|
95 Seconds
4|
MP - 8|
+8 wDef|
105 Seconds
5|
MP - 9|
+10 wDef|
120 Seconds
6|
MP - 9|
+12 wDef|
130 Seconds
7|
MP - 9|
+14 wDef|
140 Seconds
8|
MP - 10|
+16 wDef|
155 Seconds
9|
MP - 10|
+18 wDef|
165 Seconds
10|
MP - 10|
+20 wDef|
175 Seconds
11|
MP - 11|
+22 wDef|
190 Seconds
12|
MP - 11|
+24 wDef|
200 Seconds
13|
MP - 12|
+26 wDef|
215 Seconds
14|
MP - 12|
+28 wDef|
225 Seconds
15|
MP - 13|
+30 wDef|
240 Seconds
16|
MP - 13|
+32 wDef|
250 Seconds
17|
MP - 14|
+34 wDef|
265 Seconds
18|
MP - 14|
+36 wDef|
275 Seconds
19|
MP - 15|
+38 wDef|
290 Seconds
20|
MP - 15|
+40 wDef|
300 Seconds
Author Commentary: Iron Body is a horrible skill to have. It gives you a fair amount of wDef, but in the long run it is ultimately futile since it will make negligible difference in the thousands of damage you'll be receiving per hit.
http://img228.imageshack.us/img228/1407/spowerstrikerv3.gif Power Strike
Type: Attack
Description: Use MP to deliver a killer blow to the monsters with a sword.
Max Level: 20
Lvl|
Cost|
Damage
1|
MP - 4|
165% Damage
2|
MP - 4|
170% Damage
3|
MP - 4|
175% Damage
4|
MP - 4|
180% Damage
5|
MP - 5|
185% Damage
6|
MP - 5|
190% Damage
7|
MP - 5|
195% Damage
8|
MP - 6|
200% Damage
9|
MP - 6|
205% Damage
10|
MP - 7|
210% Damage
11|
MP - 7|
215% Damage
12|
MP - 8|
220% Damage
13|
MP - 8|
225% Damage
14|
MP - 9|
230% Damage
15|
MP - 9|
235% Damage
16|
MP - 10|
240% Damage
17|
MP - 10|
245% Damage
18|
MP - 11|
250% Damage
19|
MP - 11|
255% Damage
20|
MP - 12|
260% Damage
Author Commentary: Once you have this skill at a fairly decent level, you'll probably want to use it constantly and ditch your default attack. This is not without cost though, but as long as you can support yourself with MP, you'll be able to level much faster.
http://img77.imageshack.us/img77/7932/sslashblastcp2.gif Slash Blast
Prerequisite: Level 1 Power Strike
Type: Attack
Description: Use HP and MP to attack every enemy around you with a sword.
Max Level: 20
Lvl|
Cost|
Damage|
Range*|
Targets
1|
HP - 8, MP - 6|
72% Damage|
130%|
6 Monsters
2|
HP - 8, MP - 6|
75% Damage|
130%|
6 Monsters
3|
HP - 8, MP - 6|
78% Damage|
130%|
6 Monsters
4|
HP - 8, MP - 6|
81% Damage|
130%|
6 Monsters
5|
HP - 9, MP - 7|
84% Damage|
130%|
6 Monsters
6|
HP - 9, MP - 7|
87% Damage|
130%|
6 Monsters
7|
HP - 9, MP - 7|
90% Damage|
130%|
6 Monsters
8|
HP - 10, MP - 8|
93% Damage|
130%|
6 Monsters
9|
HP - 10, MP - 8|
96% Damage|
130%|
6 Monsters
10|
HP - 11, MP - 9|
99% Damage|
130%|
6 Monsters
11|
HP - 11, MP - 9|
102% Damage|
150%|
6 Monsters
12|
HP - 12, MP - 10|
105% Damage|
150%|
6 Monsters
13|
HP - 12, MP - 10|
108% Damage|
150%|
6 Monsters
14|
HP - 13, MP - 11|
111% Damage|
150%|
6 Monsters
15|
HP - 13, MP - 11|
114% Damage|
150%|
6 Monsters
16|
HP - 14, MP - 12|
117% Damage|
150%|
6 Monsters
17|
HP - 14, MP - 12|
120% Damage|
150%|
6 Monsters
18|
HP - 15, MP - 13|
123% Damage|
150%|
6 Monsters
19|
HP - 15, MP - 13|
126% Damage|
150%|
6 Monsters
20|
HP - 16, MP - 14|
130% Damage|
150%|
6 Monsters
*Range for the initial hit is treated just like the default attack. Any other monsters within the listed range will also be hit if the first attack connects.
Author Commentary: This skill is a must-have when you want to power-train through levels. Being a Warrior means you are privileged with having the first mobbing attack skill! Mobbing attacks are generally effective against 2 or more monsters, depending on the damage the mobbing attack does, and you can dish out LOTS of damage if you have large mobs of monsters! Mobbing attacks generally come with an HP cost in addition to MP cost.
Page Skill Set (Page's Path)
http://img176.imageshack.us/img176/9568/sbpagespathkt0.gif SP: 1 from advancement, 120 from levels.
MAKE SURE YOU HAVE SPENT ALL YOUR SP AFTER LEVELING TO LEVEL 30 OR YOU CANNOT ADVANCE! Talk to Dances with Balrog, your 1st job instructor. He will give you a letter of recommendation. Go see the 2nd job instructor at West Rocky Mountain IV. He'll give you a task of collecting 30 Dark Marbles from the monsters inside a special arena. Collect the 30 Dark Marbles. The Marbles do not always drop. Do not worry about being unable to hit the Lupins, since these ones have nerfed Avoid. Talk to the 2nd job instructor again until he gives you Proof of a Hero. Take the Proof of a Hero to Dances with Balrog. Talk to him again to make your advancement choice. If you don't choose the Page, this guide will be of little use to you!
Sure, you're strong now, but you'll need extra discipline if you want to continue gaining power. At this time, it will become time to decide your weapon of choice. Both weapons have their pros and cons (as discussed in Swords vs. Blunt Weapons), but their associated skills are pretty much the same. However, it is unwise to attempt to pursue both the sword and the blunt weapon because many of the skills at this point onward are specific to the weapon of your choosing. In this class, a large amount of your new skills will focus on the Mastery skill.
http://img155.imageshack.us/img155/5950/sswordmasterylv0.gifhttp://img520.imageshack.us/img520/2253/sbwmasterygv5.gif Sword Mastery / Blunt Weapon Mastery
Type: Passive
Description: Increases the sword/blunt weapon mastery and accuracy. It only applies when either a one-handed or a two-handed sword/blunt weapon is in hand.
Max Level: 20
NOTE: Mastery has the largest weight in determining your minimum damage. Default mastery level is 10%. [1W60M]
Lvl|
Weapon Mastery|
Accuracy Bonus
1|
15% Mastery|
+1 Accuracy
2|
15% Mastery|
+2 Accuracy
3|
20% Mastery|
+3 Accuracy
4|
20% Mastery|
+4 Accuracy
5|
25% Mastery|
+5 Accuracy
6|
25% Mastery|
+6 Accuracy
7|
30% Mastery|
+7 Accuracy
8|
30% Mastery|
+8 Accuracy
9|
35% Mastery|
+9 Accuracy
10|
35% Mastery|
+10 Accuracy
11|
40% Mastery|
+11 Accuracy
12|
40% Mastery|
+12 Accuracy
13|
45% Mastery|
+13 Accuracy
14|
45% Mastery|
+14 Accuracy
15|
50% Mastery|
+15 Accuracy
16|
50% Mastery|
+16 Accuracy
17|
55% Mastery|
+17 Accuracy
18|
55% Mastery|
+18 Accuracy
19|
60% Mastery|
+19 Accuracy
20|
60% Mastery|
+20 Accuracy
Author Commentary: There's no sane reason why you shouldn't get this. It really helps your accuracy, and it also jacks up your average damage. Plus, it's also required for many of the other skills.
http://img225.imageshack.us/img225/9035/sfinalattackof1.gifhttp://img225.imageshack.us/img225/9035/sfinalattackof1.gif Final Attack : Sword / Final Attack : Blunt Weapon
Prerequisite: Level 3 Sword Mastery / Blunt Weapon Mastery
Type: Passive
Description: With a certain success rate, another attack follows after performing an attacking skill. Only works with a one-handed or two-handed sword/blunt weapon in hand.
Max Level: 30
NOTES: Final Attack increases your attacks/minute. You cannot control the extra attacks, and they occur too fast for you to KB a monster. Final Attack activated by Slash Blast can hit up to 6 monsters, but the initial target receives roughly 200% damage, and subsequent damage for every additional monster you hit becomes exponentially weaker. Due to the damage formula, it's possible to get numbers below 1, which will show up as a "miss". Final Attack only works in conjunction with Power Strike and Slash Blast. Any later attack skills you may earn do not activate Final Attack.
Lvl|
Probability of a Final Attack|
Damage
1|
2% Probability|
105% Damage
2|
4% Probability|
110% Damage
3|
6% Probability|
115% Damage
4|
8% Probability|
120% Damage
5|
10% Probability|
125% Damage
6|
12% Probability|
130% Damage
7|
14% Probability|
135% Damage
8|
16% Probability|
140% Damage
9|
18% Probability|
145% Damage
10|
20% Probability|
150% Damage
11|
22% Probability|
155% Damage
12|
24% Probability|
160% Damage
13|
26% Probability|
165% Damage
14|
28% Probability|
170% Damage
15|
30% Probability|
175% Damage
16|
32% Probability|
180% Damage
17|
34% Probability|
185% Damage
18|
36% Probability|
190% Damage
19|
38% Probability|
195% Damage
20|
40% Probability|
200% Damage
21|
42% Probability|
205% Damage
22|
44% Probability|
210% Damage
23|
46% Probability|
215% Damage
24|
48% Probability|
220% Damage
25|
50% Probability|
225% Damage
26|
52% Probability|
230% Damage
27|
54% Probability|
235% Damage
28|
56% Probability|
240% Damage
29|
58% Probability|
245% Damage
30|
60% Probability|
250% Damage
Author Commentary: This is a skill that you either want to have all of it or none of it. It gets annoying because there's less certainty in your attacking patterns, and sometimes Final Attack activates and you take a full hit when it otherwise could have been avoidable. Final Attack is great for dishing out extra damage at no additional cost to your MP, but you'll most likely suffer a lot more damage. Some people opt to go without Final Attack.
http://img167.imageshack.us/img167/866/sswordboosterff5.gifhttp://img177.imageshack.us/img177/3949/sbwboosterrx0.gif Sword Booster / Blunt Weapon Booster
Prerequisite: Level 5 Sword Mastery / Blunt Weapon Mastery
Type: Buff
Description: Use HP and MP to temporarily boost up the attacking speed of the equipped sword/blunt weapon. It only applies when either a one-handed or a two-handed sword/blunt weapon is in hand.
Max Level: 20
NOTE: Booster increases your weapon speed by 2. [5B43S]
Lvl|
Cost|
Weapon Speed Increase|
Duration
1|
HP - 29, MP - 29|
+2 Weapon Speed|
10 Seconds
2|
HP - 28, MP - 28|
+2 Weapon Speed|
20 Seconds
3|
HP - 27, MP - 27|
+2 Weapon Speed|
30 Seconds
4|
HP - 26, MP - 26|
+2 Weapon Speed|
40 Seconds
5|
HP - 25, MP - 25|
+2 Weapon Speed|
50 Seconds
6|
HP - 24, MP - 24|
+2 Weapon Speed|
60 Seconds
7|
HP - 23, MP - 23|
+2 Weapon Speed|
70 Seconds
8|
HP - 22, MP - 22|
+2 Weapon Speed|
80 Seconds
9|
HP - 21, MP - 21|
+2 Weapon Speed|
90 Seconds
10|
HP - 20, MP - 20|
+2 Weapon Speed|
100 Seconds
11|
HP - 19, MP - 19|
+2 Weapon Speed|
110 Seconds
12|
HP - 18, MP - 18|
+2 Weapon Speed|
120 Seconds
13|
HP - 17, MP - 17|
+2 Weapon Speed|
130 Seconds
14|
HP - 16, MP - 16|
+2 Weapon Speed|
140 Seconds
15|
HP - 15, MP - 15|
+2 Weapon Speed|
150 Seconds
16|
HP - 14, MP - 14|
+2 Weapon Speed|
160 Seconds
17|
HP - 13, MP - 13|
+2 Weapon Speed|
170 Seconds
18|
HP - 12, MP - 12|
+2 Weapon Speed|
180 Seconds
19|
HP - 11, MP - 11|
+2 Weapon Speed|
190 Seconds
20|
HP - 10, MP - 10|
+2 Weapon Speed|
200 Seconds
Author Commentary: This skill may be left at any level and you'll still receive the same benefits (although you shouldn't have to deal with a short duration). If you do this, you can distribute spare SP into other 2nd job, or even 1st job, skills that you want more of.
http://img124.imageshack.us/img124/6052/sthreatenvc2.gif Threaten
Type: Active
Description: Use MP to temporarily threaten an enemy. Decreases the level of weapon attack and weapon defense of every enemy around the area.
Max Level: 20
NOTE: Monsters that have been Threatened will have an orange mark on them.Lvl|
Cost|
Decrease in Enemy wAtk|
Decrease in Enemy wDef|
Range|
Duration
1|
MP - 12|
-1 Enemy wAtk|
-1 Enemy wDef|
(-250, 150) x (250, -150)|
44 Seconds
2|
MP - 12|
-2 Enemy wAtk|
-2 Enemy wDef|
(-250, 150) x (250, -150)|
48 Seconds
3|
MP - 12|
-3 Enemy wAtk|
-3 Enemy wDef|
(-250, 150) x (250, -150)|
52 Seconds
4|
MP - 12|
-4 Enemy wAtk|
-4 Enemy wDef|
(-250, 150) x (250, -150)|
56 Seconds
5|
MP - 12|
-5 Enemy wAtk|
-5 Enemy wDef|
(-250, 150) x (250, -150)|
60 Seconds
6|
MP - 12|
-6 Enemy wAtk|
-6 Enemy wDef|
(-250, 150) x (250, -150)|
64 Seconds
7|
MP - 12|
-7 Enemy wAtk|
-7 Enemy wDef|
(-250, 150) x (250, -150)|
68 Seconds
8|
MP - 12|
-8 Enemy wAtk|
-8 Enemy wDef|
(-250, 150) x (250, -150)|
72 Seconds
9|
MP - 12|
-9 Enemy wAtk|
-9 Enemy wDef|
(-250, 150) x (250, -150)|
76 Seconds
10|
MP - 12|
-10 Enemy wAtk|
-10 Enemy wDef|
(-250, 150) x (250, -150)|
80 Seconds
11|
MP - 20|
-11 Enemy wAtk|
-11 Enemy wDef|
(-300, 200) x (300, -200)|
84 Seconds
12|
MP - 20|
-12 Enemy wAtk|
-12 Enemy wDef|
(-300, 200) x (300, -200)|
88 Seconds
13|
MP - 20|
-13 Enemy wAtk|
-13 Enemy wDef|
(-300, 200) x (300, -200)|
92 Seconds
14|
MP - 20|
-14 Enemy wAtk|
-14 Enemy wDef|
(-300, 200) x (300, -200)|
96 Seconds
15|
MP - 20|
-15 Enemy wAtk|
-15 Enemy wDef|
(-300, 200) x (300, -200)|
100 Seconds
16|
MP - 20|
-16 Enemy wAtk|
-16 Enemy wDef|
(-300, 200) x (300, -200)|
104 Seconds
17|
MP - 20|
-17 Enemy wAtk|
-17 Enemy wDef|
(-300, 200) x (300, -200)|
108 Seconds
18|
MP - 20|
-18 Enemy wAtk|
-18 Enemy wDef|
(-300, 200) x (300, -200)|
112 Seconds
19|
MP - 20|
-19 Enemy wAtk|
-19 Enemy wDef|
(-300, 200) x (300, -200)|
116 Seconds
20|
MP - 20|
-20 Enemy wAtk|
-20 Enemy wDef|
(-300, 200) x (300, -200)|
120 Seconds
Author Commentary: There has been some debate as to whether this skill actually meant a percent of the monster's wAtk and wDef instead of a fixed value. Those claims are probably unfounded due to how the monster wAtk formula works. [2H54T] Threaten tends to have less and less effect as you become more powerful, mostly due to the astronomical numbers rather than some effect on the skill itself. Many players regard Threaten as having little use, but some more players use Threaten in daily training.
http://img380.imageshack.us/img380/5586/spowerguardcl8.gif Power Guard
Prerequisite: Level 3 Threaten
Type: Buff
Description: Returns a portion of the damage received from the enemy. Can't return more than 10% of the enemy's Max HP at once, however.
Max Level: 30
NOTES: This skill only works on monster contact damage. In addition to reducing damage, Power Guard reduces KB done to your character. You can only return damage worth up to 10% of the monster's max HP, while you sustain the rest of the damage. Damage returned and damage sustained added together equal the amount of damage you would have received if you didn't have Power Guard on, ± 1. If you return less than 1 damage to the monster, there will be no number at all. It use to say "miss". If you kill a monster with Power Guard, the drops will appear from your location instead of the monster's. This can result in spoils ending up in locations that are unreachable. Proof: Pianus regular kill (http://img399.imageshack.us/img399/7982/maple1192jg4.jpg), Pianus Power Guard kill (http://img262.imageshack.us/img262/1275/maple1224xu2.jpg). Power Guard returns 50% less damage against boss monsters.
Lvl|
Cost|
Percent of Damage Returned|
KB Effect Reduction|
Duration
1|
MP - 15|
11% Damage Returned|
-11% KB Distance|
3 Seconds
2|
MP - 15|
12% Damage Returned|
-12% KB Distance|
6 Seconds
3|
MP - 15|
13% Damage Returned|
-13% KB Distance|
9 Seconds
4|
MP - 15|
14% Damage Returned|
-14% KB Distance|
12 Seconds
5|
MP - 15|
15% Damage Returned|
-15% KB Distance|
15 Seconds
6|
MP - 15|
16% Damage Returned|
-16% KB Distance|
18 Seconds
7|
MP - 15|
17% Damage Returned|
-17% KB Distance|
21 Seconds
8|
MP - 15|
18% Damage Returned|
-18% KB Distance|
24 Seconds
9|
MP - 15|
19% Damage Returned|
-19% KB Distance|
27 Seconds
10|
MP - 15|
20% Damage Returned|
-20% KB Distance|
30 Seconds
11|
MP - 15|
21% Damage Returned|
-21% KB Distance|
33 Seconds
12|
MP - 15|
22% Damage Returned|
-22% KB Distance|
36 Seconds
13|
MP - 15|
23% Damage Returned|
-23% KB Distance|
39 Seconds
14|
MP - 15|
24% Damage Returned|
-24% KB Distance|
42 Seconds
15|
MP - 15|
25% Damage Returned|
-25% KB Distance|
45 Seconds
16|
MP - 30|
26% Damage Returned|
-26% KB Distance|
48 Seconds
17|
MP - 30|
27% Damage Returned|
-27% KB Distance|
51 Seconds
18|
MP - 30|
28% Damage Returned|
-28% KB Distance|
54 Seconds
19|
MP - 30|
29% Damage Returned|
-29% KB Distance|
57 Seconds
20|
MP - 30|
30% Damage Returned|
-30% KB Distance|
60 Seconds
21|
MP - 30|
31% Damage Returned|
-31% KB Distance|
63 Seconds
22|
MP - 30|
32% Damage Returned|
-32% KB Distance|
66 Seconds
23|
MP - 30|
33% Damage Returned|
-33% KB Distance|
69 Seconds
24|
MP - 30|
34% Damage Returned|
-34% KB Distance|
72 Seconds
25|
MP - 30|
35% Damage Returned|
-35% KB Distance|
75 Seconds
26|
MP - 30|
36% Damage Returned|
-36% KB Distance|
78 Seconds
27|
MP - 30|
37% Damage Returned|
-37% KB Distance|
81 Seconds
28|
MP - 30|
38% Damage Returned|
-38% KB Distance|
84 Seconds
29|
MP - 30|
39% Damage Returned|
-39% KB Distance|
87 Seconds
30|
MP - 30|
40% Damage Returned|
-40% KB Distance|
90 Seconds
Author Commentary: The limit defined in the skill description is beyond impractical. There's only one situation I can think of where this limit plays a difference: touching the Time Sphere without any armor. Anyways, Power Guard is primarily a defensive skill, not an offensive one. The fact that it reduces KB done to you greatly helps training when the map has multiple platforms and such. It can also play a vital role when it comes to dealing with bosses that have insanely high contact damage, such as Zakum (why would you run into him in the first place?).
WK Skill Set (White Knight's Code)
http://img141.imageshack.us/img141/4011/sbwhiteknightscodeif8.gif SP: 1 from advancement, 150 from levels.
MAKE SURE YOU HAVE SPENT ALL YOUR SP AFTER LEVELING TO LEVEL 70 OR YOU CANNOT ADVANCE! Talk to Tylus, your 3rd job instructor, who can be found in the Chief's Residence in the main map of El Nath. Tylus will outline the details of the advancement, then he will ask you to talk to Dances with Balrog. Talk to Dances with Balrog. He will describe a dark clone of himself in an alternate dimension. Seek out the Dimension Door in Ant Tunnel Park (which is where the VIP Taxi takes you). After you enter the dimension, you have 20 minutes to find and kill Dances with Balrog's Clone. Grab the Dark Charm it drops. Return to Dances with Balrog with the Dark Charm, and he will exchange it for a Necklace of Strength. Return to Tylus, your 3rd job instructor, with the Necklace of Strength and give it to him. He will then tell you to find the holy grounds in the snowfields. Bring along at least 1 Dark Crystal. Find the map Holy Field at the Snowfield just off of Sharp Cliff II, and talk to the Holy Rock at the bottom. Fake Geist Balrog may spawn here during events, so watch out! Give the Holy Rock the Dark Crystal in order to answer 5 random questions. If you have been doing quests and paying attention to details, you should be fine. Otherwise, I would suggest looking up a guide with the answers before attempting this. Failure to answer a SINGLE question correctly will cost you another Dark Crystal, and you'll have to answer 5 random questions again. If you succeed, you'll be given the Necklace of Wisdom. Return to Tylus with the Necklace of Wisdom. Congratulations, you have completed the job advancement test!
At this point, you'll notice that many numbers have started rising at an alarming rate. The Exp you earn and need, the monster's HP, the damage, nearly everything! With the next class tier of skills, your damage will also start rising really fast.
Once again, the weapon dichotomy continues. This time, you'll be focusing on using elements to your advantage. What element is good against what monster is something you may explore by yourself, or learn from fellow Mages (who are certainly specialists in the elemental fields themselves). Knowing may very well be half the battle.
WARNING: It's possible to put SP into a skill that uses the wrong weapon since there are no prerequisites. Be careful when you're applying SP.
http://img61.imageshack.us/img61/5832/simprovingmprecoveryqa9.gif Improving MP Recovery
Type: Passive
Description: Recovering even more MP every 10 seconds.
Max Level: 20
NOTES: Default MP recovered is 3. Sitting lets you recover 50% more MP (and HP) unless you're using a chair that has a fixed MP recovery rate. The bonus recovery amount stack with any other bonus recovery amounts, such as Sauna Robes.
Lvl|MP Recovered
1|
3 + 2 MP
2|
3 + 4 MP
3|
3 + 6 MP
4|
3 + 8 MP
5|
3 + 10 MP
6|
3 + 12 MP
7|
3 + 14 MP
8|
3 + 16 MP
9|
3 + 18 MP
10|
3 + 20 MP
11|
3 + 21 MP
12|
3 + 22 MP
13|
3 + 23 MP
14|
3 + 24 MP
15|
3 + 25 MP
16|
3 + 26 MP
17|
3 + 27 MP
18|
3 + 28 MP
19|
3 + 29 MP
20|
3 + 30 MP
Author Commentary: This skill at max only saves you approximately 216k mesos in any level of training, assuming you're getting 10% per hour. Also, sitting lets you recover MP 50% faster, unless the chair you're using has a fixed MP recovery rate. Very low priority skill.
http://img299.imageshack.us/img299/807/sshieldmasterypu3.gif Shield Mastery
Type: Passive
Description: Shield Defense increases. However, it does not affect if the character does not equip the shield.
Max Level: 20
NOTE: Shield Mastery only affects the wDef stat of a shield. It does not give you any mDef benefits.
Lvl|Defense from Shield
1|
+5%
2|
+10%
3|
+15%
4|
+20%
5|
+25%
6|
+30%
7|
+35%
8|
+40%
9|
+45%
10|
+50%
11|
+55%
12|
+60%
13|
+65%
14|
+70%
15|
+75%
16|
+80%
17|
+85%
18|
+90%
19|
+95%
20|
+100%
http://img149.imageshack.us/img149/1835/schargeblowis3.gif Charge Blow
Type: Attack
Description: Make the enemy stun. You can use this skill only when your combo is charged up.
Max Level: 30
NOTES: You must have an elemental charge buff active when using this, and you'll lose your elemental charge when using this skill. On a very relevant point, this skill by itself is useless. Ice Charge Blow freezes monsters, and it does not stun in the case it fails to freeze monsters. You cannot stun Thanatos with Ice Charge Blow for example. Charge Blow has the same speed as your default attack, and it has extra element animations. Without the element animations, Charge Blow looks identical to the default attack. You cannot stun boss monsters. Level 30 Charge Blow is required for the Paladin's Advanced Charge skill.
Lvl|
Cost|
Damage|
Probability to Stun|
Stun Duration|
Range*|
Targets
1|
HP - 15, MP - 12|
162% Damage|
32% Probability|
2 Seconds|
130%|
6 Monsters
2|
HP - 15, MP - 12|
164% Damage|
34% Probability|
2 Seconds|
130%|
6 Monsters
3|
HP - 15, MP - 12|
166% Damage|
36% Probability|
2 Seconds|
130%|
6 Monsters
4|
HP - 15, MP - 12|
168% Damage|
38% Probability|
2 Seconds|
130%|
6 Monsters
5|
HP - 15, MP - 12|
170% Damage|
40% Probability|
2 Seconds|
130%|
6 Monsters
6|
HP - 15, MP - 12|
172% Damage|
42% Probability|
2 Seconds|
130%|
6 Monsters
7|
HP - 15, MP - 12|
174% Damage|
44% Probability|
2 Seconds|
130%|
6 Monsters
8|
HP - 15, MP - 12|
176% Damage|
46% Probability|
2 Seconds|
130%|
6 Monsters
9|
HP - 15, MP - 12|
178% Damage|
48% Probability|
2 Seconds|
130%|
6 Monsters
10|
HP - 15, MP - 12|
180% Damage|
50% Probability|
2 Seconds|
130%|
6 Monsters
11|
HP - 20, MP - 19|
183% Damage|
52% Probability|
3 Seconds|
140%|
6 Monsters
12|
HP - 20, MP - 19|
186% Damage|
54% Probability|
3 Seconds|
140%|
6 Monsters
13|
HP - 20, MP - 19|
189% Damage|
56% Probability|
3 Seconds|
140%|
6 Monsters
14|
HP - 20, MP - 19|
192% Damage|
58% Probability|
3 Seconds|
140%|
6 Monsters
15|
HP - 20, MP - 19|
195% Damage|
60% Probability|
3 Seconds|
140%|
6 Monsters
16|
HP - 20, MP - 19|
198% Damage|
62% Probability|
3 Seconds|
140%|
6 Monsters
17|
HP - 20, MP - 19|
201% Damage|
64% Probability|
3 Seconds|
140%|
6 Monsters
18|
HP - 20, MP - 19|
204% Damage|
66% Probability|
3 Seconds|
140%|
6 Monsters
19|
HP - 20, MP - 19|
207% Damage|
68% Probability|
3 Seconds|
140%|
6 Monsters
20|
HP - 20, MP - 19|
210% Damage|
70% Probability|
3 Seconds|
140%|
6 Monsters
21|
HP - 25, MP - 26|
214% Damage|
72% Probability|
4 Seconds|
150%|
6 Monsters
22|
HP - 25, MP - 26|
218% Damage|
74% Probability|
4 Seconds|
150%|
6 Monsters
23|
HP - 25, MP - 26|
222% Damage|
76% Probability|
4 Seconds|
150%|
6 Monsters
24|
HP - 25, MP - 26|
226% Damage|
78% Probability|
4 Seconds|
150%|
6 Monsters
25|
HP - 25, MP - 26|
230% Damage|
80% Probability|
4 Seconds|
150%|
6 Monsters
26|
HP - 25, MP - 26|
234% Damage|
82% Probability|
4 Seconds|
150%|
6 Monsters
27|
HP - 25, MP - 26|
238% Damage|
84% Probability|
4 Seconds|
150%|
6 Monsters
28|
HP - 25, MP - 26|
242% Damage|
86% Probability|
4 Seconds|
150%|
6 Monsters
29|
HP - 25, MP - 26|
246% Damage|
88% Probability|
4 Seconds|
150%|
6 Monsters
30|
HP - 25, MP - 26|
250% Damage|
90% Probability|
4 Seconds|
150%|
6 Monsters
*Range for the initial hit is treated just like the default attack. Any other monsters within the listed range will also be hit if the first attack connects.
Author Commentary: It's questionable whether this skill can improve training or not, but it definitely saves you mesos by stopping monsters cold in their tracks. People who don't use it to save money are rather annoyed when trying to use it for offensive purposes. Since this skill that is based on percent success for stunning monsters, this is a skill that you should concentrate on maxing once you've decided to start putting points into it. It's also a very expensive skill to use at this moment, so please do not repeatedly spam charges and CBs unless you're up against a mob of 5 or 6.
http://img364.imageshack.us/img364/2449/sfirechargeswordrq8.gifhttp://img246.imageshack.us/img246/6824/sflamechargebwgg9.gif Fire Charge (Sword) / Flame Charge (BW)
Type: Buff
Description: You can attack with fire power. The skill gets canceled if you use Charge Blow or if the time runs out.
Max Level: 30
NOTES: If you find yourself up against a fire-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow. If you have Fire Charge active, any monsters immune to fire will nullify your damage. In other words, you'll only do 1 damage to them. All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
Lvl|
Cost|
Damage Modifier|
Element Modifier|
Duration
1|
MP - 25|
102% Damage|
106.5% Fire Damage|
12 Seconds
2|
MP - 25|
103% Damage|
108.0% Fire Damage|
19 Seconds
3|
MP - 25|
104% Damage|
109.5% Fire Damage|
26 Seconds
4|
MP - 25|
105% Damage|
111.0% Fire Damage|
33 Seconds
5|
MP - 25|
106% Damage|
112.5% Fire Damage|
40 Seconds
6|
MP - 25|
108% Damage|
114.0% Fire Damage|
47 Seconds
7|
MP - 25|
108% Damage|
115.5% Fire Damage|
54 Seconds
8|
MP - 25|
109% Damage|
117.0% Fire Damage|
61 Seconds
9|
MP - 25|
109% Damage|
118.5% Fire Damage|
68 Seconds
10|
MP - 25|
110% Damage|
120.0% Fire Damage|
75 Seconds
11|
MP - 30|
110% Damage|
121.5% Fire Damage|
82 Seconds
12|
MP - 30|
111% Damage|
123.0% Fire Damage|
89 Seconds
13|
MP - 30|
111% Damage|
124.5% Fire Damage|
96 Seconds
14|
MP - 30|
112% Damage|
126.0% Fire Damage|
103 Seconds
15|
MP - 30|
112% Damage|
127.5% Fire Damage|
110 Seconds
16|
MP - 30|
113% Damage|
129.0% Fire Damage|
116 Seconds
17|
MP - 30|
113% Damage|
130.5% Fire Damage|
122 Seconds
18|
MP - 30|
114% Damage|
132.0% Fire Damage|
128 Seconds
19|
MP - 30|
114% Damage|
133.5% Fire Damage|
134 Seconds
20|
MP - 30|
115% Damage|
135.0% Fire Damage|
140 Seconds
21|
MP - 35|
115% Damage|
136.5% Fire Damage|
146 Seconds
22|
MP - 35|
116% Damage|
138.0% Fire Damage|
152 Seconds
23|
MP - 35|
116% Damage|
139.5% Fire Damage|
158 Seconds
24|
MP - 35|
117% Damage|
141.0% Fire Damage|
164 Seconds
25|
MP - 35|
117% Damage|
142.5% Fire Damage|
170 Seconds
26|
MP - 35|
118% Damage|
144.0% Fire Damage|
176 Seconds
27|
MP - 35|
118% Damage|
145.5% Fire Damage|
182 Seconds
28|
MP - 35|
119% Damage|
147.0% Fire Damage|
188 Seconds
29|
MP - 35|
119% Damage|
148.5% Fire Damage|
194 Seconds
30|
MP - 35|
120% Damage|
150.0% Fire Damage|
200 Seconds
Author Commentary: Many monsters in MapleStory are weak to fire, so choosing Fire Charge as your first element charge isn't a bad idea. It also does more damage than Ice Charge; Fire Charge doing 180% damage at max compared to Ice Charge's 165%.
http://img525.imageshack.us/img525/4167/sicechargeswordrp9.gifhttp://img166.imageshack.us/img166/9787/sblizzardchargebwjp8.gif Ice Charge (Sword) / Blizzard Charge (BW)
Type: Buff
Description: You can attack with ice power. The skill gets canceled if you use Charge Blow or if the time runs out.
Max Level: 30
NOTES: Ice Charge freezes monsters briefly. After level 15 Ice Charge, the duration increases a little bit. Ice-resistant and ice-immune monsters, as well as bosses, are immune to freezing. If you find yourself up against an ice-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow. If you have Ice Charge active, any monsters immune to ice will nullify your damage. In other words, you'll only do 1 damage to them. All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
Lvl|
Cost|
Damage Modifier|
Element Modifier|
Freeze Duration|
Duration
1|
MP - 25|
100% Damage|
106.5% Ice Damage|
1 Second|
12 Seconds
2|
MP - 25|
101% Damage|
108.0% Ice Damage|
1 Second|
19 Seconds
3|
MP - 25|
101% Damage|
109.5% Ice Damage|
1 Second|
26 Seconds
4|
MP - 25|
102% Damage|
111.0% Ice Damage|
1 Second|
33 Seconds
5|
MP - 25|
102% Damage|
112.5% Ice Damage|
1 Second|
40 Seconds
6|
MP - 25|
102% Damage|
114.0% Ice Damage|
1 Second|
47 Seconds
7|
MP - 25|
103% Damage|
115.5% Ice Damage|
1 Second|
54 Seconds
8|
MP - 25|
103% Damage|
117.0% Ice Damage|
1 Second|
61 Seconds
9|
MP - 25|
103% Damage|
118.5% Ice Damage|
1 Second|
68 Seconds
10|
MP - 25|
104% Damage|
120.0% Ice Damage|
1 Second|
75 Seconds
11|
MP - 30|
104% Damage|
121.5% Ice Damage|
1 Second|
82 Seconds
12|
MP - 30|
104% Damage|
123.0% Ice Damage|
1 Second|
89 Seconds
13|
MP - 30|
105% Damage|
124.5% Ice Damage|
1 Second|
96 Seconds
14|
MP - 30|
105% Damage|
126.0% Ice Damage|
1 Second|
103 Seconds
15|
MP - 30|
105% Damage|
127.5% Ice Damage|
1 Second|
110 Seconds
16|
MP - 30|
106% Damage|
129.0% Ice Damage|
2 Seconds|
116 Seconds
17|
MP - 30|
106% Damage|
130.5% Ice Damage|
2 Seconds|
122 Seconds
18|
MP - 30|
106% Damage|
132.0% Ice Damage|
2 Seconds|
128 Seconds
19|
MP - 30|
107% Damage|
133.5% Ice Damage|
2 Seconds|
134 Seconds
20|
MP - 30|
107% Damage|
135.0% Ice Damage|
2 Seconds|
140 Seconds
21|
MP - 35|
107% Damage|
136.5% Ice Damage|
2 Seconds|
146 Seconds
22|
MP - 35|
108% Damage|
138.0% Ice Damage|
2 Seconds|
152 Seconds
23|
MP - 35|
108% Damage|
139.5% Ice Damage|
2 Seconds|
158 Seconds
24|
MP - 35|
108% Damage|
141.0% Ice Damage|
2 Seconds|
164 Seconds
25|
MP - 35|
108% Damage|
142.5% Ice Damage|
2 Seconds|
170 Seconds
26|
MP - 35|
109% Damage|
144.0% Ice Damage|
2 Seconds|
176 Seconds
27|
MP - 35|
109% Damage|
145.5% Ice Damage|
2 Seconds|
182 Seconds
28|
MP - 35|
109% Damage|
147.0% Ice Damage|
2 Seconds|
188 Seconds
29|
MP - 35|
109% Damage|
148.5% Ice Damage|
2 Seconds|
194 Seconds
30|
MP - 35|
110% Damage|
150.0% Ice Damage|
2 Seconds|
200 Seconds
Author Commentary: There aren't many monsters that are weak to ice; in fact, many are actually resistant or immune. Many monsters in Leafre are weak to ice however. It is the weakest element charge out of all of the element charges you'll have, doing 165% damage total at max level.
http://img79.imageshack.us/img79/7188/sthunderchargeswordyk3.gifhttp://img218.imageshack.us/img218/8940/slightningchargebwpo3.gif Thunder Charge (Sword) / Lightning Charge (BW)
Type: Buff
Description: You can attack with lightning power. The skill gets canceled if you use Charge Blow or if the time runs out.
Max Level: 30
NOTES: If you find yourself up against a lightning-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow. If you have Lightning Charge active, any monsters immune to lightning will nullify your damage. In other words, you'll only do 1 damage to them. All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
Lvl|
Cost|
Damage Modifier|
Element Modifier|
Duration
1|
MP - 25|
102% Damage|
106.5% Lightning Damage|
12 Seconds
2|
MP - 25|
104% Damage|
108.0% Lightning Damage|
19 Seconds
3|
MP - 25|
106% Damage|
109.5% Lightning Damage|
26 Seconds
4|
MP - 25|
107% Damage|
111.0% Lightning Damage|
33 Seconds
5|
MP - 25|
108% Damage|
112.5% Lightning Damage|
40 Seconds
6|
MP - 25|
109% Damage|
114.0% Lightning Damage|
47 Seconds
7|
MP - 25|
110% Damage|
115.5% Lightning Damage|
54 Seconds
8|
MP - 25|
111% Damage|
117.0% Lightning Damage|
61 Seconds
9|
MP - 25|
112% Damage|
118.5% Lightning Damage|
68 Seconds
10|
MP - 25|
113% Damage|
120.0% Lightning Damage|
75 Seconds
11|
MP - 30|
114% Damage|
121.5% Lightning Damage|
82 Seconds
12|
MP - 30|
115% Damage|
123.0% Lightning Damage|
89 Seconds
13|
MP - 30|
116% Damage|
124.5% Lightning Damage|
96 Seconds
14|
MP - 30|
117% Damage|
126.0% Lightning Damage|
103 Seconds
15|
MP - 30|
117% Damage|
127.5% Lightning Damage|
110 Seconds
16|
MP - 30|
118% Damage|
129.0% Lightning Damage|
116 Seconds
17|
MP - 30|
118% Damage|
130.5% Lightning Damage|
122 Seconds
18|
MP - 30|
119% Damage|
132.0% Lightning Damage|
128 Seconds
19|
MP - 30|
119% Damage|
133.5% Lightning Damage|
134 Seconds
20|
MP - 30|
120% Damage|
135.0% Lightning Damage|
140 Seconds
21|
MP - 35|
120% Damage|
136.5% Lightning Damage|
146 Seconds
22|
MP - 35|
121% Damage|
138.0% Lightning Damage|
152 Seconds
23|
MP - 35|
121% Damage|
139.5% Lightning Damage|
158 Seconds
24|
MP - 35|
122% Damage|
141.0% Lightning Damage|
164 Seconds
25|
MP - 35|
122% Damage|
142.5% Lightning Damage|
170 Seconds
26|
MP - 35|
123% Damage|
144.0% Lightning Damage|
176 Seconds
27|
MP - 35|
123% Damage|
145.5% Lightning Damage|
182 Seconds
28|
MP - 35|
124% Damage|
147.0% Lightning Damage|
188 Seconds
29|
MP - 35|
124% Damage|
148.5% Lightning Damage|
194 Seconds
30|
MP - 35|
125% Damage|
150.0% Lightning Damage|
200 Seconds
Author Commentary: Lightning element has very little effect since so few monsters are weak to or resist lightning. It would be a bad idea to start off with Lightning Charge; rather it would be best to save Lightning Charge for late WK career. Lightning Charge is also the strongest of the charges you'll have as a WK, doing +187.5% damage total at max level.
http://img404.imageshack.us/img404/7196/smagiccrashgh8.gif Magic Crash
Prerequisite: Level 3 Charge Blow
Type: Active
Description: Cancel out enemy's magical defense up skill in a certain rate.
Max Level: 20
NOTE: If you are successful, a little animation symbol will show up above the monster's head.
Lvl|
Cost|
Probability to Cancel Enemy mDef Buff
1|
MP - 35|
24% Probability
2|
MP - 33|
28% Probability
3|
MP - 31|
32% Probability
4|
MP - 29|
36% Probability
5|
MP - 27|
40% Probability
6|
MP - 25|
44% Probability
7|
MP - 23|
48% Probability
8|
MP - 21|
52% Probability
9|
MP - 19|
56% Probability
10|
MP - 17|
60% Probability
11|
MP - 16|
64% Probability
12|
MP - 15|
68% Probability
13|
MP - 14|
72% Probability
14|
MP - 13|
76% Probability
15|
MP - 12|
80% Probability
16|
MP - 11|
84% Probability
17|
MP - 10|
88% Probability
18|
MP - 9|
92% Probability
19|
MP - 8|
96% Probability
20|
MP - 7|
100% Probability
Author Commentary: A Priest/Bishop's Dispel skill accomplishes the same thing. Seeing how very little monsters actually have mDef Buffs (NOT mAtk Null, which is what Pianus, Bone Fish, and others use) and how Magic Crash doesn't benefit you at all, this skill pretty much wins nominations for being the most useless skill ever.
Paladin Skill Set (Paladin of Light)
http://img78.imageshack.us/img78/9646/sbpaladinoflightfr8.gif SP: 3 from advancement, 240+ from levels.
MAKE SURE YOU HAVE SPENT ALL YOUR SP AFTER LEVELING TO LEVEL 120 OR YOU CANNOT ADVANCE!
Talk to Tylus, your 3rd job instructor. He will give you a fancy purple Letter of Recommendation, and will tell you to find Bishop Harmonia somewhere in Minar Forest of Leafre. Find and talk to Harmonia, your 4th job instructor in The Priests' Forest, by entering the top portal at the map Valley of the Antellope. Harmonia will tell you some stories regarding some of the major bosses in MapleStory. Then he will tell you to bring him the Heroic Star and the Heroic Pentagon. There are two ways to obtain the Heroic Star and Pentagon. Kill Manon and Griffey for the Heroic Star and Heroic Pentagon, respectively. They do not always drop the required items. Talk to Chief Tatamo, who will make you a deal regarding the Heroic Star and Pentagon. He'll ask you to bring the Scroll of Secrets. (I don't remember if he tells you where to find it, but it doesn't matter if you're reading this guide) Go find the scroll NPC on the 44th floor of Eos Tower in Ludibrium. Pay 10 million mesos to buy the Scroll of Secrets. Return to Chief Tatamo with the Scroll of Secrets and he will give you the Heroic Star and Pentagon. Return to Harmonia, your 4th job instructor, with the Heroic Star and Pentagon. Congratulations, you have advanced to the final job of MapleStory!
You may or may not have overcome great trials in your career as a White Knight, but you are now reaching into epic proportions. You have only just begun to realize your destiny!
Unfortunately, you're also braving the unknown, and new skills that you may learn will take a lot more than just beating up monsters. The 4th job will require you to embark upon enlightening quests and find Skill Books in order to receive new skills. In order to increase their potency however, you'll have to find additional tomes from monsters, called Mastery Books, in order to increase your mastery of a skill up from 10 to 20 and even up to 30. Further increasing your skill mastery level has its own catch: level 20 Mastery Books have a 70% chance of working, and level 30 Mastery Books have a 50% chance of working! If don't succeed in increasing your skill mastery level, you can simply grab another corresponding Mastery Book and try again as many times as you need to.
Entries found in this subsection will contain an entry for what quest you need to complete in order to gain the skill, and extra entries for what monsters drop Mastery Books and Skill Books. If an entry lists a quest, simply find the quest in the quest list after the skill list. Some skills are already in your skill inventory when you advance to 4th job. These skills will have their name highlighted in blue.
http://img143.imageshack.us/img143/5921/sachillesbl9.gifAchilles
Type: Passive
Description: Permanently increases the weapon defense of one's armor.
Max Level: 30
Skill Drop Locations: 20-Skelegon/Skelesaurus; 30-Manon
NOTES: Achilles is applied after Power Guard takes effect. Proof with level 4 Achilles: Before (http://img27.imageshack.us/img27/5866/maple1470.jpg)/After (http://img5.imageshack.us/img5/1340/maple1471.jpg). It permanently reduces any damage to HP, including magic attacks and 1/1. It does not work against obstacle, environmental, and possibly poison damage. The number on the screen does not reflect the amount of damage you take with Achilles. For example, if you have lvl 1 Achilles and it shows you took 9000 damage from a 1/1 attack, you'll be left with 45 HP.
Lvl|
Damage Reduced
1|
-.5% Damage Received
2|
-1.0% Damage Received
3|
-1.5% Damage Received
4|
-2.0% Damage Received
5|
-2.5% Damage Received
6|
-3.0% Damage Received
7|
-3.5% Damage Received
8|
-4.0% Damage Received
9|
-4.5% Damage Received
10|
-5.0% Damage Received
11|
-5.5% Damage Received
12|
-6.0% Damage Received
13|
-6.5% Damage Received
14|
-7.0% Damage Received
15|
-7.5% Damage Received
16|
-8.0% Damage Received
17|
-8.5% Damage Received
18|
-9.0% Damage Received
19|
-9.5% Damage Received
20|
-10.0% Damage Received
21|
-10.5% Damage Received
22|
-11.0% Damage Received
23|
-11.5% Damage Received
24|
-12.0% Damage Received
25|
-12.5% Damage Received
26|
-13.0% Damage Received
27|
-13.5% Damage Received
28|
-14.0% Damage Received
29|
-14.5% Damage Received
30|
-15.0% Damage Received
Author Commentary: This isn't a bad skill to have, but it's not exactly great either. It doesn't hurt to have at least one point in it to act as "insurance" against possible 1/1 catastrophes. These catastrophes include, but are not limited to, getting 1/1ed and poisoned when fighting Ergoth, and getting 1/1ed by Pianus just when you exit the map (which effectively negates your temporary invincibility) and get hugged by a Flyeye.
http://img79.imageshack.us/img79/401/sguardiangf9.gifGuardian
Type: Passive
Description: Blocks the monster's attack by using the shield with a given success rate. Additionally, if the close-range attack is blocked, the attacking monster will be stunned for 2 seconds. The skill only works when equipped with a shield
Max Level: 30
Skill Drop Locations: 10-"A Shield's True Power"; 20-Skelegon/Skelesaurus; 30-Manon
NOTE: A semi-flashy animation (http://img.photobucket.com/albums/v132/Paulos2005/fourthjobs/blockingat4.gif) will appear on your character if you successfully block an attack. You can only stun the enemy if you are attacked by contact damage.
Lvl|
Probability to Block Attacks
1|
.5% Probability
2|
1.0% Probability
3|
1.5% Probability
4|
2.0% Probability
5|
2.5% Probability
6|
3.0% Probability
7|
3.5% Probability
8|
4.0% Probability
9|
4.5% Probability
10|
5.0% Probability
11|
5.5% Probability
12|
6.0% Probability
13|
6.5% Probability
14|
7.0% Probability
15|
7.5% Probability
16|
8.0% Probability
17|
8.5% Probability
18|
9.0% Probability
19|
9.5% Probability
20|
10.0% Probability
21|
10.5% Probability
22|
11.0% Probability
23|
11.5% Probability
24|
12.0% Probability
25|
12.5% Probability
26|
13.0% Probability
27|
13.5% Probability
28|
14.0% Probability
29|
14.5% Probability
30|
15.0% Probability
Author Commentary: I do not have this skill. The 2nd note may be a lie, but I really think it's absurd if you could stun monsters from a mile away or something. Anyways, this skill certainly beats Shield Mastery, since it reduces damage taken by a percent amount instead of some small fixed value. Additionally, since you're a Paladin, the stunning effect has a lot less meaning due to ACB, unless you're using Blast. As of lately, I've been hearing that the stun effect does not always work.
http://img150.imageshack.us/img150/1566/smaplewarriorez5.gif Maple Warrior
Type: Party Buff
Description: Increases all players' stats within a party by certain percentage.
Max Level: 30
Skill Drop Locations: 10-"The Warrior's Extreme Path"; 20-Horntail; 30-*Mastery Book does not exist*
Lvl|
Cost|
Stats Boosted|
Range|
Duration
1|
MP - 10|
+1% to Base Stats|
(-400, 300) x (400, -300)|
30 Seconds
2|
MP - 10|
+1% to Base Stats|
(-400, 300) x (400, -300)|
60 Seconds
3|
MP - 10|
+2% to Base Stats|
(-400, 300) x (400, -300)|
90 Seconds
4|
MP - 10|
+2% to Base Stats|
(-400, 300) x (400, -300)|
120 Seconds
5|
MP - 10|
+3% to Base Stats|
(-400, 300) x (400, -300)|
150 Seconds
6|
MP - 20|
+3% to Base Stats|
(-400, 300) x (400, -300)|
180 Seconds
7|
MP - 20|
+4% to Base Stats|
(-400, 300) x (400, -300)|
210 Seconds
8|
MP - 20|
+4% to Base Stats|
(-400, 300) x (400, -300)|
240 Seconds
9|
MP - 20|
+5% to Base Stats|
(-400, 300) x (400, -300)|
270 Seconds
10|
MP - 20|
+5% to Base Stats|
(-400, 300) x (400, -300)|
300 Seconds
11|
MP - 30|
+6% to Base Stats|
(-400, 300) x (400, -300)|
330 Seconds
12|
MP - 30|
+6% to Base Stats|
(-400, 300) x (400, -300)|
360 Seconds
13|
MP - 30|
+7% to Base Stats|
(-400, 300) x (400, -300)|
390 Seconds
14|
MP - 30|
+7% to Base Stats|
(-400, 300) x (400, -300)|
420 Seconds
15|
MP - 30|
+8% to Base Stats|
(-400, 300) x (400, -300)|
450 Seconds
16|
MP - 40|
+8% to Base Stats|
(-400, 300) x (400, -300)|
480 Seconds
17|
MP - 40|
+9% to Base Stats|
(-400, 300) x (400, -300)|
510 Seconds
18|
MP - 40|
+9% to Base Stats|
(-400, 300) x (400, -300)|
540 Seconds
19|
MP - 40|
+10% to Base Stats|
(-400, 300) x (400, -300)|
570 Seconds
20|
MP - 40|
+10% to Base Stats|
(-400, 300) x (400, -300)|
600 Seconds
21|
MP - 50|
+11% to Base Stats|
(-400, 300) x (400, -300)|
630 Seconds
22|
MP - 50|
+11% to Base Stats|
(-400, 300) x (400, -300)|
660 Seconds
23|
MP - 50|
+12% to Base Stats|
(-400, 300) x (400, -300)|
690 Seconds
24|
MP - 50|
+12% to Base Stats|
(-400, 300) x (400, -300)|
720 Seconds
25|
MP - 50|
+13% to Base Stats|
(-400, 300) x (400, -300)|
750 Seconds
26|
MP - 60|
+13% to Base Stats|
(-400, 300) x (400, -300)|
780 Seconds
27|
MP - 60|
+14% to Base Stats|
(-400, 300) x (400, -300)|
810 Seconds
28|
MP - 60|
+14% to Base Stats|
(-400, 300) x (400, -300)|
840 Seconds
29|
MP - 60|
+15% to Base Stats|
(-400, 300) x (400, -300)|
870 Seconds
30|
MP - 60|
+15% to Base Stats|
(-400, 300) x (400, -300)|
900 Seconds
Author Commentary: This is the only party buff skill Paladins ever get, and it's a skill that EVERY 4th jobber can have. If you are in a party and you have MW, make sure you communicate with other players who have MW so everyone can determine who has the best level of MW. MW buffs from other players in the party overwrite the current MW buff, so it's important you get the best one available.
http://img299.imageshack.us/img299/3097/smonstermagnetea8.gif Monster Magnet
Type: Active
Description: Pulls a monster from afar up close.
Max Level: 30
Skill Drop Locations: 20-Nest Golem, Left Pianus; 30-Right Pianus
NOTES: This skill can be charged up by holding down the assigned key. Charging up the skill determines how many monsters you can target in range, pulling up to as many as six. "Catch!" will appear above a monster which you successfully pull towards you. Caught monsters will be aggravated. Monsters that would have been subjected to Monster Magnet, but you failed to catch, will have "miss" above their heads. These monsters will not be aggravated. Monsters cannot be dragged off of their platforms.
Attempts to pull stationary monsters (such as Jr. Newties) automatically fail.
Attempts to pull boss monsters automatically fail.
Lvl|
Cost|
Probability to Pull Monsters|
Range
1|
MP - 10|
42% Probability|
200% Range
2|
MP - 10|
44% Probability|
200% Range
3|
MP - 10|
46% Probability|
200% Range
4|
MP - 10|
48% Probability|
200% Range
5|
MP - 10|
50% Probability|
200% Range
6|
MP - 13|
52% Probability|
200% Range
7|
MP - 13|
54% Probability|
200% Range
8|
MP - 13|
56% Probability|
200% Range
9|
MP - 13|
58% Probability|
200% Range
10|
MP - 13|
60% Probability|
200% Range
11|
MP - 18|
62% Probability|
300% Range
12|
MP - 18|
64% Probability|
300% Range
13|
MP - 18|
66% Probability|
300% Range
14|
MP - 18|
68% Probability|
300% Range
15|
MP - 18|
70% Probability|
300% Range
16|
MP - 21|
72% Probability|
300% Range
17|
MP - 21|
74% Probability|
300% Range
18|
MP - 21|
76% Probability|
300% Range
19|
MP - 21|
78% Probability|
300% Range
20|
MP - 21|
80% Probability|
300% Range
21|
MP - 26|
82% Probability|
400% Range
22|
MP - 26|
84% Probability|
400% Range
23|
MP - 26|
86% Probability|
400% Range
24|
MP - 26|
88% Probability|
400% Range
25|
MP - 26|
90% Probability|
400% Range
26|
MP - 25|
91% Probability|
400% Range
27|
MP - 24|
92% Probability|
400% Range
28|
MP - 23|
93% Probability|
400% Range
29|
MP - 22|
94% Probability|
400% Range
30|
MP - 21|
95% Probability|
400% Range
Author Commentary: The situation I can see this being useful is when you're on a linear platform analogue and there's no rope or portal or anything there, in which case it would be good to spare yourself the walk to the bunch of monsters there and walking back. This can save you some time when you're furiously trying to destroy monsters.
http://img360.imageshack.us/img360/7421/spowerstancevu2.gif Power Stance
Type: Buff
Description: Enables one to stay at the same spot after being struck, resisting knock-back effects.
Max Level: 30
Skill Drop Locations: 10-[Storybook] Crimson Balrog's Proposal, dropped by Crimson Balrog; 20-Dark Cornian (unconfirmed), Papulatus, Leviathan; 30-Zakum
NOTE: This skill does not work against obstacles. Sorry, no JQ abuse for you!
Lvl|
Cost|
Probability to Stay Put|
Duration
1|
MP - 30|
42% Probability|
10 Seconds
2|
MP - 30|
44% Probability|
20 Seconds
3|
MP - 30|
46% Probability|
30 Seconds
4|
MP - 30|
48% Probability|
40 Seconds
5|
MP - 30|
50% Probability|
50 Seconds
6|
MP - 36|
52% Probability|
60 Seconds
7|
MP - 36|
54% Probability|
70 Seconds
8|
MP - 36|
56% Probability|
80 Seconds
9|
MP - 36|
58% Probability|
90 Seconds
10|
MP - 36|
60% Probability|
100 Seconds
11|
MP - 42|
62% Probability|
110 Seconds
12|
MP - 42|
64% Probability|
120 Seconds
13|
MP - 42|
66% Probability|
130 Seconds
14|
MP - 42|
68% Probability|
140 Seconds
15|
MP - 42|
70% Probability|
150 Seconds
16|
MP - 48|
72% Probability|
160 Seconds
17|
MP - 48|
74% Probability|
170 Seconds
18|
MP - 48|
76% Probability|
180 Seconds
19|
MP - 48|
78% Probability|
190 Seconds
20|
MP - 48|
80% Probability|
200 Seconds
21|
MP - 54|
81% Probability|
210 Seconds
22|
MP - 54|
82% Probability|
220 Seconds
23|
MP - 54|
83% Probability|
230 Seconds
24|
MP - 54|
84% Probability|
240 Seconds
25|
MP - 54|
85% Probability|
250 Seconds
26|
MP - 53|
86% Probability|
260 Seconds
27|
MP - 52|
87% Probability|
270 Seconds
28|
MP - 51|
88% Probability|
280 Seconds
29|
MP - 50|
89% Probability|
290 Seconds
30|
MP - 50|
90% Probability|
300 Seconds
Author Commentary: This skill is an excellent support skill when you're bossing. Unfortunately it has little training value: when you're trying to climb up when the monsters keep knocking you back down, and when you're trying to get as much speed as possible in your training cycle. Only get this skill if you like bossing a lot, and you must be certain, because the Power Stance 20 Mastery Book is unbelievably rare.
http://img137.imageshack.us/img137/3602/srushrx8.gif Rush
Type: Attack
Description: Makes a mad dash forward, pushing off up to 10 monsters.
Max Level: 30
Skill Drop Locations: 10-[Storybook] Indecipherable Book, dropped by Taurospears; 20-Dark Cornian, Left Pianus; 30-Right Pianus
NOTES: Rush pushes up to 15 monsters instead of 10. Rush has a hidden cool-down time of approximately 2 seconds if you successfully hit a monster. This is probably to prevent the skill from being overpowered. You do not go anywhere if you fail to hit a monster with rush. This, and the above bullet point, prevent you from using Rush as a means of fast travel. If Rushing would cause you to go over a platform edge or hit a wall, you'll be stopped prematurely. This mechanism does not work perfectly however, since sometimes you can Rush over a small gap, change elevations, or even fall off a ledge. During a few frames for the rush animation, you'll be invincible (if you hit a monster). You can abuse this to avoid some attacks during training. Evidence that this design is intentional but not bannable is the fix Nexon implemented for rush abusers at Pianus; you can no longer abuse rush to avoid Pianus's attacks when you're on the right-most platform, but you can still do it on the ground floor. Rush works to push back monsters, even if you don't have enough accuracy to hit them (Proof (http://img341.imageshack.us/img341/3010/maple1230jv9.jpg)). This does not apply for "un-hittable" monsters. Monsters in a state of being knocked back cannot be pushed by Rush. You cannot push stationary targets, such as Pianus or Zakum. There are no extra animations for the element charges you use. Rush is just plain, vanilla flavored. (elemental charge bonuses still apply though) You can only execute this attack if you're using a sword or a BW. The other Warrior classes, the Dark Knight and Hero, have their own version of Rush, and they are limited accordingly.
Lvl|
Cost|
Damage|
Range|
Targets
1|
MP - 22|
72% Damage|
160% Forward Range|
15 Monsters
2|
MP - 24|
74% Damage|
160% Forward Range|
15 Monsters
3|
MP - 26|
76% Damage|
160% Forward Range|
15 Monsters
4|
MP - 28|
78% Damage|
170% Forward Range|
15 Monsters
5|
MP - 30|
80% Damage|
170% Forward Range|
15 Monsters
6|
MP - 32|
82% Damage|
170% Forward Range|
15 Monsters
7|
MP - 34|
84% Damage|
180% Forward Range|
15 Monsters
8|
MP - 36|
86% Damage|
180% Forward Range|
15 Monsters
9|
MP - 38|
88% Damage|
180% Forward Range|
15 Monsters
10|
MP - 40|
90% Damage|
190% Forward Range|
15 Monsters
11|
MP - 42|
92% Damage|
190% Forward Range|
15 Monsters
12|
MP - 44|
94% Damage|
190% Forward Range|
15 Monsters
13|
MP - 46|
96% Damage|
200% Forward Range|
15 Monsters
14|
MP - 48|
98% Damage|
200% Forward Range|
15 Monsters
15|
MP - 50|
100% Damage|
200% Forward Range|
15 Monsters
16|
MP - 52|
102% Damage|
210% Forward Range|
15 Monsters
17|
MP - 54|
104% Damage|
210% Forward Range|
15 Monsters
18|
MP - 56|
106% Damage|
210% Forward Range|
15 Monsters
19|
MP - 58|
108% Damage|
220% Forward Range|
15 Monsters
20|
MP - 60|
110% Damage|
220% Forward Range|
15 Monsters
21|
MP - 59|
112% Damage|
220% Forward Range|
15 Monsters
22|
MP - 58|
114% Damage|
230% Forward Range|
15 Monsters
23|
MP - 57|
116% Damage|
230% Forward Range|
15 Monsters
24|
MP - 56|
118% Damage|
230% Forward Range|
15 Monsters
25|
MP - 55|
120% Damage|
240% Forward Range|
15 Monsters
26|
MP - 54|
122% Damage|
240% Forward Range|
15 Monsters
27|
MP - 53|
124% Damage|
240% Forward Range|
15 Monsters
28|
MP - 52|
126% Damage|
250% Forward Range|
15 Monsters
29|
MP - 51|
128% Damage|
250% Forward Range|
15 Monsters
30|
MP - 50|
130% Damage|
250% Forward Range|
15 Monsters
Author Commentary: Having at least 1 point in Rush pretty much makes you four times as deadly! Okay, that's an exaggeration, but you'll be missing out on a lot if you don't have Rush. You can stack up lots of mobs with this ability, and combined with your ACB attack, you can destroy hoards of mobs within seconds. Rush can also be defensive if you have good timing senses. If you Rush just before an attack hits you, you can dodge the attack. Also, if you use Ice Rush, you can freeze all of your victims on the spot, preventing them from retaliating whatsoever. Some of the downfalls of Rush is that if you're stacking 3 or more mobs, you risk bumping into them and sustaining damage. After you Rush monsters, you might have to step a little closer in order to hit them.
Maxing Rush doesn't do a world of wonders unfortunately, but many people have found that it benefits training in an appreciable amount. Alternatively, if you keep Rush at lvl 1-3, you can stand at a certain distance from stationary monster/bosses and attack them with Blast, while keeping Rush ready to avoid attacks without risking damage from contact. This trick can be fairly hard to execute however, since it can be difficult to judge distances correctly, given human error.
http://img232.imageshack.us/img232/7225/sblastla8.gif Blast
Type: Attack
Description: Strikes a single, tremendous blow to a single monster.
Max Level: 30
Skill Drop Locations: 20-Skelegons/Skelesaurus; 30-Papulatus
NOTES: While the Blast animation looks like a stab, it actually uses the default swing/stab ratio of 3/2. You can only execute this attack if you're using a sword or a BW.
Lvl|
Cost|
Damage
1|
MP - 17|
170% Damage
2|
MP - 17|
190% Damage
3|
MP - 17|
210% Damage
4|
MP - 17|
230% Damage
5|
MP - 17|
250% Damage
6|
MP - 20|
270% Damage
7|
MP - 20|
290% Damage
8|
MP - 20|
310% Damage
9|
MP - 20|
330% Damage
10|
MP - 20|
350% Damage
11|
MP - 23|
360% Damage
12|
MP - 23|
370% Damage
13|
MP - 23|
380% Damage
14|
MP - 23|
390% Damage
15|
MP - 23|
400% Damage
16|
MP - 26|
410% Damage
17|
MP - 26|
420% Damage
18|
MP - 26|
430% Damage
19|
MP - 26|
440% Damage
20|
MP - 26|
450% Damage
21|
MP - 29|
460% Damage
22|
MP - 29|
470% Damage
23|
MP - 29|
480% Damage
24|
MP - 29|
490% Damage
25|
MP - 29|
500% Damage
26|
MP - 28|
510% Damage
27|
MP - 27|
520% Damage
28|
MP - 26|
530% Damage
29|
MP - 25|
540% Damage
30|
MP - 24|
550% Damage
Author Commentary: This skill is the best one you've got when it comes to bosses or other solitary targets. It even beats a Hero's Brandish damage (2x 260% = 520%) vs. single targets. Seeing how ACB beats Blast in terms of damage however, and ACB does it in 10 SP rather than 30, Blast can be considered a secondary priority. One bright side is that Blast has a consistent attack animation. If you have a fast (5) weapon such as a 1h Sword or a Stonetooth Sword, you can cause almost uninterrupted KBing (it does not prevent monsters from being able to take action though). Blast has an incredible amount of reach.
Getting Blast Mastery Books can be somewhat of a challenge, as both Blast 20 and Blast 30 are rare in their own rights (and Papulatus is not known for being generous with its drops).
http://img67.imageshack.us/img67/6649/sholychargegu5.gifhttp://img67.imageshack.us/img67/4495/sdivinechargeow0.gif Holy Charge (Sword) / Divine Charge (BW)
Type: Buff
Description: Temporarily adds a holy element to the sword/blunt weapon. The skill gets canceled when the charge blow is used or expires.
Max Level: 20
Skill Drop Locations: 10-"The Holy Knight"; 20-Nest Golem (Sword), Dark Wyvern (BW), Griffey (Both)
NOTES: If you find yourself up against a holy-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow if you don't have max ACB. If you have Holy Charge active, any monsters immune to holy will nullify your damage. In other words, you'll only do 1 damage to them. All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
Lvl|
Cost|
Damage Modifier|
Element Modifier|
Duration
1|
MP - 20|
102% Damage|
121.5% Holy Damage|
15 Seconds
2|
MP - 20|
104% Damage|
123.0% Holy Damage|
30 Seconds
3|
MP - 20|
106% Damage|
124.5% Holy Damage|
45 Seconds
4|
MP - 20|
108% Damage|
126.0% Holy Damage|
60 Seconds
5|
MP - 20|
110% Damage|
127.5% Holy Damage|
75 Seconds
6|
MP - 20|
112% Damage|
129.0% Holy Damage|
90 Seconds
7|
MP - 20|
114% Damage|
130.5% Holy Damage|
105 Seconds
8|
MP - 20|
116% Damage|
132.0% Holy Damage|
120 Seconds
9|
MP - 20|
118% Damage|
133.5% Holy Damage|
135 Seconds
10|
MP - 20|
120% Damage|
135.0% Holy Damage|
150 Seconds
11|
MP - 30|
122% Damage|
136.5% Holy Damage|
165 Seconds
12|
MP - 30|
124% Damage|
138.0% Holy Damage|
180 Seconds
13|
MP - 30|
126% Damage|
139.5% Holy Damage|
195 Seconds
14|
MP - 30|
128% Damage|
141.0% Holy Damage|
210 Seconds
15|
MP - 30|
130% Damage|
142.5% Holy Damage|
225 Seconds
16|
MP - 30|
132% Damage|
144.0% Holy Damage|
240 Seconds
17|
MP - 30|
134% Damage|
145.5% Holy Damage|
255 Seconds
18|
MP - 30|
136% Damage|
147.0% Holy Damage|
270 Seconds
19|
MP - 30|
138% Damage|
148.5% Holy Damage|
285 Seconds
20|
MP - 30|
140% Damage|
150.0% Holy Damage|
300 Seconds
Author Commentary: This is the strongest element charge Paladins will have, doing 210% damage, and it's a good element to have too. There are many monsters that are weak to holy, and there are very few monsters that resist or are immune to holy.
The quests and monsters you have to overcome to raise this skill's potential are highly unfriendly for your personal disposition. It's possible you might go many levels without an upgrade if you don't have friends.
http://img133.imageshack.us/img133/6650/sheroswillxy2.gif Hero's Will
Type: Active
Description: Enables one to shrug off abnormal conditions. The higher the skill level, the more types of abnormal conditions one can nullify.
Max Level: 5
Skill Drop Locations: 10-"Will of a Warrior"
NOTES: Although the game description claims the Mastery Level is 10, you cannot go higher than 5. Hero's Will only nullifies Seduce. You cannot use Hero's Will if you are sealed.
Lvl|
Cost|
Cancel Abnormality|
Cooldown Time
1|
MP - 30|
Cancels Seduce|600 Seconds
2|
MP - 30|
Cancels Seduce|540 Seconds
3|
MP - 30|
Cancels Seduce|480 Seconds
4|
MP - 30|
Cancels Seduce|420 Seconds
5|
MP - 30|
Cancels Seduce|360 Seconds
Author Commentary: This skill is basically a last resort. Seduce is actually pretty deadly, causing you to randomly jump, go left or go right (never a combination of the three), and it disables ALL of your keyboard functions except chat and Hero's Will. That also means you cannot use a potion while Seduced, and it's very possible you can die while Seduced. Fortunately there's only a couple monsters capable of inflicting this disastrous malady.
A good exercise involving proper use of Hero's Will is preparing the stage for killing Lyka in Time Temple, as Lyka isn't incredibly threatening when handled properly (it's rather simple, seriously), and the location is readily accessible once you complete the quests involved.
http://img388.imageshack.us/img388/9672/sadvancedchargejd8.gif Advanced Charge
Prerequisite: Level 30 Charge Blow
Type: Passive
Description: Increases the damage incurred when using Charge Blow. With a given success rate, the charge does not expire even after the initial Charge Blow.
Max Level: 10
Skill Drop Locations: 10-Zakum
NOTE: This skill is just an add-on for Charge Blow. Don't freak out if you can't grab this skill icon to put on your keyboard, because you're suppose to use Charge Blow, not Advanced Charge. Just a reminder, you can't use Charge Blow if you don't have an element charge buff active.
Lvl|
Damage for Charge Blow|
Probability to Keep Charge
1|
260% Damage|
10% Probability
2|
270% Damage|
20% Probability
3|
280% Damage|
30% Probability
4|
290% Damage|
40% Probability
5|
300% Damage|
50% Probability
6|
310% Damage|
60% Probability
7|
320% Damage|
70% Probability
8|
330% Damage|
80% Probability
9|
340% Damage|
90% Probability
10|
350% Damage|
100% Probability
Author Commentary: This is the staple Paladin attack, and it should also consist of your skill uses at any time when training. If you're thinking "spammable uninterruptable mobbing stunning" for this attack, you're absolutely right! With this skill, training anywhere reasonable pretty much means you'll never lose money ever again. Unless you're purposely getting hurt. When combining ACB with Holy Charge, it looks like you have Sachial Wings, so avoid making redundant fashion choices when browsing the Cash Shop. Be careful not to let your HP sink too low when using ACB to attack highly damaging monsters. For all of these wonderful benefits ACB gives, getting the skillbook from Zakum is where the rub is....
http://img122.imageshack.us/img122/7656/sheavenshammerek7.gif Heaven's Hammer
Type: Attack
Description: Strikes the ground with a huge hammer to attack up to 15 monsters. The skill works when charged up in a Holy Charge.
Max Level: 30
Skill Drop Locations: 10-"Sayram's Skill"; 20-Zakum; 30-Horntail
NOTES: You only need a weapon (any) to use Heaven's Hammer. You do not need Holy Charge If a monster has 200k HP or less, Heaven's Hammer will reduce its HP down to 1 (unless the monster is specially rigged somehow). This means you can 2-hit any regular monster, including immune targets, with Heaven's Hammer. Proof: HH+PG Pianus (http://img262.imageshack.us/img262/1275/maple1224xu2.jpg) You cannot see the damage you do to monsters with this attack. However, a small animation will show on the monsters that you hit. If you do damage with Ice Heaven's Hammer, the monsters will be frozen. Monsters already at 1 HP will not be frozen. Monsters hit with this attack, but are already at 1 HP, will still be aggravated. Heaven's Hammer always hits. This includes "invincible" monsters, but not "un-hittable" monsters (those lacking a hit collision detection such as Papulatus while it's retreated in its shell) or monsters who can only be hit with the default attack. Heaven's Hammer is so powerful that it can cut through wAtk Null monster buffs! Heaven's Hammer cannot kill monsters.
Lvl|
Cost|
Damage|
Cooldown Time|
Range|
Targets
1|
MP - 31|
420% Damage|
310 Seconds|
(-400,350) x (400,-250)|
15 Monsters
2|
MP - 32|
440% Damage|
300 Seconds|
(-400,350) x (400,-250)|
15 Monsters
3|
MP - 33|
460% Damage|
290 Seconds|
(-400,350) x (400,-250)|
15 Monsters
4|
MP - 34|
480% Damage|
280 Seconds|
(-400,350) x (400,-250)|
15 Monsters
5|
MP - 35|
500% Damage|
270 Seconds|
(-400,350) x (400,-250)|
15 Monsters
6|
MP - 36|
520% Damage|
260 Seconds|
(-400,350) x (400,-250)|
15 Monsters
7|
MP - 37|
540% Damage|
250 Seconds|
(-400,350) x (400,-250)|
15 Monsters
8|
MP - 38|
560% Damage|
240 Seconds|
(-400,350) x (400,-250)|
15 Monsters
9|
MP - 39|
580% Damage|
230 Seconds|
(-400,350) x (400,-250)|
15 Monsters
10|
MP - 40|
600% Damage|
220 Seconds|
(-400,350) x (400,-250)|
15 Monsters
11|
MP - 41|
620% Damage|
210 Seconds|
(-400,350) x (400,-250)|
15 Monsters
12|
MP - 42|
640% Damage|
200 Seconds|
(-400,350) x (400,-250)|
15 Monsters
13|
MP - 43|
660% Damage|
190 Seconds|
(-400,350) x (400,-250)|
15 Monsters
14|
MP - 44|
680% Damage|
180 Seconds|
(-400,350) x (400,-250)|
15 Monsters
15|
MP - 45|
700% Damage|
170 Seconds|
(-400,350) x (400,-250)|
15 Monsters
16|
MP - 46|
720% Damage|
160 Seconds|
(-400,350) x (400,-250)|
15 Monsters
17|
MP - 47|
740% Damage|
150 Seconds|
(-400,350) x (400,-250)|
15 Monsters
18|
MP - 48|
760% Damage|
140 Seconds|
(-400,350) x (400,-250)|
15 Monsters
19|
MP - 49|
780% Damage|
130 Seconds|
(-400,350) x (400,-250)|
15 Monsters
20|
MP - 50|
800% Damage|
120 Seconds|
(-400,350) x (400,-250)|
15 Monsters
21|
MP - 51|
810% Damage|
110 Seconds|
(-400,350) x (400,-250)|
15 Monsters
22|
MP - 52|
820% Damage|
100 Seconds|
(-400,350) x (400,-250)|
15 Monsters
23|
MP - 53|
830% Damage|
90 Seconds|
(-400,350) x (400,-250)|
15 Monsters
24|
MP - 54|
840% Damage|
80 Seconds|
(-400,350) x (400,-250)|
15 Monsters
25|
MP - 55|
850% Damage|
70 Seconds|
(-400,350) x (400,-250)|
15 Monsters
26|
MP - 56|
860% Damage|
60 Seconds|
(-400,350) x (400,-250)|
15 Monsters
27|
MP - 57|
870% Damage|
50 Seconds|
(-400,350) x (400,-250)|
15 Monsters
28|
MP - 58|
880% Damage|
40 Seconds|
(-400,350) x (400,-250)|
15 Monsters
29|
MP - 59|
890% Damage|
30 Seconds|
(-400,350) x (400,-250)|
15 Monsters
30|
MP - 60|
900% Damage|
20 Seconds|
(-400,350) x (400,-250)|
15 Monsters
Author Commentary: This is the Paladin's signature attack. Some people also regard it as the Paladin's Ultimate, since it devastates the entire screen (the other two Warrior subclasses lack something this powerful, but they still have a full-screen attack). This ability works best if you're in a party at a multi-platform training map. Heaven's Hammer is an excellent KSing attack when you're killing Crimson Balrogs, if you can ignore the accusations of you hacking; the ignorant people just can't absorb all that awesomeness. Other than the fact that Heaven's Hammer never kills, the other highly annoying downfall is the cool-down time. This skill is also very slow, meaning you're probably better off using more down-to-earth attacks when dealing with small groups of monsters.
Watch out when using Heaven's Hammer around self-destructing monsters, especially Pianus' Bloody Booms. They will self-destruct for having 1 HP and will leave you hurting if you happen to be in range. On the other hand, if they give experience, then Heaven's Hammer will be an excellent attack to use against them. (as of the current GMS version, only Firebombs exhibit this characteristic)
It's been speculated that Heaven's Hammer always does the maximum damage allowed whenever it is used. Of course, it still does not kill monsters, but the results tested on Crimson Guardians before GMS v.68 has always shown an incredibly consistent amount of leftover HP after using Heaven's Hammer on fresh spawn. This begs the question of whether the damage bonus value is even used at all.
Skill Quests
This is actually just your 4th job advancement. Once you advance, you should have Maple Warrior Skill Book in your inventory. It is essentially a tutorial for how to use Skill Books and Mastery Books.
http://img362.imageshack.us/img362/1271/ietcstorybooklz2.png Indecipherable Book"] Talk to Manji in Perion with the storybook in hand. He says he can translate it, but you'll need to do some training first. Create a party with you as the leader, and invite a 4th job Warrior. ONLY 1. Go to Sanctuary Entrance 3 and enter the middle portal to a hidden arena. Kill 200 Taurospears before time runs out. The kills your teammate earns count. Return to Manji, and he will give you the Skill Book for Rush.
http://img353.imageshack.us/img353/2945/ishieldgellerheadshieldts1.png Head to Leafre : Forest Crossing and talk to the NPC Moose. After a bit of conversation, he'll give you Skill-Earning Shield http://img126.imageshack.us/img126/4222/ishieldskillearningshieqw6.png and will ask you to kill 200 Dark Kentaurus in his special arena. Enter Moose's arena while having the shield equipped. Kill as many Dark Kentaurus as you can within the time limit, you do not have to do this in one go. Re-enter the arena if necessary. WARNING: if you aren't using the Skill-Earning Shield while inside the arena, you'll instantly DIE! After satisfying Moose's prerequisites, he will grant you the Guardian skill, take away your Skill-Earning Shield and replace it with the Gellerhead Shield. http://img353.imageshack.us/img353/2945/ishieldgellerheadshieldts1.png (lvl 120, 7 STR, 3 DEX, 5 Avoid, 1xx wDef, 3x mDef, 7 Slots, UNTRADEABLE)
http://img254.imageshack.us/img254/9429/ietcholywaterkl0.png Talk to Harmonia, your 4th job advancement NPC. He'll comment on how you're not a true Paladin, and that in order to become one, you'll need to offer a holy offering at the Statue in Orbis Tower. He will ask you to go to Aqua Road and talk to Taeng about the Holy Cup, a diver exploring the bottom of the ocean. Talk to Taeng, found inside the ship at Grave of a Wrecked Ship. He'll ask for 10 Shark Dentures in return for the Holy Cup. http://img228.imageshack.us/img228/6510/ietcholygrailhw3.png Go to Chief Tatamo in Leafre. He'll tell you that you must go deep within the Cave of Life to get Holy Water of Life, and that you should talk to Moira to help you get in. Skip this step if you found a player with the Certificate of the Dragon Squad. http://img113.imageshack.us/img113/6480/ietccertificateofthedrajn6.png Unfortunately, this is the hard part. You must gather 5 other people who are at least level 80 in order to start the Horntail PQ (other Paladins and Bishops need something from HTPQ, so they're probably willing). You do not have to actually defeat Horntail. Have everyone going into HTPQ complete Moira's quest, which will either be "The War of the Dragons" if you're doing it for the first time, or "Making Secret Medicine". Gather the following items: Busted Dagger http://img152.imageshack.us/img152/4586/ietcbusteddaggerps2.png, Cornian Marrow http://img519.imageshack.us/img519/5033/ietccorniansmarrowgl1.png, and Skull Shoul:glitter:ad from Dark Cornians; 10 Tough Dragon Skin http://img383.imageshack.us/img383/364/ietctoughdragonskingu3.png from either Drakes, Red Drakes, Red Wyverns, Blue Wyverns, or Dark Wyverns; Manon's Cry http://img504.imageshack.us/img504/7601/ietcmanonscrytz8.png from Manon; 1 Steel Plate and 1 Mithril Plate. Talk to Mos in Leafre to forge a new Cornian Dagger http://img515.imageshack.us/img515/4214/ietccorniandaggerno7.png from the Busted Dagger and the two Plates. Have everyone going along with you for HTPQ talk to Moira to complete her quest. Upon completion, you'll immediately transform into a Green Cornian. DO NOT ATTACK OR BE ATTACKED, OR THE TRANSFORMATION WILL END. Drop down below, get admitted by the Gatekeeper Keroben, and enter the Cave of Life. (dropping down while not transformed will result in losing 500 HP and being forced out of the map) If you are with a player that has Certificate of the Dragon Squad, let that player form the party with him as the leader, then have him talk to the Stone Slab at the top and skip the next step. Otherwise, have all 6 players (including you) party up together, and have the leader talk to the Horntail Schedule at the bottom. Complete HTPQ. Designate one person to stay outside next to the Stump in the middle of the room. Everyone else goes into the top left portal. This is a series of rooms that contain monsters and a portal at the top right. Kill the monsters until you find a key. Drop the key onto the shining hole next to the portal. You will hear a sound, and the key has transferred to the designated player waiting outside. Have the designated player talk to the Stump in order to unlock the way, thus allowing the rest of the party to proceed. Eventually, you'll find a special red key. Exit the room WITH the key. Everyone will be together again. Head towards the next area by talking to the Horntail Schedule. The Purple Crystal will give a hint regarding this stage. Hit the flower-like plant in the middle to cause it to light up, then have the leader enter the portal. In this room, Skelesaurus spawn indefinitely. They drop the Root of Life (for bishops, they may have gotten one earlier), Marks of the Dragon Squad (for getting the Certificate of the Dragon Squad) and 6 blue keys. Once you gather 6 blue keys, talk to the Horntail Schedule on the otherside of the wall at the far end of the map. It will ask you to kill the rest of the Skelesaurus (which have stopped spawning) before proceeding on. Your party will now be in the Horntail preparation room. The Mark of the Squad NPC in the middle of this room acts like Adobis for Zakum raid parties. Ignore it, and go to the far end of the room. You'll find a small spring of Holy Water. Double-click on it to fill up your Holy Cup to obtain Holy Water of Life. http://img254.imageshack.us/img254/9429/ietcholywaterkl0.png Bring the Holy Water of Life to the Statue on the 8th floor of Orbis Tower. Congratulations, you now have Holy/Divine Charge!
http://img396.imageshack.us/img396/6259/ietcstorybookcrimsonbalqa5.png Crimson Balrog's Proposal"] With the storybook in hand, talk to Harmonia, your 4th job instructor. He complains that the plans are incomplete. He'll tell you to talk to Spiruna. Talk to Spiruna in Orbis's Cloud Park IV. She'll do a bit of scrying, and will tell you to find Lycanthrope's Plans from Lycanthropes. Obtain Lycanthrope's Plans http://img389.imageshack.us/img389/7492/ietclycanthropesplansuz2.png from Lycanthropes. Return to Spiruna, and she'll piece together the whole plot about kidnapping Tylus, your 3rd job instructor. Return to Harmonia, your 4th job instructor. He'll decide that direct intervention will suffice. Talk to Tylus at El Nath's Chief's Residence. He will become concerned. Gather a party of other 4th job players, where you are the party leader. Enter El Nath PQ via Tylus, and defend Tylus for at least 4 minutes. The Crimson Balrogs in this PQ only do at most 2.4k magic damage, so it is safe for Bowmen and Assassins. Additionally, the Crimson Balrogs in ENPQ drop a few Skill Books for other classes (remember, they're untradeable). Alternatively, it is possible to solo ENPQ by yourself by luring the monsters away. After you get a blue message prompt to exit to the right side of the screen, do so. You will be rewarded with Tylus's Trust. http://img261.imageshack.us/img261/5172/ietctylusstrustgu5.png Talk to Tylus outside of ENPQ, and he will teach you the skill Power Stance.
http://img362.imageshack.us/img362/9259/iusefirmhandhc3.png Talk to Chief Tatamo. He'll tell you of a story about how Carta the Sea Witch took away the will-power. Talk to Carta the Sea Witch somewhere in a cave in Deep Sea Gorge I. After persisting, she'll tell you that all the will-power can be found in a special dimension that can only be opened for 5 minutes using the focus, a Miniature Pianus. Kill Pianus to obtain Miniature Pianus. http://minifish.notlong.com/ There's a very small chance you won't get one. Alternatively, you can buy them from other players. It is recommended that you have multiple Miniature Pianuses. Make a party with other people (or by yourself) with you as the leader. You must have the Miniature Pianus in possession. Talk to Carta and tell her you want to go inside the special dimension. You have 5 minutes to collect 40 Pieces of Courage. http://img502.imageshack.us/img502/1445/ietcpieceofcouragehw3.png You do not have to do this in one go. If you fall short, obtain another Miniature Pianus and try again. Once you collect enough Pieces of Courage, Carta will tell you that you cannot reabsorb them in their current state. She gives you a deal that she will concoct a potion with them in exchange for her Mithril Wristband. Talk to Eurek the Alchemist. She will tell you to get her the Wristband from Griffey and 10 Mithril Plates to restore it. Kill Griffey for the Ragged Wristband http://img167.imageshack.us/img167/2750/ietcraggedwristbandsh5.png. This may take multiple tries. Return to Eurek with the items, and she will combine them into Mithril Wristband. http://img395.imageshack.us/img395/184/ietcmithrilwristbandcs3.png Return to Carta the Sea Witch and she'll give you the Skill Book for Hero's Will, the Firm Hand http://img362.imageshack.us/img362/9259/iusefirmhandhc3.png, in exchange for the Mithril Wristband.
http://img522.imageshack.us/img522/6290/ietcsayramsshieldir6.png Talk to Wiz the Librarian, found in the first floor of Helios Tower. He'll give you Sayram's Journal http://img222.imageshack.us/img222/3143/ietcstorybookindecipherbq2.png, and will ask you to talk to Chief Tatamo. Talk to Chief Tatamo. He'll take away Sayram's Journal, recount the stories about Sayram, and will ask you to get Sayram's Necklace from Griffey; a memento from Sayram to Griffey. Obtain Sayram's Necklace from Griffey. http://img230.imageshack.us/img230/3361/ietcsayramsnecklacego6.png Return Sayram's Necklace to Chief Tatamo. He'll tell you to talk to the Insignificant Being. Find the Insignificant Being at Another Entrance deep in Victoria Island's Dungeon. He'll talk about a forgotten shrine, and will ask you to obtain a key to the shrine and Sayram's Shield. Kill Jr. Balrog for the Key to the Forgotten Shrine. http://img98.imageshack.us/img98/368/ietckeytotheforgottenshrg2.png Alternatively, you can get a Black Sack and summon a Jr. Balrog to kill. You now have access to the forgotten shrine. Go the Sanctuary Entrance 4 and enter the portal in the middle. You have 20 minutes in the forgotten shrine. Kill all the Jr. Balrogs inside, then continue on. There are 5 shield statues. They are randomized, and I have no idea how to tell which one's the correct one, so select one at random, and hope it's the correct one. If it's not the correct one, you'll be teleported back to Another Entrance. If you do break the correct one, you'll obtain Sayram's Shield. http://img522.imageshack.us/img522/6290/ietcsayramsshieldir6.png Return to Wiz the Librarian with the Key to the Forgotten Shrine and Sayram's Shield. You'll be rewarded with Heaven's Hammer.
What's New?
--Skill descriptions have been adjusted a little bit, and more personal input has been made available. Training areas have also received new entries, as well as anything related to Oblivion 4 from Time Temple. Boss Hunter's Compilation has been scrapped, and in its place are the technical aspects of training in general. Appendices will still remain outdated, although I will probably throw out items that have expiration dates.
[WARNING] It has come to my attention that I haven't taken into consideration BW damage swing vs. stab ratio (thanks Djinn671!), and knowing this, damage formulas and numbers involving BWs are below above the real values. An investigation will soon be under way.
Verifying the existence of various 60%/10% scrolls. Specifically, scrolls that you'd almost always find in Dark Scroll flavor. I'm pretty sure I'm missing a few... Verifying the complete equipment list. Am I missing any? Additional possible training grounds. I, as a high leveled Paladin, cannot exactly tell what's good and what's bad in the lower levels.NOTE: To find your way around the guide quickly, please use your browser's finder function (ctrl+f) and copy+paste the topic you're looking for. Finding the topic you're looking for should only take a try or two.
http://img223.imageshack.us/img223/3140/mapleleafsmallro9.pngTable of Contents
Table of Contents Introduction Getting Started --Planning now and later Equipment options Sword vs. Blunt Weapon One-handed vs. Two-handed Top/Bottom vs. Overall Setting your Dexterity Limit Normal Dex Low Dex No Dex The Bonus: HP Washing Training Guide for Pages, White Knights and Paladins --Down and dirty with the best of 'em Warrior Skill Set (Warrior Basics) Page Skill Set (Page's Path) WK Skill Set (White Knight's Code) Paladin Skill Set (Paladin of Light) Skill Builds Warrior Skill Builds Page Skill Builds WK Skill Builds Paladin Skill Builds Training Areas Hunter's Compilation Calculations, Comparisons, and Formulas --MATH MATH MATH .... ... Frequently Asked Questions (FAQ) Appendices Monster HP/Exp Ratios and Weaknesses Index Appendix of Damage Values Appendix of Weapons and Armor, and Their Stats Appendix of Scrolls History and Revisions Legal Stuff Credits
http://img223.imageshack.us/img223/3140/mapleleafsmallro9.pngIntroduction
Why, hello there. This guide is dedicated to all of the people who are playing Paladins, or are planning to start one. For the most part, I'll expect that anyone reading this guide will have at least gotten the basic grasps of MapleStory shown in the Training Camp (that's where you start). It's okay if you don't know what the heck scrolls are or other advanced concepts in MapleStory, I'll explain them when needed.
What's in this guide?
This guide will be dedicated to being a near ultimate resource center for anyone who wants to be a Page, White Knight or Paladin. You can expect to come here and have a VAST amount of info at your fingertips (and ctrl+f function). While this guide will have plenty of detailed information about the Warrior/Page/White Knight/Paladin classes, I'll also make lots of comparison notes between the other two subclasses of the Warrior, especially the Fighter/Crusader/Hero, so you'll be a lot wiser in knowing if you have chosen the right class or not.
However, I do not recommend reading all of this guide in one day, or even one week. MapleStory is a game with dozens of classes, players, skills, monsters, equipment, you name it. It's best if you took the learning curb at your own pace, and play the game for a week or two just so you can get the feel for things. Speaking of time, the in-game economy also changes fairly unpredictably. I will not cover economic aspects except for the most obvious ones, since the economy varies between servers and some merchant guilds could make item prices go out of whack.
How deep does the "rabbit hole" go?
This guide has been structured so that you'll find progressively more adept material the further down you scroll until you hit the FAQ section. The "Getting Started" section has many of the terms explained, and it helps players to get started on the game. Even if you are an experienced White Knight or Paladin, it wouldn't hurt to read "Getting Started" just in case you missed a pointer or two somehow. If you already have experience with Warriors already, you can probably skip straight to topic #4, "Training Guide for Pages, White Knights, and Paladins", where I list the skills, make suggested skill builds, and suggested training areas. Players that really want to be the absolute best and have all the information one can know should take a look at topic #5, "Calculations, Comparisons, and Formulas". I'll bet most of you won't care about 80% of the stuff that's in there since it's mostly research material (or if you're a math/science phobic) but I as well as a few people care, so it's there in case you ever want to take a peek.
If you're ever in doubt about something in this guide, and you see a code string like [8A25G], that means there's something mathematical to back it up. Just do a search for the corresponding code in the "CCF" section and you'll find it (although [8A25G] is just an example, it's fake). Otherwise, read the FAQ and hope it's there, or try to contact me. Please try to look for your answer first though.
About me:
I personally own a normal DEX Paladin that uses two-handed swords, and I have been known to switch to one-handed swords occasionally, albeit mostly for fun. I'm in a guild that does Zruns weekly, and I enjoy doing quests, helping other people (even if it's high school homework) while not trying to promote laziness. I have been playing MapleStory since the start of Bera (by coincidence), although my current character has been around since the start of Khaini. That's ... at least two and a half years? I'll try not to be biased in this guide, while stating the facts as truthfully as possible. Well, except for when it comes to calculations and examples, I'll be using Swords because I'm use to it, and no one likes to deal with ugly numbers from Blunt Weapon calculations. One last thing I should say about myself is that I'm very, very cheap. I don't spend real life money on this game. I don't even go into the Maple Trading System to farm NX for the real life money benefits. So you could do with a little bit of caution when I get around to mentioning Cash Shop items, although I generally know about them since many luxuries of Cash Shop become the talk of the MapleStory crowd.
<< << << Disclaimer >> >> >>This is a guide written for MapleStory viewers. MapleStory itself is a game that involves contact with strangers who may or may not wish to cause you harm. Please realize that in this vast culture, there will be someone who will, perhaps inevitably, use swear words or use sex references, and there WILL be fights that will break out between people or even rival groups. Also, do not give out ANY information about your MapleStory account to ANYONE; not even the GMs and System Admins should have the pleasure of receiving your account info upon request (they should have access to that information anyways). No one but yourself is responsible for your account and character safety. Please take to heart the horror stories of other people getting their account "hacked" and learn not to make the same mistakes.
As for this guide itself, please remember that it is just that: a guide. You are not bound to follow it, I can't make you follow it, and if you do something that you don't like now or later, that is your own fault. A guide also only provides the information. While it will list the best, or some of the best, information available to the community, it's not necessarily as easy as you might imagine it, and you'll still have to exert some effort in achieving your goals. Yet another thing you should be warned about is that MapleStory is a continually evolving game, and if at any point I have decided to quit, whether voluntarily or involuntarily, this guide is only relevant to the time it was last updated. Use it with caution if that becomes the case. Lastly, a guide will contain SPOILERS! If you don't like spoilers, please back away from this guide like it is a radioactive poisonous snake from hell via your browser functions.
http://img223.imageshack.us/img223/3140/mapleleafsmallro9.pngGetting Started
Hopefully you have experienced a little bit of MapleStory and have got a feel for the interface and options. If you haven't yet, you might experience a little difficulty in understanding this guide. I hope you know what the AP is!
You're probably wondering what the Page/White Knight/Paladin job chain is like. Here's a list of features:
PROS Warriors have the best Max HP stat. This is compounded by the fact that Warriors have an easy time HP-washing due to their low Max MP stats and low MP consumption rates. If you don't know what HP-washing is, don't worry about it yet. Warriors in general have high survivability ratings, thanks to their defensive skills and massive HP bank. For practical reasons, not much is fatal, except for too much damage (trying to kill Horntail at level 80 is not a good idea), and instant death. You only need to seriously worry about dying if you're going up against a boss monster. Warriors in general have good, practical mob attack skills. High Weapon Defense (wDef). Good for the early levels, but this advantage fades as you level up due to how the numbers work out, to the point of being insignificant. Pages, White Knights and Paladins can have stable, predictable damage. White Knights and Paladins can use elemental charges to destroy enemies, and have a slight damage advantage. White Knights and Paladins can freeze things! White Knights and Paladins can stun things as well. Redundant with freezing, maybe, but Paladins can be completely cheap and spam a stunning mobbing attack. Solo class! Thanks to freezing and stunning, White Knights and Paladins are fully capable of supporting themselves financially when training solo in the higher levels, even if you don't get any special drops.
Neutral Paladins only have attack skills that hit once, as opposed to six hits when using the Savage Blow attack once (this is a Bandit skill). It is debatable whether monster wDef applies to the attack to the whole skill, or to each individual hit. However, having multiple hits in one attack skill acts as a damage "stabilizer". All damage values from skills are based on your damage range. The probability of dealing the highest possible damage becomes six times harder in the Savage Blow example, but dealing the lowest possible damage has also become six times harder.
CONS Melee attacks. Bowmen and star-using Thieves are at a disadvantage if monsters get too close. On the other hand, Warriors will almost always have to walk up to monsters to bash their skulls in, and this results in a higher chance of touching monsters and receiving contact damage (playfully known as "bump" or "hugging" damage) Contrary to what some people might think, Warriors have the least evasion. They're the only class that doesn't get any mobility skills, and they have the least Avoid, which determines how much a monster misses you with contact damage. Warriors are generally slow. White Knights and Paladins are reliant on elemental charges. They do sub-par damage if they do not have an elemental advantage against a monster. No unique party skills. White Knights and Paladins don't make great bossing classes due to the elemental reliance and lack of party skills. They're resilient, but that's about it. Little Magic Defense (mDef). Then again, only the Magicians have any mDef beyond pitiful. But then again, many of the monsters in the late game have magic attacks, so that's bad.
If you want to continue making a Warrior, then see Dances with Balrog in Perion when you've reached level 10.
Equipment Options
Let's consider the possibilities with the limited unique equipment options first. It's important to consider this step first because, unlike your stats and skills, you can't really control the equipment and scrolls you might find. You'll want to build your stats and consider your options off of something less mutable and more solid.
For the complete list of equipment you can use as a Warrior, see the "Appendix of Weapons and Armor, and Their Stats".
Sword vs. Blunt Weapon
These two weapon types are the primary weapons of choice, considering that the skill sets of the Page, White Knight and Paladin are all built around these two weapons. Unlike the Fighter/Crusader/Hero or Spearman/Dragon Knight/Dark Knight sub-classes of the Warrior, going hybrid by using both weapon types unique to the Paladin class will cripple your ability and damage, one way or another. If you are considering using both the sword and the blunt weapon for one character, you will not find many suggestions for that in this guide.
Swords have more stable damage compared to BWs (Blunt Weapons), while BWs have higher maximum damage, but much lower minimum damage. The mathematical formula even proves that swords are superior to BWs in terms of damage output. However, the catch is that swords are also a preferred weapon of the Fighter/Crusader/Hero subclass. This means the prices of swords will be higher than BWs as well as their related scrolls, because there will be twice as many people looking for swords. Be prepared to spend much more for sword weaponry than BW weaponry if you decide to choose swords as your weapon of preference.
Level|1h Swds|2h Swds|1h BWs| 2h BWs
10|http://img513.imageshack.us/img513/9392/i1hsword010longswordnj9.png|http://img388.imageshack.us/img388/9445/i2hsword010woodenswordzv4.png|http://img516.imageshack.us/img516/9129/i1hbw010ironhammervq6.png|http://img299.imageshack.us/img299/5236/i2hbw010woodenmalletox8.png
15|http://img513.imageshack.us/img513/2688/i1hsword015sabregi8.png|http://img140.imageshack.us/img140/7470/i2hsword015woodensamuraao1.png|http://img292.imageshack.us/img292/1277/i1hbw015macevm2.png|http://img232.imageshack.us/img232/8116/i2hbw015heavymaceow7.png
20|http://img513.imageshack.us/img513/1660/i1hsword020vikingswordkk4.png|http://img230.imageshack.us/img230/9166/i2hsword020twohandedswopy1.png|http://img246.imageshack.us/img246/7079/i1hbw020ironmacewt3.png|http://img232.imageshack.us/img232/2269/i2hbw020squarehammerih7.png
25|http://img183.imageshack.us/img183/7349/i1hsword025bambooswordlt7.png|http://img146.imageshack.us/img146/4079/i2hsword025broadswordnr3.png|http://img518.imageshack.us/img518/3470/i1hbw025fusionmacecr2.png|http://img518.imageshack.us/img518/1210/i2hbw025monkeywrenchsx7.png
30|http://img183.imageshack.us/img183/2734/i1hsword030gladiusqr7.png|http://img78.imageshack.us/img78/4693/i2hsword030scimitareh0.png|http://img375.imageshack.us/img375/6607/i1hbw030warhammercc4.png|http://img204.imageshack.us/img204/6178/i2hbw030mithrilmaulkp8.png
35|http://img525.imageshack.us/img525/6117/i1hsword035cutlusua5.png|http://img228.imageshack.us/img228/551/i2hsword035lionheartiv7.png|http://img204.imageshack.us/img204/5549/i1hbw035heavyhammeris6.png|http://img530.imageshack.us/img530/8987/i2hbw035sledgehammerts3.png
40|http://img116.imageshack.us/img116/4580/i1hsword040trausai9.png|http://img220.imageshack.us/img220/1749/i2hsword040zardis3.png|http://img205.imageshack.us/img205/567/i1hbw040jackeres9.png|http://img398.imageshack.us/img398/5793/i2hbw040titanch3.png
50|http://img149.imageshack.us/img149/3351/i1hsword050jeweledkatarkx2.png|http://img78.imageshack.us/img78/4050/i2hsword050lionsfangjm5.png|http://img518.imageshack.us/img518/9904/i1hbw050knucklemacece5.png|http://img440.imageshack.us/img440/4101/i2hbw050goldenmoleyh5.png
60|http://img149.imageshack.us/img149/3528/i1hsword060neocoramd8.png|http://img220.imageshack.us/img220/8665/i2hsword060spartaft9.png|http://img246.imageshack.us/img246/1945/i1hbw060tamusvc9.png|http://img246.imageshack.us/img246/1452/i2hbw060theblessinghu0.png
70|http://img149.imageshack.us/img149/3043/i1hsword070redkatanajx2.png|http://img388.imageshack.us/img388/599/i2hsword070doombringercg2.png|http://img87.imageshack.us/img87/2348/i1hbw070thejudgementbq8.png|http://img87.imageshack.us/img87/9736/i2hbw070giganticsledgehe4.png
80|http://img261.imageshack.us/img261/1020/i1hsword080khancv7.png|http://img220.imageshack.us/img220/5279/i2hsword080heavensgatere2.png|http://img301.imageshack.us/img301/9673/i1hbw080heavensjusticebl3.png|http://img301.imageshack.us/img301/6041/i2hbw080themorningstardk9.png
90|http://img261.imageshack.us/img261/6308/i1hsword090frautegm8.png|http://img513.imageshack.us/img513/4194/i2hsword090devilsunrisenb1.png|http://img301.imageshack.us/img301/1331/i1hbw090ruinhammervu3.png|http://img213.imageshack.us/img213/8808/i2hbw090leomiteru8.png
100|http://img61.imageshack.us/img61/6228/i1hsword100spartaqf8.png|http://img380.imageshack.us/img380/2571/i2hsword100beheaderek8.png|http://img182.imageshack.us/img182/8119/i1hbw100battlehammerdk5.png|http://img182.imageshack.us/img182/9264/i2hbw100goldsmithhammerob8.png
110|http://img399.imageshack.us/img399/5324/i1hsword110dragoncaravemn0.png|http://img174.imageshack.us/img174/4543/i2hsword110dragonclaymokq2.png|http://img142.imageshack.us/img142/3528/i1hbw110dragonmacelf4.png|http://img142.imageshack.us/img142/964/i2hbw110dragonflamero7.png
120|http://img441.imageshack.us/img441/5682/i1hsword120timelesscaradv4.png|http://img114.imageshack.us/img114/345/i2hsword120timelessclayhn4.png|http://img142.imageshack.us/img142/2757/i1hbw110timelessflameom8.png|http://img258.imageshack.us/img258/7058/i2hbw120timelessmaulla0.png
One-handed vs. Two-handed
You might have noticed that both swords and BWs come in one-handed (1h) or two-handed (2h) styles. There's actually quite a bit of a difference between them.
1h weapons allow you to benefit from the extra defense of a shield (which matters little) and any additional stat benefits the shield may have while any attacks you make are generally quick. To roughly match the DPS (Damage per Second) of a 2h weapon, you must have at least 17 more wAtk. This can come from scrolling your 1h sword and/or your shield for wAtk.
http://img525.imageshack.us/img525/9126/iusescroll60uw6.pngScrolls have four traits. They have a success rate (usually 10%, 30%, 60%, and 100%), the type of equipment it is for, the stats the scroll enhances the equipment by, and the percent chance it will destroy the equipment upon failure (usually 50%). Equipment can only be enhanced by scrolls if they have slots left. Using a scroll consumes a slot, regardless of success or failure. However, there are many strange varieties of scrolls, and exceptions certainly exist.
2h weapons are a bit slower, but you'll enjoy more attacking power. Ranges for any weapon in a single category can differ, but generally 2h weapons have longer range than the 1h weapons, which could make the difference between keeping monsters at bay and being run over by them.
Top/Bottom vs. Overall
In general, Warriors have armor that come in sets of Top and Bottom for each level. However, level 30, 80 and 110 armor are Overalls instead. (Please note that the level 110 overall armor is currently not available in the game.) There are a few differences between these two options.
Top and bottom armor sets generally have more defense than overalls, and they both come with 7 slots. You can use these slots to scroll and upgrade your equipment (not just armor, anything that has slots and the appropriate scroll can be upgraded). Top armor can be scrolled for STR, while the bottom armor can be scrolled for DEX or jump. The best you can milk out of each slot, assuming you succeed in scrolling, is 3 of the main stat (4 if you're scrolling for jump) and any other benefits the scroll has. Using a top and bottom armor set is generally taking the middle path between the two stats, but it's also a bit cheaper in that you can purchase one or both armor pieces pre-scrolled from other players.
Overall armor pieces have less defense, but they have 10 slots, and the scrolls for overall armor have quite a bit of potential. Overall armor can be scrolled for STR or DEX, and each slot can be scrolled for up to 5 of the main stat at a time. People either want to scroll an overall for all STR or DEX. The lack of good and great overalls available pre-scrolled makes them very expensive.
Male vs. Female
There are different sets of top/bottom and overall equipment for females than for males. For the large part, the main difference is that there are less females in MapleStory, which makes their armor cheap, yet hard to find. Pre-scrolled female armor is also hard to come by since scrolls are indiscriminate of sex, and again, there aren't many females.
Female armor does have it's advantages though. An early advantage is the level 25 Sky Shark set, which gives 12 speed, and can be helpful for traveling or for weak monster killing. A really late advantage, albeit small, with female armor is that they have a little more stat points than the male counterparts. A Purple Lucida set can give you 10 STR and 6 DEX, while a Blue Neos set gives you 9 STR, 2 DEX, and 5 Accuracy.
Setting your Dexterity Limit
This is the next step in planning for your character. Someone or something, maybe the Warrior job instructor Dances with Balrog, would have told you that Warriors primarily use STR and some of DEX. STR is primarily used for determining your damage with melee weapons, while DEX is used to supplement your accuracy. I would recommend reading the next few subtopics, even if you're only choosing one aspect range of DEX, just so you know much more about controlling your DEX level.
While other job classes in MapleStory may enforce the use of secondary stats by putting stat requirements on equipment, Warrior equipment actually only have a STR requirement. Theoretically, you can be a Warrior that has pure STR and minimal DEX, which is 4. However, Warriors are the class that have the most trouble with accuracy, and DEX is just the stat to help improve accuracy. In fact, accuracy may be the sole reason DEX is the secondary stat for Warriors (it also contributes a little to damage). It pays to give special attention to your accuracy, so you can continue to kill monsters with ease without worrying about not being able to hit them. Once you have enough accuracy to finish off monsters with ease, just put any AP you have into STR.
Equipment can grant any kind of stats, including the detailed ones and other special benefits. When you're browsing equipment and scrolling options, please keep in mind that 1 DEX = .8 accuracy and 1 LUK = .5 accuracy. Some of the best equipment comes with both DEX and LUK. Don't try to scroll for LUK since that's the primary stat for Thieves, and it doesn't really help you much anyways.
Weapons can be used equally amongst any Warriors, with a few exceptions. They generally aren't an issue.
Normal Dex
The range people consider as "Normal DEX" varies anywhere between 40-100. I prefer to think of "Normal DEX" as adding DEX when you need more accuracy, not so much relying on equipment in the long term to help supplement your accuracy.
This build is ideal for people who are just starting in MapleStory or for people who don't have much in funds or friends who will help them. Your damage won't be as great as the no-dex Warriors. On the other hand, you won't have to deal with outrageous prices when trying to obtain DEX scrolls and equipment, which Thieves and Bowmen will also be looking for. While the most logical solution would be to obtain STR equipment to deal as much damage as possible, you can also hoard even more DEX and accuracy equipment, you have some special privileges when taking on exceptionally dodgy monsters, notably Blue Mushmom and Cornians. Of course, that's entirely optional.
http://img149.imageshack.us/img149/7336/twohandsw024tz1.gifThe Stonetooth Sword is a very rare, unique weapon in that it requires 120 DEX to use. For the price you pay though, you'll be able to use a level 100 FAST 2h sword! If you scroll it well, it will become incredibly powerful, and is a very serious contender against no-DEX Warriors. [2H120S] An alternative to the Stonetooth Sword is the Night Raven's Wing, which requires 95 DEX to use a lvl 90 fast 2h sword.
Currently, there are much less STR scroll options than there are DEX scroll options. You can scroll capes, tops, overalls and shields for STR, whereas you can scroll capes, bottoms, overalls, gloves, shoes, earrings and hats for DEX. You can purchase AP Resets from the Cash Shop in order to convert your DEX into STR in order to become low-DEX or even no-DEX, but that's very expensive. I would seriously advise going low-DEX if you think you can AP reset your DEX to a lower level.
Low Dex
Low Dex is just basically a blend of the two ends of the DEX rainbow. Typically this is defined by players as having 10-60 DEX. Players in this DEX range WILL require seriously scrolled equipment to assist them with hitting high level monsters. Some Warriors can even get a head-start on particularly high level monsters, a luxury that no-DEX Warriors probably can't afford. As low-DEX Warriors progress in levels, they can slowly convert their DEX from equips into STR. [4S40D] You can even AP reset your DEX to lower levels, or even become a no-DEX Warrior.
No Dex
This is one of the most extreme builds you can do with a Warrior, emphasizing pure STR and leeching all of your accuracy/DEX needs from your equipment. Dexterity is typically at 4 for any no-DEX Warriors, although anything close to that might as well be no-DEX. No-DEX Warriors need lots of high-end accuracy equipment in order to hit monsters with 100% accuracy. An extreme build like this needs lots of funding and/or good marketing skills in order to obtain the necessary equipment.
http://img525.imageshack.us/img525/4648/hat253qd0.gifThe Zakum Helmet (Zhelm) is a coveted item amongst all players, including Warriors. An average Zhelm gives 15 STR/DEX/INT/LUK, 150 wDef/mDef, and 20 avoid/accuracy, and it has 10 slots. This totals to 39 accuracy, give or take 1. It drops from Zakum, a boss that (usually) requires a large team effort to take down, and it is untradeable, meaning you'll have to be at the battle itself in order to claim one.
This is undoubtedly an easy source of accuracy. You can either go kill Zakum with your guild or a group of friends, or you can pay a Zhelm service group to get you a Zhelm. In the case of the latter option, please research the group that supposedly sells Zhelms and get testimony from other people if possible. There are several scammers that claim to sell Zhelms when in fact they just take your money and run off with it.
How much accuracy do you need in order to be the best? The magical amount of accuracy you'll want is 147. This covers any monster that has 40 avoid or less, assuming you are at their level or higher. This includes any monsters in final training areas and most any boss monster, notably Papulatus (2nd form has 40 avoid). You do not have to have 147 accuracy from the start, but rather build up the accuracy you have accordingly with the monsters you're faced with.
Some default and basic sources of accuracy:
--4 from having 4 minimum DEX.
--2 from having 4 minimum LUK.
--20 from having maxed the weapon Mastery of your choice.
--10 from a Sniper Pill (comes from the Ludibrium potion shop).
Total: 36
Equipment sources of accuracy:
--A weapon scrolled for accuracy.
--20 from lvl 35 Maple Weapons, 30 from lvl 43 Maple Weapons, or 35 from lvl 64 Maple Weapons.
--An Overall scrolled for DEX.
--Gloves scrolled for DEX. They're cheap because they're usually scrolled for wAtk.
--Cape scrolled for DEX.
--Shoes scrolled for jump or DEX.
--Spieglemann Necklaces.
Expensive sources of accuracy:
--Any of the above, except really good. Spieglemann Necklaces cannot be scrolled for DEX however.
--12 from Tunnelvision Pills (from Dr. Do in Mu Lung, not recommended). They override Sniper Pills.
--25 from Crystal Blade, or 40 from Black Crystal Blade.
--39 from an unscrolled Zhelm, give or take 6 for stat variations.
--21 from Flamekeeper Cordon.
--6-7 from Silver Deputy Star.
--19-24 from Mark of Naricain.
--9-29 from Horntail Pendant. You're pretty hardcore if you can get this.
Alternate sources of accuracy:
--20 from a Cleric/Priest/Bishop's Bless skill. This overrides any buffs that explicitly gives accuracy, including the Sniper Pill. Anything else that gives accuracy can also override the 20 accuracy given from Bless, so they don't stack.
--Maple Warrior skill. This gives you up to an extra 10% of your STR/DEX/INT/LUK based on the base stats of your character. You need at least 10 of a base stat for Maple Warrior to do anything. So if you have DEX reading as 78 (4+74) then Maple Warrior won't give you any accuracy, since you only have 4 base DEX.
The Bonus: HP Washing
HP Washing uses lots of AP Resets in order to boost your Max HP at no real cost to your character's power. This feat requires lots of INT equipment (equipment that's not mage-exclusive tend to be very expensive) and LOTS of real life money to complete however, but at least you can probably stop early because Warriors have the most HP of any class, and with a Spearman's Hyperbody skill, you can hit the 30,000 Max HP limit for the game.
This bonus grows with effectiveness the earlier you start. It probably may have little impact in the earlier levels, but when you're in mid 3rd to 4th job (levels 90-120), that's when it will start paying off, such as when bombs summoned by Papulatus or Pianus explode, doing 8400/11000 damage. My Paladin at level 141 only has 9000 Max HP.
How to HP Wash:
Level up when you are wearing as much INT equipment as possible. INT contributes to how much Max MP you earn per level. Approximately 10 INT gives you an additional point in Max MP. Invest your AP into your Max HP. Use your AP Resets on your Max MP. Apply your recovered AP onto either STR or DEX.
You're probably wondering why you had to do step 3 and maybe step 1. The way the database mechanism Nexon has for Max HP and Max MP is a bit complicated, due to what class, Improved Max HP/MP skills, and how much AP you apply. In order to keep the Max HP/MP numbers regulated, Nexon has set two boundaries: a formula for the absolute minimum Max HP/MP, and how much AP was applied. If you didn't apply AP into your Max HP/MP, it wouldn't make sense to be able to draw AP out of your Max HP/MP and apply it elsewhere. Likewise, you cannot lower your Max MP to raise your Max HP. So the more Max MP you have, the more AP Resets you can use to increase your Max HP.
Alternatively, you can put AP into your INT and level up for several levels with an extra dozen INT. While using this method will give you very good, and possibly the best, result, you'll suffer for the levels where you have invested AP into your INT. Additionally, if you decide to reset your AP into INT just before leveling, it will cost you at least double and possibly triple the real life cash to purchase the additional AP Resets.
http://img223.imageshack.us/img223/3140/mapleleafsmallro9.pngTraining Guide for Pages, White Knights and Paladins
Here's a big chunk of the guide. Advancing jobs is a big shift in power, and it is of paramount importance that you know how to advance. Job tiers are separated by level; specifically, 1st job is level 10-30, 2nd job is level 30-70, 3rd job is 70-120, and 4th job is level 120+. Advancement steps and info will be listed under the title of each job section.
The table for skills will be first, then the proven training grounds will be listed. You'll probably reference this a lot, so it will also be pretty specific when it needs to be.
The skill field entries will be in the following format:
Skill Name
Prerequisite: What skill you need and what level it needs to be.
Type: Passive skills automatically work, provided the correct conditions are met. You cannot turn off passive skills. Active skills require the player to actively declare its use, and they cost MP. You can activate them from either double-clicking the skill icon from the skill menu (not recommended) or assign them to a key on the keyboard. They are skills that usually affect the monster. Otherwise, it is basically a one-shot catch-all category for anything that doesn't fit anywhere else. Attack skills are basically attacks that far exceed your default attack's power. Works just like active skills, only they deal damage. Mob attacks (attacks that hit more than 1 monster) usually cost HP as well as MP. Buffs are supplementary skills that have a cost, a duration, and a benefit. Any active buffs you have appear on the upper-right corner of the screen, and they slowly turn dark until they become completely dark, then they start flashing, then disappear, meaning that the buff has expired. Buffs can also come from other sources, and these types of buffs are usually not subjected to a monster's Dispel ability. Party Buffs are buffs that affect everyone in your party, and these are what make party members more valuable. Unfortunately for Paladins, they only get one party buff for the entire game.
Description: A little text that's copied verbatim from the game, so if there's any grammar or spelling mistakes, or if it's outright wrong, blame it on Nexon. It basically summarizes the skill.
Max Level: How much SP it takes to fully master the skill. This is entirely optional, but usually recommended.
NOTES: These are little quirks and specific details about the skill that are otherwise not immediately apparent. As far as I'm concerned, these should be purely objective.
Table of Skill Variables have the level-by-level details."]There is nothing in here.
Author Commentary: Stuff that I feel needs to be said goes here. I'll try not to tell anything that's highly disputable. However, it's good to take everything into consideration when looking at skills.
Warrior Skill Set (Warrior Basics)
http://img386.imageshack.us/img386/8199/sbwarriorbasicsoa5.gif SP: 1 from advancement, 60 from levels.
Just have 35 STR, then talk to Dances with Balrog at the peak of Perion town, all the way north on Victoria Island. Simple!
With this skill set, you'll have the basic arsenal of a Warrior: lots of HP and staple melee attacks.
Your HP will be vital for you because as a Warrior, your main methods of attack are being up close and personal. That means you'll probably take a lot of contact damage, but don't let that scare you (unless you're going to become a Dragon Knight) since being up close and personal as a Bowman or an Assassin-to-be Thief means they're in trouble. Later on, your massive amounts of HP will allow you to boss sooner than normal, and for the most part, you can rely on yourself, unless you're confronted with a dodgy monster.
Your melee attacks will hit hard, allowing you the most privilege in keeping monsters at bay. Many of the later monsters will have a high knock-back (KB) value, meaning if you don't do enough damage in one hit, the monster will continue to advance and run you over. Being a Warrior is mostly about overcoming KB; they concentrate all their damage in one single tremendous blow. Of course, should there be many monsters swarming into the area, you can also handle them all with your great swinging blade. Warriors are the first players to have a mobbing attack that allows them to handle groups of monsters (although if the amount of monsters is too large, you'll still get overwhelmed). Go ahead, jump into the fray and lay the smack-down!
http://img133.imageshack.us/img133/1792/simprovedhprecoveryyb8.gif Improved HP Recovery
Type: Passive
Description: Recover additional HP every 10 sec. while standing still.
Max Level: 16
NOTES: Default HP recovered is 10. You can only recover HP if you're standing still and you're not in a combat stance or doing anything else. Sitting lets you recover 50% more HP (and MP) unless you're using a chair that has a fixed HP recovery rate. The bonus recovery amount stack with any other bonus recovery amounts, such as Sauna Robes. Recent changes to MapleStory allow you to recover HP every 5 seconds instead of 10.
Lvl|
HP Recovered
1|
10 + 3 HP
2|
10 + 6 HP
3|
10 + 9 HP
4|
10 + 12 HP
5|
10 + 15 HP
6|
10 + 18 HP
7|
10 + 21 HP
8|
10 + 24 HP
9|
10 + 27 HP
10|
10 + 30 HP
11|
10 + 33 HP
12|
10 + 36 HP
13|
10 + 39 HP
14|
10 + 42 HP
15|
10 + 45 HP
16|
10 + 50 HP
http://img440.imageshack.us/img440/1598/simprovedmaxhpincreasexy1.gif Improved Max HP Increase
Prerequisite: Level 5 Improved HP Recovery
Type: Passive
Description: This skill boosts up the amount of increase on MaxHP after each Level UP, or AP used on MaxHP.
Max Level: 10
NOTES: Default Max HP gained for Warriors per level up is 24-28. Default Max HP gained for Warriors per AP applied is 20-24.
Lvl|
Max HP on Level Up|
Max HP with AP
1|
26 ± 2 + 4 Max HP|
22 ± 2 + 3 Max HP
2|
26 ± 2 + 8 Max HP|
22 ± 2 + 6 Max HP
3|
26 ± 2 + 12 Max HP|
22 ± 2 + 9 Max HP
4|
26 ± 2 + 16 Max HP|
22 ± 2 + 12 Max HP
5|
26 ± 2 + 20 Max HP|
22 ± 2 + 15 Max HP
6|
26 ± 2 + 24 Max HP|
22 ± 2 + 18 Max HP
7|
26 ± 2 + 28 Max HP|
22 ± 2 + 21 Max HP
8|
26 ± 2 + 32 Max HP|
22 ± 2 + 24 Max HP
9|
26 ± 2 + 36 Max HP|
22 ± 2 + 27 Max HP
10|
26 ± 2 + 40 Max HP|
22 ± 2 + 30 Max HP
Author Commentary: I need help in verifying the Max HP gained per level and Max HP gained per AP. This skill is critical to obtain first. The effects of this skill are applied every passing level, and the sooner you have it maxed, the more Max HP you can get.
http://img529.imageshack.us/img529/453/sendureez1.gif Endure
Prerequisite: Level 3 Improved Max HP Increase
Type: Passive
Description: Even when hanging on the rope or ladder, you'll be able to recover some HP after a certain amount of time.
Max Level: 8
Lvl|
Time Interval Between Recoveries
1|
31 Seconds
2|
28 Seconds
3|
25 Seconds
4|
22 Seconds
5|
19 Seconds
6|
16 Seconds
7|
13 Seconds
8|
10 Seconds
Author Commentary: Having at least 1 point in Endure will let you get your HP back when you afk on ropes and ladders. Then again I suppose this only works as much as you afk.
http://img523.imageshack.us/img523/5937/sironbodyow2.gif Iron Body
Prerequisite: Level 3 Endure
Type: Buff
Description: Temporarily increases your weapon defense.
Max Level: 20
Lvl|
Cost|
wDef Increase|
Duration
1|
MP - 8|
+2 wDef|
75 Seconds
2|
MP - 8|
+4 wDef|
85 Seconds
3|
MP - 8|
+6 wDef|
95 Seconds
4|
MP - 8|
+8 wDef|
105 Seconds
5|
MP - 9|
+10 wDef|
120 Seconds
6|
MP - 9|
+12 wDef|
130 Seconds
7|
MP - 9|
+14 wDef|
140 Seconds
8|
MP - 10|
+16 wDef|
155 Seconds
9|
MP - 10|
+18 wDef|
165 Seconds
10|
MP - 10|
+20 wDef|
175 Seconds
11|
MP - 11|
+22 wDef|
190 Seconds
12|
MP - 11|
+24 wDef|
200 Seconds
13|
MP - 12|
+26 wDef|
215 Seconds
14|
MP - 12|
+28 wDef|
225 Seconds
15|
MP - 13|
+30 wDef|
240 Seconds
16|
MP - 13|
+32 wDef|
250 Seconds
17|
MP - 14|
+34 wDef|
265 Seconds
18|
MP - 14|
+36 wDef|
275 Seconds
19|
MP - 15|
+38 wDef|
290 Seconds
20|
MP - 15|
+40 wDef|
300 Seconds
Author Commentary: Iron Body is a horrible skill to have. It gives you a fair amount of wDef, but in the long run it is ultimately futile since it will make negligible difference in the thousands of damage you'll be receiving per hit.
http://img228.imageshack.us/img228/1407/spowerstrikerv3.gif Power Strike
Type: Attack
Description: Use MP to deliver a killer blow to the monsters with a sword.
Max Level: 20
Lvl|
Cost|
Damage
1|
MP - 4|
165% Damage
2|
MP - 4|
170% Damage
3|
MP - 4|
175% Damage
4|
MP - 4|
180% Damage
5|
MP - 5|
185% Damage
6|
MP - 5|
190% Damage
7|
MP - 5|
195% Damage
8|
MP - 6|
200% Damage
9|
MP - 6|
205% Damage
10|
MP - 7|
210% Damage
11|
MP - 7|
215% Damage
12|
MP - 8|
220% Damage
13|
MP - 8|
225% Damage
14|
MP - 9|
230% Damage
15|
MP - 9|
235% Damage
16|
MP - 10|
240% Damage
17|
MP - 10|
245% Damage
18|
MP - 11|
250% Damage
19|
MP - 11|
255% Damage
20|
MP - 12|
260% Damage
Author Commentary: Once you have this skill at a fairly decent level, you'll probably want to use it constantly and ditch your default attack. This is not without cost though, but as long as you can support yourself with MP, you'll be able to level much faster.
http://img77.imageshack.us/img77/7932/sslashblastcp2.gif Slash Blast
Prerequisite: Level 1 Power Strike
Type: Attack
Description: Use HP and MP to attack every enemy around you with a sword.
Max Level: 20
Lvl|
Cost|
Damage|
Range*|
Targets
1|
HP - 8, MP - 6|
72% Damage|
130%|
6 Monsters
2|
HP - 8, MP - 6|
75% Damage|
130%|
6 Monsters
3|
HP - 8, MP - 6|
78% Damage|
130%|
6 Monsters
4|
HP - 8, MP - 6|
81% Damage|
130%|
6 Monsters
5|
HP - 9, MP - 7|
84% Damage|
130%|
6 Monsters
6|
HP - 9, MP - 7|
87% Damage|
130%|
6 Monsters
7|
HP - 9, MP - 7|
90% Damage|
130%|
6 Monsters
8|
HP - 10, MP - 8|
93% Damage|
130%|
6 Monsters
9|
HP - 10, MP - 8|
96% Damage|
130%|
6 Monsters
10|
HP - 11, MP - 9|
99% Damage|
130%|
6 Monsters
11|
HP - 11, MP - 9|
102% Damage|
150%|
6 Monsters
12|
HP - 12, MP - 10|
105% Damage|
150%|
6 Monsters
13|
HP - 12, MP - 10|
108% Damage|
150%|
6 Monsters
14|
HP - 13, MP - 11|
111% Damage|
150%|
6 Monsters
15|
HP - 13, MP - 11|
114% Damage|
150%|
6 Monsters
16|
HP - 14, MP - 12|
117% Damage|
150%|
6 Monsters
17|
HP - 14, MP - 12|
120% Damage|
150%|
6 Monsters
18|
HP - 15, MP - 13|
123% Damage|
150%|
6 Monsters
19|
HP - 15, MP - 13|
126% Damage|
150%|
6 Monsters
20|
HP - 16, MP - 14|
130% Damage|
150%|
6 Monsters
*Range for the initial hit is treated just like the default attack. Any other monsters within the listed range will also be hit if the first attack connects.
Author Commentary: This skill is a must-have when you want to power-train through levels. Being a Warrior means you are privileged with having the first mobbing attack skill! Mobbing attacks are generally effective against 2 or more monsters, depending on the damage the mobbing attack does, and you can dish out LOTS of damage if you have large mobs of monsters! Mobbing attacks generally come with an HP cost in addition to MP cost.
Page Skill Set (Page's Path)
http://img176.imageshack.us/img176/9568/sbpagespathkt0.gif SP: 1 from advancement, 120 from levels.
MAKE SURE YOU HAVE SPENT ALL YOUR SP AFTER LEVELING TO LEVEL 30 OR YOU CANNOT ADVANCE! Talk to Dances with Balrog, your 1st job instructor. He will give you a letter of recommendation. Go see the 2nd job instructor at West Rocky Mountain IV. He'll give you a task of collecting 30 Dark Marbles from the monsters inside a special arena. Collect the 30 Dark Marbles. The Marbles do not always drop. Do not worry about being unable to hit the Lupins, since these ones have nerfed Avoid. Talk to the 2nd job instructor again until he gives you Proof of a Hero. Take the Proof of a Hero to Dances with Balrog. Talk to him again to make your advancement choice. If you don't choose the Page, this guide will be of little use to you!
Sure, you're strong now, but you'll need extra discipline if you want to continue gaining power. At this time, it will become time to decide your weapon of choice. Both weapons have their pros and cons (as discussed in Swords vs. Blunt Weapons), but their associated skills are pretty much the same. However, it is unwise to attempt to pursue both the sword and the blunt weapon because many of the skills at this point onward are specific to the weapon of your choosing. In this class, a large amount of your new skills will focus on the Mastery skill.
http://img155.imageshack.us/img155/5950/sswordmasterylv0.gifhttp://img520.imageshack.us/img520/2253/sbwmasterygv5.gif Sword Mastery / Blunt Weapon Mastery
Type: Passive
Description: Increases the sword/blunt weapon mastery and accuracy. It only applies when either a one-handed or a two-handed sword/blunt weapon is in hand.
Max Level: 20
NOTE: Mastery has the largest weight in determining your minimum damage. Default mastery level is 10%. [1W60M]
Lvl|
Weapon Mastery|
Accuracy Bonus
1|
15% Mastery|
+1 Accuracy
2|
15% Mastery|
+2 Accuracy
3|
20% Mastery|
+3 Accuracy
4|
20% Mastery|
+4 Accuracy
5|
25% Mastery|
+5 Accuracy
6|
25% Mastery|
+6 Accuracy
7|
30% Mastery|
+7 Accuracy
8|
30% Mastery|
+8 Accuracy
9|
35% Mastery|
+9 Accuracy
10|
35% Mastery|
+10 Accuracy
11|
40% Mastery|
+11 Accuracy
12|
40% Mastery|
+12 Accuracy
13|
45% Mastery|
+13 Accuracy
14|
45% Mastery|
+14 Accuracy
15|
50% Mastery|
+15 Accuracy
16|
50% Mastery|
+16 Accuracy
17|
55% Mastery|
+17 Accuracy
18|
55% Mastery|
+18 Accuracy
19|
60% Mastery|
+19 Accuracy
20|
60% Mastery|
+20 Accuracy
Author Commentary: There's no sane reason why you shouldn't get this. It really helps your accuracy, and it also jacks up your average damage. Plus, it's also required for many of the other skills.
http://img225.imageshack.us/img225/9035/sfinalattackof1.gifhttp://img225.imageshack.us/img225/9035/sfinalattackof1.gif Final Attack : Sword / Final Attack : Blunt Weapon
Prerequisite: Level 3 Sword Mastery / Blunt Weapon Mastery
Type: Passive
Description: With a certain success rate, another attack follows after performing an attacking skill. Only works with a one-handed or two-handed sword/blunt weapon in hand.
Max Level: 30
NOTES: Final Attack increases your attacks/minute. You cannot control the extra attacks, and they occur too fast for you to KB a monster. Final Attack activated by Slash Blast can hit up to 6 monsters, but the initial target receives roughly 200% damage, and subsequent damage for every additional monster you hit becomes exponentially weaker. Due to the damage formula, it's possible to get numbers below 1, which will show up as a "miss". Final Attack only works in conjunction with Power Strike and Slash Blast. Any later attack skills you may earn do not activate Final Attack.
Lvl|
Probability of a Final Attack|
Damage
1|
2% Probability|
105% Damage
2|
4% Probability|
110% Damage
3|
6% Probability|
115% Damage
4|
8% Probability|
120% Damage
5|
10% Probability|
125% Damage
6|
12% Probability|
130% Damage
7|
14% Probability|
135% Damage
8|
16% Probability|
140% Damage
9|
18% Probability|
145% Damage
10|
20% Probability|
150% Damage
11|
22% Probability|
155% Damage
12|
24% Probability|
160% Damage
13|
26% Probability|
165% Damage
14|
28% Probability|
170% Damage
15|
30% Probability|
175% Damage
16|
32% Probability|
180% Damage
17|
34% Probability|
185% Damage
18|
36% Probability|
190% Damage
19|
38% Probability|
195% Damage
20|
40% Probability|
200% Damage
21|
42% Probability|
205% Damage
22|
44% Probability|
210% Damage
23|
46% Probability|
215% Damage
24|
48% Probability|
220% Damage
25|
50% Probability|
225% Damage
26|
52% Probability|
230% Damage
27|
54% Probability|
235% Damage
28|
56% Probability|
240% Damage
29|
58% Probability|
245% Damage
30|
60% Probability|
250% Damage
Author Commentary: This is a skill that you either want to have all of it or none of it. It gets annoying because there's less certainty in your attacking patterns, and sometimes Final Attack activates and you take a full hit when it otherwise could have been avoidable. Final Attack is great for dishing out extra damage at no additional cost to your MP, but you'll most likely suffer a lot more damage. Some people opt to go without Final Attack.
http://img167.imageshack.us/img167/866/sswordboosterff5.gifhttp://img177.imageshack.us/img177/3949/sbwboosterrx0.gif Sword Booster / Blunt Weapon Booster
Prerequisite: Level 5 Sword Mastery / Blunt Weapon Mastery
Type: Buff
Description: Use HP and MP to temporarily boost up the attacking speed of the equipped sword/blunt weapon. It only applies when either a one-handed or a two-handed sword/blunt weapon is in hand.
Max Level: 20
NOTE: Booster increases your weapon speed by 2. [5B43S]
Lvl|
Cost|
Weapon Speed Increase|
Duration
1|
HP - 29, MP - 29|
+2 Weapon Speed|
10 Seconds
2|
HP - 28, MP - 28|
+2 Weapon Speed|
20 Seconds
3|
HP - 27, MP - 27|
+2 Weapon Speed|
30 Seconds
4|
HP - 26, MP - 26|
+2 Weapon Speed|
40 Seconds
5|
HP - 25, MP - 25|
+2 Weapon Speed|
50 Seconds
6|
HP - 24, MP - 24|
+2 Weapon Speed|
60 Seconds
7|
HP - 23, MP - 23|
+2 Weapon Speed|
70 Seconds
8|
HP - 22, MP - 22|
+2 Weapon Speed|
80 Seconds
9|
HP - 21, MP - 21|
+2 Weapon Speed|
90 Seconds
10|
HP - 20, MP - 20|
+2 Weapon Speed|
100 Seconds
11|
HP - 19, MP - 19|
+2 Weapon Speed|
110 Seconds
12|
HP - 18, MP - 18|
+2 Weapon Speed|
120 Seconds
13|
HP - 17, MP - 17|
+2 Weapon Speed|
130 Seconds
14|
HP - 16, MP - 16|
+2 Weapon Speed|
140 Seconds
15|
HP - 15, MP - 15|
+2 Weapon Speed|
150 Seconds
16|
HP - 14, MP - 14|
+2 Weapon Speed|
160 Seconds
17|
HP - 13, MP - 13|
+2 Weapon Speed|
170 Seconds
18|
HP - 12, MP - 12|
+2 Weapon Speed|
180 Seconds
19|
HP - 11, MP - 11|
+2 Weapon Speed|
190 Seconds
20|
HP - 10, MP - 10|
+2 Weapon Speed|
200 Seconds
Author Commentary: This skill may be left at any level and you'll still receive the same benefits (although you shouldn't have to deal with a short duration). If you do this, you can distribute spare SP into other 2nd job, or even 1st job, skills that you want more of.
http://img124.imageshack.us/img124/6052/sthreatenvc2.gif Threaten
Type: Active
Description: Use MP to temporarily threaten an enemy. Decreases the level of weapon attack and weapon defense of every enemy around the area.
Max Level: 20
NOTE: Monsters that have been Threatened will have an orange mark on them.Lvl|
Cost|
Decrease in Enemy wAtk|
Decrease in Enemy wDef|
Range|
Duration
1|
MP - 12|
-1 Enemy wAtk|
-1 Enemy wDef|
(-250, 150) x (250, -150)|
44 Seconds
2|
MP - 12|
-2 Enemy wAtk|
-2 Enemy wDef|
(-250, 150) x (250, -150)|
48 Seconds
3|
MP - 12|
-3 Enemy wAtk|
-3 Enemy wDef|
(-250, 150) x (250, -150)|
52 Seconds
4|
MP - 12|
-4 Enemy wAtk|
-4 Enemy wDef|
(-250, 150) x (250, -150)|
56 Seconds
5|
MP - 12|
-5 Enemy wAtk|
-5 Enemy wDef|
(-250, 150) x (250, -150)|
60 Seconds
6|
MP - 12|
-6 Enemy wAtk|
-6 Enemy wDef|
(-250, 150) x (250, -150)|
64 Seconds
7|
MP - 12|
-7 Enemy wAtk|
-7 Enemy wDef|
(-250, 150) x (250, -150)|
68 Seconds
8|
MP - 12|
-8 Enemy wAtk|
-8 Enemy wDef|
(-250, 150) x (250, -150)|
72 Seconds
9|
MP - 12|
-9 Enemy wAtk|
-9 Enemy wDef|
(-250, 150) x (250, -150)|
76 Seconds
10|
MP - 12|
-10 Enemy wAtk|
-10 Enemy wDef|
(-250, 150) x (250, -150)|
80 Seconds
11|
MP - 20|
-11 Enemy wAtk|
-11 Enemy wDef|
(-300, 200) x (300, -200)|
84 Seconds
12|
MP - 20|
-12 Enemy wAtk|
-12 Enemy wDef|
(-300, 200) x (300, -200)|
88 Seconds
13|
MP - 20|
-13 Enemy wAtk|
-13 Enemy wDef|
(-300, 200) x (300, -200)|
92 Seconds
14|
MP - 20|
-14 Enemy wAtk|
-14 Enemy wDef|
(-300, 200) x (300, -200)|
96 Seconds
15|
MP - 20|
-15 Enemy wAtk|
-15 Enemy wDef|
(-300, 200) x (300, -200)|
100 Seconds
16|
MP - 20|
-16 Enemy wAtk|
-16 Enemy wDef|
(-300, 200) x (300, -200)|
104 Seconds
17|
MP - 20|
-17 Enemy wAtk|
-17 Enemy wDef|
(-300, 200) x (300, -200)|
108 Seconds
18|
MP - 20|
-18 Enemy wAtk|
-18 Enemy wDef|
(-300, 200) x (300, -200)|
112 Seconds
19|
MP - 20|
-19 Enemy wAtk|
-19 Enemy wDef|
(-300, 200) x (300, -200)|
116 Seconds
20|
MP - 20|
-20 Enemy wAtk|
-20 Enemy wDef|
(-300, 200) x (300, -200)|
120 Seconds
Author Commentary: There has been some debate as to whether this skill actually meant a percent of the monster's wAtk and wDef instead of a fixed value. Those claims are probably unfounded due to how the monster wAtk formula works. [2H54T] Threaten tends to have less and less effect as you become more powerful, mostly due to the astronomical numbers rather than some effect on the skill itself. Many players regard Threaten as having little use, but some more players use Threaten in daily training.
http://img380.imageshack.us/img380/5586/spowerguardcl8.gif Power Guard
Prerequisite: Level 3 Threaten
Type: Buff
Description: Returns a portion of the damage received from the enemy. Can't return more than 10% of the enemy's Max HP at once, however.
Max Level: 30
NOTES: This skill only works on monster contact damage. In addition to reducing damage, Power Guard reduces KB done to your character. You can only return damage worth up to 10% of the monster's max HP, while you sustain the rest of the damage. Damage returned and damage sustained added together equal the amount of damage you would have received if you didn't have Power Guard on, ± 1. If you return less than 1 damage to the monster, there will be no number at all. It use to say "miss". If you kill a monster with Power Guard, the drops will appear from your location instead of the monster's. This can result in spoils ending up in locations that are unreachable. Proof: Pianus regular kill (http://img399.imageshack.us/img399/7982/maple1192jg4.jpg), Pianus Power Guard kill (http://img262.imageshack.us/img262/1275/maple1224xu2.jpg). Power Guard returns 50% less damage against boss monsters.
Lvl|
Cost|
Percent of Damage Returned|
KB Effect Reduction|
Duration
1|
MP - 15|
11% Damage Returned|
-11% KB Distance|
3 Seconds
2|
MP - 15|
12% Damage Returned|
-12% KB Distance|
6 Seconds
3|
MP - 15|
13% Damage Returned|
-13% KB Distance|
9 Seconds
4|
MP - 15|
14% Damage Returned|
-14% KB Distance|
12 Seconds
5|
MP - 15|
15% Damage Returned|
-15% KB Distance|
15 Seconds
6|
MP - 15|
16% Damage Returned|
-16% KB Distance|
18 Seconds
7|
MP - 15|
17% Damage Returned|
-17% KB Distance|
21 Seconds
8|
MP - 15|
18% Damage Returned|
-18% KB Distance|
24 Seconds
9|
MP - 15|
19% Damage Returned|
-19% KB Distance|
27 Seconds
10|
MP - 15|
20% Damage Returned|
-20% KB Distance|
30 Seconds
11|
MP - 15|
21% Damage Returned|
-21% KB Distance|
33 Seconds
12|
MP - 15|
22% Damage Returned|
-22% KB Distance|
36 Seconds
13|
MP - 15|
23% Damage Returned|
-23% KB Distance|
39 Seconds
14|
MP - 15|
24% Damage Returned|
-24% KB Distance|
42 Seconds
15|
MP - 15|
25% Damage Returned|
-25% KB Distance|
45 Seconds
16|
MP - 30|
26% Damage Returned|
-26% KB Distance|
48 Seconds
17|
MP - 30|
27% Damage Returned|
-27% KB Distance|
51 Seconds
18|
MP - 30|
28% Damage Returned|
-28% KB Distance|
54 Seconds
19|
MP - 30|
29% Damage Returned|
-29% KB Distance|
57 Seconds
20|
MP - 30|
30% Damage Returned|
-30% KB Distance|
60 Seconds
21|
MP - 30|
31% Damage Returned|
-31% KB Distance|
63 Seconds
22|
MP - 30|
32% Damage Returned|
-32% KB Distance|
66 Seconds
23|
MP - 30|
33% Damage Returned|
-33% KB Distance|
69 Seconds
24|
MP - 30|
34% Damage Returned|
-34% KB Distance|
72 Seconds
25|
MP - 30|
35% Damage Returned|
-35% KB Distance|
75 Seconds
26|
MP - 30|
36% Damage Returned|
-36% KB Distance|
78 Seconds
27|
MP - 30|
37% Damage Returned|
-37% KB Distance|
81 Seconds
28|
MP - 30|
38% Damage Returned|
-38% KB Distance|
84 Seconds
29|
MP - 30|
39% Damage Returned|
-39% KB Distance|
87 Seconds
30|
MP - 30|
40% Damage Returned|
-40% KB Distance|
90 Seconds
Author Commentary: The limit defined in the skill description is beyond impractical. There's only one situation I can think of where this limit plays a difference: touching the Time Sphere without any armor. Anyways, Power Guard is primarily a defensive skill, not an offensive one. The fact that it reduces KB done to you greatly helps training when the map has multiple platforms and such. It can also play a vital role when it comes to dealing with bosses that have insanely high contact damage, such as Zakum (why would you run into him in the first place?).
WK Skill Set (White Knight's Code)
http://img141.imageshack.us/img141/4011/sbwhiteknightscodeif8.gif SP: 1 from advancement, 150 from levels.
MAKE SURE YOU HAVE SPENT ALL YOUR SP AFTER LEVELING TO LEVEL 70 OR YOU CANNOT ADVANCE! Talk to Tylus, your 3rd job instructor, who can be found in the Chief's Residence in the main map of El Nath. Tylus will outline the details of the advancement, then he will ask you to talk to Dances with Balrog. Talk to Dances with Balrog. He will describe a dark clone of himself in an alternate dimension. Seek out the Dimension Door in Ant Tunnel Park (which is where the VIP Taxi takes you). After you enter the dimension, you have 20 minutes to find and kill Dances with Balrog's Clone. Grab the Dark Charm it drops. Return to Dances with Balrog with the Dark Charm, and he will exchange it for a Necklace of Strength. Return to Tylus, your 3rd job instructor, with the Necklace of Strength and give it to him. He will then tell you to find the holy grounds in the snowfields. Bring along at least 1 Dark Crystal. Find the map Holy Field at the Snowfield just off of Sharp Cliff II, and talk to the Holy Rock at the bottom. Fake Geist Balrog may spawn here during events, so watch out! Give the Holy Rock the Dark Crystal in order to answer 5 random questions. If you have been doing quests and paying attention to details, you should be fine. Otherwise, I would suggest looking up a guide with the answers before attempting this. Failure to answer a SINGLE question correctly will cost you another Dark Crystal, and you'll have to answer 5 random questions again. If you succeed, you'll be given the Necklace of Wisdom. Return to Tylus with the Necklace of Wisdom. Congratulations, you have completed the job advancement test!
At this point, you'll notice that many numbers have started rising at an alarming rate. The Exp you earn and need, the monster's HP, the damage, nearly everything! With the next class tier of skills, your damage will also start rising really fast.
Once again, the weapon dichotomy continues. This time, you'll be focusing on using elements to your advantage. What element is good against what monster is something you may explore by yourself, or learn from fellow Mages (who are certainly specialists in the elemental fields themselves). Knowing may very well be half the battle.
WARNING: It's possible to put SP into a skill that uses the wrong weapon since there are no prerequisites. Be careful when you're applying SP.
http://img61.imageshack.us/img61/5832/simprovingmprecoveryqa9.gif Improving MP Recovery
Type: Passive
Description: Recovering even more MP every 10 seconds.
Max Level: 20
NOTES: Default MP recovered is 3. Sitting lets you recover 50% more MP (and HP) unless you're using a chair that has a fixed MP recovery rate. The bonus recovery amount stack with any other bonus recovery amounts, such as Sauna Robes.
Lvl|MP Recovered
1|
3 + 2 MP
2|
3 + 4 MP
3|
3 + 6 MP
4|
3 + 8 MP
5|
3 + 10 MP
6|
3 + 12 MP
7|
3 + 14 MP
8|
3 + 16 MP
9|
3 + 18 MP
10|
3 + 20 MP
11|
3 + 21 MP
12|
3 + 22 MP
13|
3 + 23 MP
14|
3 + 24 MP
15|
3 + 25 MP
16|
3 + 26 MP
17|
3 + 27 MP
18|
3 + 28 MP
19|
3 + 29 MP
20|
3 + 30 MP
Author Commentary: This skill at max only saves you approximately 216k mesos in any level of training, assuming you're getting 10% per hour. Also, sitting lets you recover MP 50% faster, unless the chair you're using has a fixed MP recovery rate. Very low priority skill.
http://img299.imageshack.us/img299/807/sshieldmasterypu3.gif Shield Mastery
Type: Passive
Description: Shield Defense increases. However, it does not affect if the character does not equip the shield.
Max Level: 20
NOTE: Shield Mastery only affects the wDef stat of a shield. It does not give you any mDef benefits.
Lvl|Defense from Shield
1|
+5%
2|
+10%
3|
+15%
4|
+20%
5|
+25%
6|
+30%
7|
+35%
8|
+40%
9|
+45%
10|
+50%
11|
+55%
12|
+60%
13|
+65%
14|
+70%
15|
+75%
16|
+80%
17|
+85%
18|
+90%
19|
+95%
20|
+100%
http://img149.imageshack.us/img149/1835/schargeblowis3.gif Charge Blow
Type: Attack
Description: Make the enemy stun. You can use this skill only when your combo is charged up.
Max Level: 30
NOTES: You must have an elemental charge buff active when using this, and you'll lose your elemental charge when using this skill. On a very relevant point, this skill by itself is useless. Ice Charge Blow freezes monsters, and it does not stun in the case it fails to freeze monsters. You cannot stun Thanatos with Ice Charge Blow for example. Charge Blow has the same speed as your default attack, and it has extra element animations. Without the element animations, Charge Blow looks identical to the default attack. You cannot stun boss monsters. Level 30 Charge Blow is required for the Paladin's Advanced Charge skill.
Lvl|
Cost|
Damage|
Probability to Stun|
Stun Duration|
Range*|
Targets
1|
HP - 15, MP - 12|
162% Damage|
32% Probability|
2 Seconds|
130%|
6 Monsters
2|
HP - 15, MP - 12|
164% Damage|
34% Probability|
2 Seconds|
130%|
6 Monsters
3|
HP - 15, MP - 12|
166% Damage|
36% Probability|
2 Seconds|
130%|
6 Monsters
4|
HP - 15, MP - 12|
168% Damage|
38% Probability|
2 Seconds|
130%|
6 Monsters
5|
HP - 15, MP - 12|
170% Damage|
40% Probability|
2 Seconds|
130%|
6 Monsters
6|
HP - 15, MP - 12|
172% Damage|
42% Probability|
2 Seconds|
130%|
6 Monsters
7|
HP - 15, MP - 12|
174% Damage|
44% Probability|
2 Seconds|
130%|
6 Monsters
8|
HP - 15, MP - 12|
176% Damage|
46% Probability|
2 Seconds|
130%|
6 Monsters
9|
HP - 15, MP - 12|
178% Damage|
48% Probability|
2 Seconds|
130%|
6 Monsters
10|
HP - 15, MP - 12|
180% Damage|
50% Probability|
2 Seconds|
130%|
6 Monsters
11|
HP - 20, MP - 19|
183% Damage|
52% Probability|
3 Seconds|
140%|
6 Monsters
12|
HP - 20, MP - 19|
186% Damage|
54% Probability|
3 Seconds|
140%|
6 Monsters
13|
HP - 20, MP - 19|
189% Damage|
56% Probability|
3 Seconds|
140%|
6 Monsters
14|
HP - 20, MP - 19|
192% Damage|
58% Probability|
3 Seconds|
140%|
6 Monsters
15|
HP - 20, MP - 19|
195% Damage|
60% Probability|
3 Seconds|
140%|
6 Monsters
16|
HP - 20, MP - 19|
198% Damage|
62% Probability|
3 Seconds|
140%|
6 Monsters
17|
HP - 20, MP - 19|
201% Damage|
64% Probability|
3 Seconds|
140%|
6 Monsters
18|
HP - 20, MP - 19|
204% Damage|
66% Probability|
3 Seconds|
140%|
6 Monsters
19|
HP - 20, MP - 19|
207% Damage|
68% Probability|
3 Seconds|
140%|
6 Monsters
20|
HP - 20, MP - 19|
210% Damage|
70% Probability|
3 Seconds|
140%|
6 Monsters
21|
HP - 25, MP - 26|
214% Damage|
72% Probability|
4 Seconds|
150%|
6 Monsters
22|
HP - 25, MP - 26|
218% Damage|
74% Probability|
4 Seconds|
150%|
6 Monsters
23|
HP - 25, MP - 26|
222% Damage|
76% Probability|
4 Seconds|
150%|
6 Monsters
24|
HP - 25, MP - 26|
226% Damage|
78% Probability|
4 Seconds|
150%|
6 Monsters
25|
HP - 25, MP - 26|
230% Damage|
80% Probability|
4 Seconds|
150%|
6 Monsters
26|
HP - 25, MP - 26|
234% Damage|
82% Probability|
4 Seconds|
150%|
6 Monsters
27|
HP - 25, MP - 26|
238% Damage|
84% Probability|
4 Seconds|
150%|
6 Monsters
28|
HP - 25, MP - 26|
242% Damage|
86% Probability|
4 Seconds|
150%|
6 Monsters
29|
HP - 25, MP - 26|
246% Damage|
88% Probability|
4 Seconds|
150%|
6 Monsters
30|
HP - 25, MP - 26|
250% Damage|
90% Probability|
4 Seconds|
150%|
6 Monsters
*Range for the initial hit is treated just like the default attack. Any other monsters within the listed range will also be hit if the first attack connects.
Author Commentary: It's questionable whether this skill can improve training or not, but it definitely saves you mesos by stopping monsters cold in their tracks. People who don't use it to save money are rather annoyed when trying to use it for offensive purposes. Since this skill that is based on percent success for stunning monsters, this is a skill that you should concentrate on maxing once you've decided to start putting points into it. It's also a very expensive skill to use at this moment, so please do not repeatedly spam charges and CBs unless you're up against a mob of 5 or 6.
http://img364.imageshack.us/img364/2449/sfirechargeswordrq8.gifhttp://img246.imageshack.us/img246/6824/sflamechargebwgg9.gif Fire Charge (Sword) / Flame Charge (BW)
Type: Buff
Description: You can attack with fire power. The skill gets canceled if you use Charge Blow or if the time runs out.
Max Level: 30
NOTES: If you find yourself up against a fire-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow. If you have Fire Charge active, any monsters immune to fire will nullify your damage. In other words, you'll only do 1 damage to them. All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
Lvl|
Cost|
Damage Modifier|
Element Modifier|
Duration
1|
MP - 25|
102% Damage|
106.5% Fire Damage|
12 Seconds
2|
MP - 25|
103% Damage|
108.0% Fire Damage|
19 Seconds
3|
MP - 25|
104% Damage|
109.5% Fire Damage|
26 Seconds
4|
MP - 25|
105% Damage|
111.0% Fire Damage|
33 Seconds
5|
MP - 25|
106% Damage|
112.5% Fire Damage|
40 Seconds
6|
MP - 25|
108% Damage|
114.0% Fire Damage|
47 Seconds
7|
MP - 25|
108% Damage|
115.5% Fire Damage|
54 Seconds
8|
MP - 25|
109% Damage|
117.0% Fire Damage|
61 Seconds
9|
MP - 25|
109% Damage|
118.5% Fire Damage|
68 Seconds
10|
MP - 25|
110% Damage|
120.0% Fire Damage|
75 Seconds
11|
MP - 30|
110% Damage|
121.5% Fire Damage|
82 Seconds
12|
MP - 30|
111% Damage|
123.0% Fire Damage|
89 Seconds
13|
MP - 30|
111% Damage|
124.5% Fire Damage|
96 Seconds
14|
MP - 30|
112% Damage|
126.0% Fire Damage|
103 Seconds
15|
MP - 30|
112% Damage|
127.5% Fire Damage|
110 Seconds
16|
MP - 30|
113% Damage|
129.0% Fire Damage|
116 Seconds
17|
MP - 30|
113% Damage|
130.5% Fire Damage|
122 Seconds
18|
MP - 30|
114% Damage|
132.0% Fire Damage|
128 Seconds
19|
MP - 30|
114% Damage|
133.5% Fire Damage|
134 Seconds
20|
MP - 30|
115% Damage|
135.0% Fire Damage|
140 Seconds
21|
MP - 35|
115% Damage|
136.5% Fire Damage|
146 Seconds
22|
MP - 35|
116% Damage|
138.0% Fire Damage|
152 Seconds
23|
MP - 35|
116% Damage|
139.5% Fire Damage|
158 Seconds
24|
MP - 35|
117% Damage|
141.0% Fire Damage|
164 Seconds
25|
MP - 35|
117% Damage|
142.5% Fire Damage|
170 Seconds
26|
MP - 35|
118% Damage|
144.0% Fire Damage|
176 Seconds
27|
MP - 35|
118% Damage|
145.5% Fire Damage|
182 Seconds
28|
MP - 35|
119% Damage|
147.0% Fire Damage|
188 Seconds
29|
MP - 35|
119% Damage|
148.5% Fire Damage|
194 Seconds
30|
MP - 35|
120% Damage|
150.0% Fire Damage|
200 Seconds
Author Commentary: Many monsters in MapleStory are weak to fire, so choosing Fire Charge as your first element charge isn't a bad idea. It also does more damage than Ice Charge; Fire Charge doing 180% damage at max compared to Ice Charge's 165%.
http://img525.imageshack.us/img525/4167/sicechargeswordrp9.gifhttp://img166.imageshack.us/img166/9787/sblizzardchargebwjp8.gif Ice Charge (Sword) / Blizzard Charge (BW)
Type: Buff
Description: You can attack with ice power. The skill gets canceled if you use Charge Blow or if the time runs out.
Max Level: 30
NOTES: Ice Charge freezes monsters briefly. After level 15 Ice Charge, the duration increases a little bit. Ice-resistant and ice-immune monsters, as well as bosses, are immune to freezing. If you find yourself up against an ice-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow. If you have Ice Charge active, any monsters immune to ice will nullify your damage. In other words, you'll only do 1 damage to them. All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
Lvl|
Cost|
Damage Modifier|
Element Modifier|
Freeze Duration|
Duration
1|
MP - 25|
100% Damage|
106.5% Ice Damage|
1 Second|
12 Seconds
2|
MP - 25|
101% Damage|
108.0% Ice Damage|
1 Second|
19 Seconds
3|
MP - 25|
101% Damage|
109.5% Ice Damage|
1 Second|
26 Seconds
4|
MP - 25|
102% Damage|
111.0% Ice Damage|
1 Second|
33 Seconds
5|
MP - 25|
102% Damage|
112.5% Ice Damage|
1 Second|
40 Seconds
6|
MP - 25|
102% Damage|
114.0% Ice Damage|
1 Second|
47 Seconds
7|
MP - 25|
103% Damage|
115.5% Ice Damage|
1 Second|
54 Seconds
8|
MP - 25|
103% Damage|
117.0% Ice Damage|
1 Second|
61 Seconds
9|
MP - 25|
103% Damage|
118.5% Ice Damage|
1 Second|
68 Seconds
10|
MP - 25|
104% Damage|
120.0% Ice Damage|
1 Second|
75 Seconds
11|
MP - 30|
104% Damage|
121.5% Ice Damage|
1 Second|
82 Seconds
12|
MP - 30|
104% Damage|
123.0% Ice Damage|
1 Second|
89 Seconds
13|
MP - 30|
105% Damage|
124.5% Ice Damage|
1 Second|
96 Seconds
14|
MP - 30|
105% Damage|
126.0% Ice Damage|
1 Second|
103 Seconds
15|
MP - 30|
105% Damage|
127.5% Ice Damage|
1 Second|
110 Seconds
16|
MP - 30|
106% Damage|
129.0% Ice Damage|
2 Seconds|
116 Seconds
17|
MP - 30|
106% Damage|
130.5% Ice Damage|
2 Seconds|
122 Seconds
18|
MP - 30|
106% Damage|
132.0% Ice Damage|
2 Seconds|
128 Seconds
19|
MP - 30|
107% Damage|
133.5% Ice Damage|
2 Seconds|
134 Seconds
20|
MP - 30|
107% Damage|
135.0% Ice Damage|
2 Seconds|
140 Seconds
21|
MP - 35|
107% Damage|
136.5% Ice Damage|
2 Seconds|
146 Seconds
22|
MP - 35|
108% Damage|
138.0% Ice Damage|
2 Seconds|
152 Seconds
23|
MP - 35|
108% Damage|
139.5% Ice Damage|
2 Seconds|
158 Seconds
24|
MP - 35|
108% Damage|
141.0% Ice Damage|
2 Seconds|
164 Seconds
25|
MP - 35|
108% Damage|
142.5% Ice Damage|
2 Seconds|
170 Seconds
26|
MP - 35|
109% Damage|
144.0% Ice Damage|
2 Seconds|
176 Seconds
27|
MP - 35|
109% Damage|
145.5% Ice Damage|
2 Seconds|
182 Seconds
28|
MP - 35|
109% Damage|
147.0% Ice Damage|
2 Seconds|
188 Seconds
29|
MP - 35|
109% Damage|
148.5% Ice Damage|
2 Seconds|
194 Seconds
30|
MP - 35|
110% Damage|
150.0% Ice Damage|
2 Seconds|
200 Seconds
Author Commentary: There aren't many monsters that are weak to ice; in fact, many are actually resistant or immune. Many monsters in Leafre are weak to ice however. It is the weakest element charge out of all of the element charges you'll have, doing 165% damage total at max level.
http://img79.imageshack.us/img79/7188/sthunderchargeswordyk3.gifhttp://img218.imageshack.us/img218/8940/slightningchargebwpo3.gif Thunder Charge (Sword) / Lightning Charge (BW)
Type: Buff
Description: You can attack with lightning power. The skill gets canceled if you use Charge Blow or if the time runs out.
Max Level: 30
NOTES: If you find yourself up against a lightning-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow. If you have Lightning Charge active, any monsters immune to lightning will nullify your damage. In other words, you'll only do 1 damage to them. All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
Lvl|
Cost|
Damage Modifier|
Element Modifier|
Duration
1|
MP - 25|
102% Damage|
106.5% Lightning Damage|
12 Seconds
2|
MP - 25|
104% Damage|
108.0% Lightning Damage|
19 Seconds
3|
MP - 25|
106% Damage|
109.5% Lightning Damage|
26 Seconds
4|
MP - 25|
107% Damage|
111.0% Lightning Damage|
33 Seconds
5|
MP - 25|
108% Damage|
112.5% Lightning Damage|
40 Seconds
6|
MP - 25|
109% Damage|
114.0% Lightning Damage|
47 Seconds
7|
MP - 25|
110% Damage|
115.5% Lightning Damage|
54 Seconds
8|
MP - 25|
111% Damage|
117.0% Lightning Damage|
61 Seconds
9|
MP - 25|
112% Damage|
118.5% Lightning Damage|
68 Seconds
10|
MP - 25|
113% Damage|
120.0% Lightning Damage|
75 Seconds
11|
MP - 30|
114% Damage|
121.5% Lightning Damage|
82 Seconds
12|
MP - 30|
115% Damage|
123.0% Lightning Damage|
89 Seconds
13|
MP - 30|
116% Damage|
124.5% Lightning Damage|
96 Seconds
14|
MP - 30|
117% Damage|
126.0% Lightning Damage|
103 Seconds
15|
MP - 30|
117% Damage|
127.5% Lightning Damage|
110 Seconds
16|
MP - 30|
118% Damage|
129.0% Lightning Damage|
116 Seconds
17|
MP - 30|
118% Damage|
130.5% Lightning Damage|
122 Seconds
18|
MP - 30|
119% Damage|
132.0% Lightning Damage|
128 Seconds
19|
MP - 30|
119% Damage|
133.5% Lightning Damage|
134 Seconds
20|
MP - 30|
120% Damage|
135.0% Lightning Damage|
140 Seconds
21|
MP - 35|
120% Damage|
136.5% Lightning Damage|
146 Seconds
22|
MP - 35|
121% Damage|
138.0% Lightning Damage|
152 Seconds
23|
MP - 35|
121% Damage|
139.5% Lightning Damage|
158 Seconds
24|
MP - 35|
122% Damage|
141.0% Lightning Damage|
164 Seconds
25|
MP - 35|
122% Damage|
142.5% Lightning Damage|
170 Seconds
26|
MP - 35|
123% Damage|
144.0% Lightning Damage|
176 Seconds
27|
MP - 35|
123% Damage|
145.5% Lightning Damage|
182 Seconds
28|
MP - 35|
124% Damage|
147.0% Lightning Damage|
188 Seconds
29|
MP - 35|
124% Damage|
148.5% Lightning Damage|
194 Seconds
30|
MP - 35|
125% Damage|
150.0% Lightning Damage|
200 Seconds
Author Commentary: Lightning element has very little effect since so few monsters are weak to or resist lightning. It would be a bad idea to start off with Lightning Charge; rather it would be best to save Lightning Charge for late WK career. Lightning Charge is also the strongest of the charges you'll have as a WK, doing +187.5% damage total at max level.
http://img404.imageshack.us/img404/7196/smagiccrashgh8.gif Magic Crash
Prerequisite: Level 3 Charge Blow
Type: Active
Description: Cancel out enemy's magical defense up skill in a certain rate.
Max Level: 20
NOTE: If you are successful, a little animation symbol will show up above the monster's head.
Lvl|
Cost|
Probability to Cancel Enemy mDef Buff
1|
MP - 35|
24% Probability
2|
MP - 33|
28% Probability
3|
MP - 31|
32% Probability
4|
MP - 29|
36% Probability
5|
MP - 27|
40% Probability
6|
MP - 25|
44% Probability
7|
MP - 23|
48% Probability
8|
MP - 21|
52% Probability
9|
MP - 19|
56% Probability
10|
MP - 17|
60% Probability
11|
MP - 16|
64% Probability
12|
MP - 15|
68% Probability
13|
MP - 14|
72% Probability
14|
MP - 13|
76% Probability
15|
MP - 12|
80% Probability
16|
MP - 11|
84% Probability
17|
MP - 10|
88% Probability
18|
MP - 9|
92% Probability
19|
MP - 8|
96% Probability
20|
MP - 7|
100% Probability
Author Commentary: A Priest/Bishop's Dispel skill accomplishes the same thing. Seeing how very little monsters actually have mDef Buffs (NOT mAtk Null, which is what Pianus, Bone Fish, and others use) and how Magic Crash doesn't benefit you at all, this skill pretty much wins nominations for being the most useless skill ever.
Paladin Skill Set (Paladin of Light)
http://img78.imageshack.us/img78/9646/sbpaladinoflightfr8.gif SP: 3 from advancement, 240+ from levels.
MAKE SURE YOU HAVE SPENT ALL YOUR SP AFTER LEVELING TO LEVEL 120 OR YOU CANNOT ADVANCE!
Talk to Tylus, your 3rd job instructor. He will give you a fancy purple Letter of Recommendation, and will tell you to find Bishop Harmonia somewhere in Minar Forest of Leafre. Find and talk to Harmonia, your 4th job instructor in The Priests' Forest, by entering the top portal at the map Valley of the Antellope. Harmonia will tell you some stories regarding some of the major bosses in MapleStory. Then he will tell you to bring him the Heroic Star and the Heroic Pentagon. There are two ways to obtain the Heroic Star and Pentagon. Kill Manon and Griffey for the Heroic Star and Heroic Pentagon, respectively. They do not always drop the required items. Talk to Chief Tatamo, who will make you a deal regarding the Heroic Star and Pentagon. He'll ask you to bring the Scroll of Secrets. (I don't remember if he tells you where to find it, but it doesn't matter if you're reading this guide) Go find the scroll NPC on the 44th floor of Eos Tower in Ludibrium. Pay 10 million mesos to buy the Scroll of Secrets. Return to Chief Tatamo with the Scroll of Secrets and he will give you the Heroic Star and Pentagon. Return to Harmonia, your 4th job instructor, with the Heroic Star and Pentagon. Congratulations, you have advanced to the final job of MapleStory!
You may or may not have overcome great trials in your career as a White Knight, but you are now reaching into epic proportions. You have only just begun to realize your destiny!
Unfortunately, you're also braving the unknown, and new skills that you may learn will take a lot more than just beating up monsters. The 4th job will require you to embark upon enlightening quests and find Skill Books in order to receive new skills. In order to increase their potency however, you'll have to find additional tomes from monsters, called Mastery Books, in order to increase your mastery of a skill up from 10 to 20 and even up to 30. Further increasing your skill mastery level has its own catch: level 20 Mastery Books have a 70% chance of working, and level 30 Mastery Books have a 50% chance of working! If don't succeed in increasing your skill mastery level, you can simply grab another corresponding Mastery Book and try again as many times as you need to.
Entries found in this subsection will contain an entry for what quest you need to complete in order to gain the skill, and extra entries for what monsters drop Mastery Books and Skill Books. If an entry lists a quest, simply find the quest in the quest list after the skill list. Some skills are already in your skill inventory when you advance to 4th job. These skills will have their name highlighted in blue.
http://img143.imageshack.us/img143/5921/sachillesbl9.gifAchilles
Type: Passive
Description: Permanently increases the weapon defense of one's armor.
Max Level: 30
Skill Drop Locations: 20-Skelegon/Skelesaurus; 30-Manon
NOTES: Achilles is applied after Power Guard takes effect. Proof with level 4 Achilles: Before (http://img27.imageshack.us/img27/5866/maple1470.jpg)/After (http://img5.imageshack.us/img5/1340/maple1471.jpg). It permanently reduces any damage to HP, including magic attacks and 1/1. It does not work against obstacle, environmental, and possibly poison damage. The number on the screen does not reflect the amount of damage you take with Achilles. For example, if you have lvl 1 Achilles and it shows you took 9000 damage from a 1/1 attack, you'll be left with 45 HP.
Lvl|
Damage Reduced
1|
-.5% Damage Received
2|
-1.0% Damage Received
3|
-1.5% Damage Received
4|
-2.0% Damage Received
5|
-2.5% Damage Received
6|
-3.0% Damage Received
7|
-3.5% Damage Received
8|
-4.0% Damage Received
9|
-4.5% Damage Received
10|
-5.0% Damage Received
11|
-5.5% Damage Received
12|
-6.0% Damage Received
13|
-6.5% Damage Received
14|
-7.0% Damage Received
15|
-7.5% Damage Received
16|
-8.0% Damage Received
17|
-8.5% Damage Received
18|
-9.0% Damage Received
19|
-9.5% Damage Received
20|
-10.0% Damage Received
21|
-10.5% Damage Received
22|
-11.0% Damage Received
23|
-11.5% Damage Received
24|
-12.0% Damage Received
25|
-12.5% Damage Received
26|
-13.0% Damage Received
27|
-13.5% Damage Received
28|
-14.0% Damage Received
29|
-14.5% Damage Received
30|
-15.0% Damage Received
Author Commentary: This isn't a bad skill to have, but it's not exactly great either. It doesn't hurt to have at least one point in it to act as "insurance" against possible 1/1 catastrophes. These catastrophes include, but are not limited to, getting 1/1ed and poisoned when fighting Ergoth, and getting 1/1ed by Pianus just when you exit the map (which effectively negates your temporary invincibility) and get hugged by a Flyeye.
http://img79.imageshack.us/img79/401/sguardiangf9.gifGuardian
Type: Passive
Description: Blocks the monster's attack by using the shield with a given success rate. Additionally, if the close-range attack is blocked, the attacking monster will be stunned for 2 seconds. The skill only works when equipped with a shield
Max Level: 30
Skill Drop Locations: 10-"A Shield's True Power"; 20-Skelegon/Skelesaurus; 30-Manon
NOTE: A semi-flashy animation (http://img.photobucket.com/albums/v132/Paulos2005/fourthjobs/blockingat4.gif) will appear on your character if you successfully block an attack. You can only stun the enemy if you are attacked by contact damage.
Lvl|
Probability to Block Attacks
1|
.5% Probability
2|
1.0% Probability
3|
1.5% Probability
4|
2.0% Probability
5|
2.5% Probability
6|
3.0% Probability
7|
3.5% Probability
8|
4.0% Probability
9|
4.5% Probability
10|
5.0% Probability
11|
5.5% Probability
12|
6.0% Probability
13|
6.5% Probability
14|
7.0% Probability
15|
7.5% Probability
16|
8.0% Probability
17|
8.5% Probability
18|
9.0% Probability
19|
9.5% Probability
20|
10.0% Probability
21|
10.5% Probability
22|
11.0% Probability
23|
11.5% Probability
24|
12.0% Probability
25|
12.5% Probability
26|
13.0% Probability
27|
13.5% Probability
28|
14.0% Probability
29|
14.5% Probability
30|
15.0% Probability
Author Commentary: I do not have this skill. The 2nd note may be a lie, but I really think it's absurd if you could stun monsters from a mile away or something. Anyways, this skill certainly beats Shield Mastery, since it reduces damage taken by a percent amount instead of some small fixed value. Additionally, since you're a Paladin, the stunning effect has a lot less meaning due to ACB, unless you're using Blast. As of lately, I've been hearing that the stun effect does not always work.
http://img150.imageshack.us/img150/1566/smaplewarriorez5.gif Maple Warrior
Type: Party Buff
Description: Increases all players' stats within a party by certain percentage.
Max Level: 30
Skill Drop Locations: 10-"The Warrior's Extreme Path"; 20-Horntail; 30-*Mastery Book does not exist*
Lvl|
Cost|
Stats Boosted|
Range|
Duration
1|
MP - 10|
+1% to Base Stats|
(-400, 300) x (400, -300)|
30 Seconds
2|
MP - 10|
+1% to Base Stats|
(-400, 300) x (400, -300)|
60 Seconds
3|
MP - 10|
+2% to Base Stats|
(-400, 300) x (400, -300)|
90 Seconds
4|
MP - 10|
+2% to Base Stats|
(-400, 300) x (400, -300)|
120 Seconds
5|
MP - 10|
+3% to Base Stats|
(-400, 300) x (400, -300)|
150 Seconds
6|
MP - 20|
+3% to Base Stats|
(-400, 300) x (400, -300)|
180 Seconds
7|
MP - 20|
+4% to Base Stats|
(-400, 300) x (400, -300)|
210 Seconds
8|
MP - 20|
+4% to Base Stats|
(-400, 300) x (400, -300)|
240 Seconds
9|
MP - 20|
+5% to Base Stats|
(-400, 300) x (400, -300)|
270 Seconds
10|
MP - 20|
+5% to Base Stats|
(-400, 300) x (400, -300)|
300 Seconds
11|
MP - 30|
+6% to Base Stats|
(-400, 300) x (400, -300)|
330 Seconds
12|
MP - 30|
+6% to Base Stats|
(-400, 300) x (400, -300)|
360 Seconds
13|
MP - 30|
+7% to Base Stats|
(-400, 300) x (400, -300)|
390 Seconds
14|
MP - 30|
+7% to Base Stats|
(-400, 300) x (400, -300)|
420 Seconds
15|
MP - 30|
+8% to Base Stats|
(-400, 300) x (400, -300)|
450 Seconds
16|
MP - 40|
+8% to Base Stats|
(-400, 300) x (400, -300)|
480 Seconds
17|
MP - 40|
+9% to Base Stats|
(-400, 300) x (400, -300)|
510 Seconds
18|
MP - 40|
+9% to Base Stats|
(-400, 300) x (400, -300)|
540 Seconds
19|
MP - 40|
+10% to Base Stats|
(-400, 300) x (400, -300)|
570 Seconds
20|
MP - 40|
+10% to Base Stats|
(-400, 300) x (400, -300)|
600 Seconds
21|
MP - 50|
+11% to Base Stats|
(-400, 300) x (400, -300)|
630 Seconds
22|
MP - 50|
+11% to Base Stats|
(-400, 300) x (400, -300)|
660 Seconds
23|
MP - 50|
+12% to Base Stats|
(-400, 300) x (400, -300)|
690 Seconds
24|
MP - 50|
+12% to Base Stats|
(-400, 300) x (400, -300)|
720 Seconds
25|
MP - 50|
+13% to Base Stats|
(-400, 300) x (400, -300)|
750 Seconds
26|
MP - 60|
+13% to Base Stats|
(-400, 300) x (400, -300)|
780 Seconds
27|
MP - 60|
+14% to Base Stats|
(-400, 300) x (400, -300)|
810 Seconds
28|
MP - 60|
+14% to Base Stats|
(-400, 300) x (400, -300)|
840 Seconds
29|
MP - 60|
+15% to Base Stats|
(-400, 300) x (400, -300)|
870 Seconds
30|
MP - 60|
+15% to Base Stats|
(-400, 300) x (400, -300)|
900 Seconds
Author Commentary: This is the only party buff skill Paladins ever get, and it's a skill that EVERY 4th jobber can have. If you are in a party and you have MW, make sure you communicate with other players who have MW so everyone can determine who has the best level of MW. MW buffs from other players in the party overwrite the current MW buff, so it's important you get the best one available.
http://img299.imageshack.us/img299/3097/smonstermagnetea8.gif Monster Magnet
Type: Active
Description: Pulls a monster from afar up close.
Max Level: 30
Skill Drop Locations: 20-Nest Golem, Left Pianus; 30-Right Pianus
NOTES: This skill can be charged up by holding down the assigned key. Charging up the skill determines how many monsters you can target in range, pulling up to as many as six. "Catch!" will appear above a monster which you successfully pull towards you. Caught monsters will be aggravated. Monsters that would have been subjected to Monster Magnet, but you failed to catch, will have "miss" above their heads. These monsters will not be aggravated. Monsters cannot be dragged off of their platforms.
Attempts to pull stationary monsters (such as Jr. Newties) automatically fail.
Attempts to pull boss monsters automatically fail.
Lvl|
Cost|
Probability to Pull Monsters|
Range
1|
MP - 10|
42% Probability|
200% Range
2|
MP - 10|
44% Probability|
200% Range
3|
MP - 10|
46% Probability|
200% Range
4|
MP - 10|
48% Probability|
200% Range
5|
MP - 10|
50% Probability|
200% Range
6|
MP - 13|
52% Probability|
200% Range
7|
MP - 13|
54% Probability|
200% Range
8|
MP - 13|
56% Probability|
200% Range
9|
MP - 13|
58% Probability|
200% Range
10|
MP - 13|
60% Probability|
200% Range
11|
MP - 18|
62% Probability|
300% Range
12|
MP - 18|
64% Probability|
300% Range
13|
MP - 18|
66% Probability|
300% Range
14|
MP - 18|
68% Probability|
300% Range
15|
MP - 18|
70% Probability|
300% Range
16|
MP - 21|
72% Probability|
300% Range
17|
MP - 21|
74% Probability|
300% Range
18|
MP - 21|
76% Probability|
300% Range
19|
MP - 21|
78% Probability|
300% Range
20|
MP - 21|
80% Probability|
300% Range
21|
MP - 26|
82% Probability|
400% Range
22|
MP - 26|
84% Probability|
400% Range
23|
MP - 26|
86% Probability|
400% Range
24|
MP - 26|
88% Probability|
400% Range
25|
MP - 26|
90% Probability|
400% Range
26|
MP - 25|
91% Probability|
400% Range
27|
MP - 24|
92% Probability|
400% Range
28|
MP - 23|
93% Probability|
400% Range
29|
MP - 22|
94% Probability|
400% Range
30|
MP - 21|
95% Probability|
400% Range
Author Commentary: The situation I can see this being useful is when you're on a linear platform analogue and there's no rope or portal or anything there, in which case it would be good to spare yourself the walk to the bunch of monsters there and walking back. This can save you some time when you're furiously trying to destroy monsters.
http://img360.imageshack.us/img360/7421/spowerstancevu2.gif Power Stance
Type: Buff
Description: Enables one to stay at the same spot after being struck, resisting knock-back effects.
Max Level: 30
Skill Drop Locations: 10-[Storybook] Crimson Balrog's Proposal, dropped by Crimson Balrog; 20-Dark Cornian (unconfirmed), Papulatus, Leviathan; 30-Zakum
NOTE: This skill does not work against obstacles. Sorry, no JQ abuse for you!
Lvl|
Cost|
Probability to Stay Put|
Duration
1|
MP - 30|
42% Probability|
10 Seconds
2|
MP - 30|
44% Probability|
20 Seconds
3|
MP - 30|
46% Probability|
30 Seconds
4|
MP - 30|
48% Probability|
40 Seconds
5|
MP - 30|
50% Probability|
50 Seconds
6|
MP - 36|
52% Probability|
60 Seconds
7|
MP - 36|
54% Probability|
70 Seconds
8|
MP - 36|
56% Probability|
80 Seconds
9|
MP - 36|
58% Probability|
90 Seconds
10|
MP - 36|
60% Probability|
100 Seconds
11|
MP - 42|
62% Probability|
110 Seconds
12|
MP - 42|
64% Probability|
120 Seconds
13|
MP - 42|
66% Probability|
130 Seconds
14|
MP - 42|
68% Probability|
140 Seconds
15|
MP - 42|
70% Probability|
150 Seconds
16|
MP - 48|
72% Probability|
160 Seconds
17|
MP - 48|
74% Probability|
170 Seconds
18|
MP - 48|
76% Probability|
180 Seconds
19|
MP - 48|
78% Probability|
190 Seconds
20|
MP - 48|
80% Probability|
200 Seconds
21|
MP - 54|
81% Probability|
210 Seconds
22|
MP - 54|
82% Probability|
220 Seconds
23|
MP - 54|
83% Probability|
230 Seconds
24|
MP - 54|
84% Probability|
240 Seconds
25|
MP - 54|
85% Probability|
250 Seconds
26|
MP - 53|
86% Probability|
260 Seconds
27|
MP - 52|
87% Probability|
270 Seconds
28|
MP - 51|
88% Probability|
280 Seconds
29|
MP - 50|
89% Probability|
290 Seconds
30|
MP - 50|
90% Probability|
300 Seconds
Author Commentary: This skill is an excellent support skill when you're bossing. Unfortunately it has little training value: when you're trying to climb up when the monsters keep knocking you back down, and when you're trying to get as much speed as possible in your training cycle. Only get this skill if you like bossing a lot, and you must be certain, because the Power Stance 20 Mastery Book is unbelievably rare.
http://img137.imageshack.us/img137/3602/srushrx8.gif Rush
Type: Attack
Description: Makes a mad dash forward, pushing off up to 10 monsters.
Max Level: 30
Skill Drop Locations: 10-[Storybook] Indecipherable Book, dropped by Taurospears; 20-Dark Cornian, Left Pianus; 30-Right Pianus
NOTES: Rush pushes up to 15 monsters instead of 10. Rush has a hidden cool-down time of approximately 2 seconds if you successfully hit a monster. This is probably to prevent the skill from being overpowered. You do not go anywhere if you fail to hit a monster with rush. This, and the above bullet point, prevent you from using Rush as a means of fast travel. If Rushing would cause you to go over a platform edge or hit a wall, you'll be stopped prematurely. This mechanism does not work perfectly however, since sometimes you can Rush over a small gap, change elevations, or even fall off a ledge. During a few frames for the rush animation, you'll be invincible (if you hit a monster). You can abuse this to avoid some attacks during training. Evidence that this design is intentional but not bannable is the fix Nexon implemented for rush abusers at Pianus; you can no longer abuse rush to avoid Pianus's attacks when you're on the right-most platform, but you can still do it on the ground floor. Rush works to push back monsters, even if you don't have enough accuracy to hit them (Proof (http://img341.imageshack.us/img341/3010/maple1230jv9.jpg)). This does not apply for "un-hittable" monsters. Monsters in a state of being knocked back cannot be pushed by Rush. You cannot push stationary targets, such as Pianus or Zakum. There are no extra animations for the element charges you use. Rush is just plain, vanilla flavored. (elemental charge bonuses still apply though) You can only execute this attack if you're using a sword or a BW. The other Warrior classes, the Dark Knight and Hero, have their own version of Rush, and they are limited accordingly.
Lvl|
Cost|
Damage|
Range|
Targets
1|
MP - 22|
72% Damage|
160% Forward Range|
15 Monsters
2|
MP - 24|
74% Damage|
160% Forward Range|
15 Monsters
3|
MP - 26|
76% Damage|
160% Forward Range|
15 Monsters
4|
MP - 28|
78% Damage|
170% Forward Range|
15 Monsters
5|
MP - 30|
80% Damage|
170% Forward Range|
15 Monsters
6|
MP - 32|
82% Damage|
170% Forward Range|
15 Monsters
7|
MP - 34|
84% Damage|
180% Forward Range|
15 Monsters
8|
MP - 36|
86% Damage|
180% Forward Range|
15 Monsters
9|
MP - 38|
88% Damage|
180% Forward Range|
15 Monsters
10|
MP - 40|
90% Damage|
190% Forward Range|
15 Monsters
11|
MP - 42|
92% Damage|
190% Forward Range|
15 Monsters
12|
MP - 44|
94% Damage|
190% Forward Range|
15 Monsters
13|
MP - 46|
96% Damage|
200% Forward Range|
15 Monsters
14|
MP - 48|
98% Damage|
200% Forward Range|
15 Monsters
15|
MP - 50|
100% Damage|
200% Forward Range|
15 Monsters
16|
MP - 52|
102% Damage|
210% Forward Range|
15 Monsters
17|
MP - 54|
104% Damage|
210% Forward Range|
15 Monsters
18|
MP - 56|
106% Damage|
210% Forward Range|
15 Monsters
19|
MP - 58|
108% Damage|
220% Forward Range|
15 Monsters
20|
MP - 60|
110% Damage|
220% Forward Range|
15 Monsters
21|
MP - 59|
112% Damage|
220% Forward Range|
15 Monsters
22|
MP - 58|
114% Damage|
230% Forward Range|
15 Monsters
23|
MP - 57|
116% Damage|
230% Forward Range|
15 Monsters
24|
MP - 56|
118% Damage|
230% Forward Range|
15 Monsters
25|
MP - 55|
120% Damage|
240% Forward Range|
15 Monsters
26|
MP - 54|
122% Damage|
240% Forward Range|
15 Monsters
27|
MP - 53|
124% Damage|
240% Forward Range|
15 Monsters
28|
MP - 52|
126% Damage|
250% Forward Range|
15 Monsters
29|
MP - 51|
128% Damage|
250% Forward Range|
15 Monsters
30|
MP - 50|
130% Damage|
250% Forward Range|
15 Monsters
Author Commentary: Having at least 1 point in Rush pretty much makes you four times as deadly! Okay, that's an exaggeration, but you'll be missing out on a lot if you don't have Rush. You can stack up lots of mobs with this ability, and combined with your ACB attack, you can destroy hoards of mobs within seconds. Rush can also be defensive if you have good timing senses. If you Rush just before an attack hits you, you can dodge the attack. Also, if you use Ice Rush, you can freeze all of your victims on the spot, preventing them from retaliating whatsoever. Some of the downfalls of Rush is that if you're stacking 3 or more mobs, you risk bumping into them and sustaining damage. After you Rush monsters, you might have to step a little closer in order to hit them.
Maxing Rush doesn't do a world of wonders unfortunately, but many people have found that it benefits training in an appreciable amount. Alternatively, if you keep Rush at lvl 1-3, you can stand at a certain distance from stationary monster/bosses and attack them with Blast, while keeping Rush ready to avoid attacks without risking damage from contact. This trick can be fairly hard to execute however, since it can be difficult to judge distances correctly, given human error.
http://img232.imageshack.us/img232/7225/sblastla8.gif Blast
Type: Attack
Description: Strikes a single, tremendous blow to a single monster.
Max Level: 30
Skill Drop Locations: 20-Skelegons/Skelesaurus; 30-Papulatus
NOTES: While the Blast animation looks like a stab, it actually uses the default swing/stab ratio of 3/2. You can only execute this attack if you're using a sword or a BW.
Lvl|
Cost|
Damage
1|
MP - 17|
170% Damage
2|
MP - 17|
190% Damage
3|
MP - 17|
210% Damage
4|
MP - 17|
230% Damage
5|
MP - 17|
250% Damage
6|
MP - 20|
270% Damage
7|
MP - 20|
290% Damage
8|
MP - 20|
310% Damage
9|
MP - 20|
330% Damage
10|
MP - 20|
350% Damage
11|
MP - 23|
360% Damage
12|
MP - 23|
370% Damage
13|
MP - 23|
380% Damage
14|
MP - 23|
390% Damage
15|
MP - 23|
400% Damage
16|
MP - 26|
410% Damage
17|
MP - 26|
420% Damage
18|
MP - 26|
430% Damage
19|
MP - 26|
440% Damage
20|
MP - 26|
450% Damage
21|
MP - 29|
460% Damage
22|
MP - 29|
470% Damage
23|
MP - 29|
480% Damage
24|
MP - 29|
490% Damage
25|
MP - 29|
500% Damage
26|
MP - 28|
510% Damage
27|
MP - 27|
520% Damage
28|
MP - 26|
530% Damage
29|
MP - 25|
540% Damage
30|
MP - 24|
550% Damage
Author Commentary: This skill is the best one you've got when it comes to bosses or other solitary targets. It even beats a Hero's Brandish damage (2x 260% = 520%) vs. single targets. Seeing how ACB beats Blast in terms of damage however, and ACB does it in 10 SP rather than 30, Blast can be considered a secondary priority. One bright side is that Blast has a consistent attack animation. If you have a fast (5) weapon such as a 1h Sword or a Stonetooth Sword, you can cause almost uninterrupted KBing (it does not prevent monsters from being able to take action though). Blast has an incredible amount of reach.
Getting Blast Mastery Books can be somewhat of a challenge, as both Blast 20 and Blast 30 are rare in their own rights (and Papulatus is not known for being generous with its drops).
http://img67.imageshack.us/img67/6649/sholychargegu5.gifhttp://img67.imageshack.us/img67/4495/sdivinechargeow0.gif Holy Charge (Sword) / Divine Charge (BW)
Type: Buff
Description: Temporarily adds a holy element to the sword/blunt weapon. The skill gets canceled when the charge blow is used or expires.
Max Level: 20
Skill Drop Locations: 10-"The Holy Knight"; 20-Nest Golem (Sword), Dark Wyvern (BW), Griffey (Both)
NOTES: If you find yourself up against a holy-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow if you don't have max ACB. If you have Holy Charge active, any monsters immune to holy will nullify your damage. In other words, you'll only do 1 damage to them. All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
Lvl|
Cost|
Damage Modifier|
Element Modifier|
Duration
1|
MP - 20|
102% Damage|
121.5% Holy Damage|
15 Seconds
2|
MP - 20|
104% Damage|
123.0% Holy Damage|
30 Seconds
3|
MP - 20|
106% Damage|
124.5% Holy Damage|
45 Seconds
4|
MP - 20|
108% Damage|
126.0% Holy Damage|
60 Seconds
5|
MP - 20|
110% Damage|
127.5% Holy Damage|
75 Seconds
6|
MP - 20|
112% Damage|
129.0% Holy Damage|
90 Seconds
7|
MP - 20|
114% Damage|
130.5% Holy Damage|
105 Seconds
8|
MP - 20|
116% Damage|
132.0% Holy Damage|
120 Seconds
9|
MP - 20|
118% Damage|
133.5% Holy Damage|
135 Seconds
10|
MP - 20|
120% Damage|
135.0% Holy Damage|
150 Seconds
11|
MP - 30|
122% Damage|
136.5% Holy Damage|
165 Seconds
12|
MP - 30|
124% Damage|
138.0% Holy Damage|
180 Seconds
13|
MP - 30|
126% Damage|
139.5% Holy Damage|
195 Seconds
14|
MP - 30|
128% Damage|
141.0% Holy Damage|
210 Seconds
15|
MP - 30|
130% Damage|
142.5% Holy Damage|
225 Seconds
16|
MP - 30|
132% Damage|
144.0% Holy Damage|
240 Seconds
17|
MP - 30|
134% Damage|
145.5% Holy Damage|
255 Seconds
18|
MP - 30|
136% Damage|
147.0% Holy Damage|
270 Seconds
19|
MP - 30|
138% Damage|
148.5% Holy Damage|
285 Seconds
20|
MP - 30|
140% Damage|
150.0% Holy Damage|
300 Seconds
Author Commentary: This is the strongest element charge Paladins will have, doing 210% damage, and it's a good element to have too. There are many monsters that are weak to holy, and there are very few monsters that resist or are immune to holy.
The quests and monsters you have to overcome to raise this skill's potential are highly unfriendly for your personal disposition. It's possible you might go many levels without an upgrade if you don't have friends.
http://img133.imageshack.us/img133/6650/sheroswillxy2.gif Hero's Will
Type: Active
Description: Enables one to shrug off abnormal conditions. The higher the skill level, the more types of abnormal conditions one can nullify.
Max Level: 5
Skill Drop Locations: 10-"Will of a Warrior"
NOTES: Although the game description claims the Mastery Level is 10, you cannot go higher than 5. Hero's Will only nullifies Seduce. You cannot use Hero's Will if you are sealed.
Lvl|
Cost|
Cancel Abnormality|
Cooldown Time
1|
MP - 30|
Cancels Seduce|600 Seconds
2|
MP - 30|
Cancels Seduce|540 Seconds
3|
MP - 30|
Cancels Seduce|480 Seconds
4|
MP - 30|
Cancels Seduce|420 Seconds
5|
MP - 30|
Cancels Seduce|360 Seconds
Author Commentary: This skill is basically a last resort. Seduce is actually pretty deadly, causing you to randomly jump, go left or go right (never a combination of the three), and it disables ALL of your keyboard functions except chat and Hero's Will. That also means you cannot use a potion while Seduced, and it's very possible you can die while Seduced. Fortunately there's only a couple monsters capable of inflicting this disastrous malady.
A good exercise involving proper use of Hero's Will is preparing the stage for killing Lyka in Time Temple, as Lyka isn't incredibly threatening when handled properly (it's rather simple, seriously), and the location is readily accessible once you complete the quests involved.
http://img388.imageshack.us/img388/9672/sadvancedchargejd8.gif Advanced Charge
Prerequisite: Level 30 Charge Blow
Type: Passive
Description: Increases the damage incurred when using Charge Blow. With a given success rate, the charge does not expire even after the initial Charge Blow.
Max Level: 10
Skill Drop Locations: 10-Zakum
NOTE: This skill is just an add-on for Charge Blow. Don't freak out if you can't grab this skill icon to put on your keyboard, because you're suppose to use Charge Blow, not Advanced Charge. Just a reminder, you can't use Charge Blow if you don't have an element charge buff active.
Lvl|
Damage for Charge Blow|
Probability to Keep Charge
1|
260% Damage|
10% Probability
2|
270% Damage|
20% Probability
3|
280% Damage|
30% Probability
4|
290% Damage|
40% Probability
5|
300% Damage|
50% Probability
6|
310% Damage|
60% Probability
7|
320% Damage|
70% Probability
8|
330% Damage|
80% Probability
9|
340% Damage|
90% Probability
10|
350% Damage|
100% Probability
Author Commentary: This is the staple Paladin attack, and it should also consist of your skill uses at any time when training. If you're thinking "spammable uninterruptable mobbing stunning" for this attack, you're absolutely right! With this skill, training anywhere reasonable pretty much means you'll never lose money ever again. Unless you're purposely getting hurt. When combining ACB with Holy Charge, it looks like you have Sachial Wings, so avoid making redundant fashion choices when browsing the Cash Shop. Be careful not to let your HP sink too low when using ACB to attack highly damaging monsters. For all of these wonderful benefits ACB gives, getting the skillbook from Zakum is where the rub is....
http://img122.imageshack.us/img122/7656/sheavenshammerek7.gif Heaven's Hammer
Type: Attack
Description: Strikes the ground with a huge hammer to attack up to 15 monsters. The skill works when charged up in a Holy Charge.
Max Level: 30
Skill Drop Locations: 10-"Sayram's Skill"; 20-Zakum; 30-Horntail
NOTES: You only need a weapon (any) to use Heaven's Hammer. You do not need Holy Charge If a monster has 200k HP or less, Heaven's Hammer will reduce its HP down to 1 (unless the monster is specially rigged somehow). This means you can 2-hit any regular monster, including immune targets, with Heaven's Hammer. Proof: HH+PG Pianus (http://img262.imageshack.us/img262/1275/maple1224xu2.jpg) You cannot see the damage you do to monsters with this attack. However, a small animation will show on the monsters that you hit. If you do damage with Ice Heaven's Hammer, the monsters will be frozen. Monsters already at 1 HP will not be frozen. Monsters hit with this attack, but are already at 1 HP, will still be aggravated. Heaven's Hammer always hits. This includes "invincible" monsters, but not "un-hittable" monsters (those lacking a hit collision detection such as Papulatus while it's retreated in its shell) or monsters who can only be hit with the default attack. Heaven's Hammer is so powerful that it can cut through wAtk Null monster buffs! Heaven's Hammer cannot kill monsters.
Lvl|
Cost|
Damage|
Cooldown Time|
Range|
Targets
1|
MP - 31|
420% Damage|
310 Seconds|
(-400,350) x (400,-250)|
15 Monsters
2|
MP - 32|
440% Damage|
300 Seconds|
(-400,350) x (400,-250)|
15 Monsters
3|
MP - 33|
460% Damage|
290 Seconds|
(-400,350) x (400,-250)|
15 Monsters
4|
MP - 34|
480% Damage|
280 Seconds|
(-400,350) x (400,-250)|
15 Monsters
5|
MP - 35|
500% Damage|
270 Seconds|
(-400,350) x (400,-250)|
15 Monsters
6|
MP - 36|
520% Damage|
260 Seconds|
(-400,350) x (400,-250)|
15 Monsters
7|
MP - 37|
540% Damage|
250 Seconds|
(-400,350) x (400,-250)|
15 Monsters
8|
MP - 38|
560% Damage|
240 Seconds|
(-400,350) x (400,-250)|
15 Monsters
9|
MP - 39|
580% Damage|
230 Seconds|
(-400,350) x (400,-250)|
15 Monsters
10|
MP - 40|
600% Damage|
220 Seconds|
(-400,350) x (400,-250)|
15 Monsters
11|
MP - 41|
620% Damage|
210 Seconds|
(-400,350) x (400,-250)|
15 Monsters
12|
MP - 42|
640% Damage|
200 Seconds|
(-400,350) x (400,-250)|
15 Monsters
13|
MP - 43|
660% Damage|
190 Seconds|
(-400,350) x (400,-250)|
15 Monsters
14|
MP - 44|
680% Damage|
180 Seconds|
(-400,350) x (400,-250)|
15 Monsters
15|
MP - 45|
700% Damage|
170 Seconds|
(-400,350) x (400,-250)|
15 Monsters
16|
MP - 46|
720% Damage|
160 Seconds|
(-400,350) x (400,-250)|
15 Monsters
17|
MP - 47|
740% Damage|
150 Seconds|
(-400,350) x (400,-250)|
15 Monsters
18|
MP - 48|
760% Damage|
140 Seconds|
(-400,350) x (400,-250)|
15 Monsters
19|
MP - 49|
780% Damage|
130 Seconds|
(-400,350) x (400,-250)|
15 Monsters
20|
MP - 50|
800% Damage|
120 Seconds|
(-400,350) x (400,-250)|
15 Monsters
21|
MP - 51|
810% Damage|
110 Seconds|
(-400,350) x (400,-250)|
15 Monsters
22|
MP - 52|
820% Damage|
100 Seconds|
(-400,350) x (400,-250)|
15 Monsters
23|
MP - 53|
830% Damage|
90 Seconds|
(-400,350) x (400,-250)|
15 Monsters
24|
MP - 54|
840% Damage|
80 Seconds|
(-400,350) x (400,-250)|
15 Monsters
25|
MP - 55|
850% Damage|
70 Seconds|
(-400,350) x (400,-250)|
15 Monsters
26|
MP - 56|
860% Damage|
60 Seconds|
(-400,350) x (400,-250)|
15 Monsters
27|
MP - 57|
870% Damage|
50 Seconds|
(-400,350) x (400,-250)|
15 Monsters
28|
MP - 58|
880% Damage|
40 Seconds|
(-400,350) x (400,-250)|
15 Monsters
29|
MP - 59|
890% Damage|
30 Seconds|
(-400,350) x (400,-250)|
15 Monsters
30|
MP - 60|
900% Damage|
20 Seconds|
(-400,350) x (400,-250)|
15 Monsters
Author Commentary: This is the Paladin's signature attack. Some people also regard it as the Paladin's Ultimate, since it devastates the entire screen (the other two Warrior subclasses lack something this powerful, but they still have a full-screen attack). This ability works best if you're in a party at a multi-platform training map. Heaven's Hammer is an excellent KSing attack when you're killing Crimson Balrogs, if you can ignore the accusations of you hacking; the ignorant people just can't absorb all that awesomeness. Other than the fact that Heaven's Hammer never kills, the other highly annoying downfall is the cool-down time. This skill is also very slow, meaning you're probably better off using more down-to-earth attacks when dealing with small groups of monsters.
Watch out when using Heaven's Hammer around self-destructing monsters, especially Pianus' Bloody Booms. They will self-destruct for having 1 HP and will leave you hurting if you happen to be in range. On the other hand, if they give experience, then Heaven's Hammer will be an excellent attack to use against them. (as of the current GMS version, only Firebombs exhibit this characteristic)
It's been speculated that Heaven's Hammer always does the maximum damage allowed whenever it is used. Of course, it still does not kill monsters, but the results tested on Crimson Guardians before GMS v.68 has always shown an incredibly consistent amount of leftover HP after using Heaven's Hammer on fresh spawn. This begs the question of whether the damage bonus value is even used at all.
Skill Quests
This is actually just your 4th job advancement. Once you advance, you should have Maple Warrior Skill Book in your inventory. It is essentially a tutorial for how to use Skill Books and Mastery Books.
http://img362.imageshack.us/img362/1271/ietcstorybooklz2.png Indecipherable Book"] Talk to Manji in Perion with the storybook in hand. He says he can translate it, but you'll need to do some training first. Create a party with you as the leader, and invite a 4th job Warrior. ONLY 1. Go to Sanctuary Entrance 3 and enter the middle portal to a hidden arena. Kill 200 Taurospears before time runs out. The kills your teammate earns count. Return to Manji, and he will give you the Skill Book for Rush.
http://img353.imageshack.us/img353/2945/ishieldgellerheadshieldts1.png Head to Leafre : Forest Crossing and talk to the NPC Moose. After a bit of conversation, he'll give you Skill-Earning Shield http://img126.imageshack.us/img126/4222/ishieldskillearningshieqw6.png and will ask you to kill 200 Dark Kentaurus in his special arena. Enter Moose's arena while having the shield equipped. Kill as many Dark Kentaurus as you can within the time limit, you do not have to do this in one go. Re-enter the arena if necessary. WARNING: if you aren't using the Skill-Earning Shield while inside the arena, you'll instantly DIE! After satisfying Moose's prerequisites, he will grant you the Guardian skill, take away your Skill-Earning Shield and replace it with the Gellerhead Shield. http://img353.imageshack.us/img353/2945/ishieldgellerheadshieldts1.png (lvl 120, 7 STR, 3 DEX, 5 Avoid, 1xx wDef, 3x mDef, 7 Slots, UNTRADEABLE)
http://img254.imageshack.us/img254/9429/ietcholywaterkl0.png Talk to Harmonia, your 4th job advancement NPC. He'll comment on how you're not a true Paladin, and that in order to become one, you'll need to offer a holy offering at the Statue in Orbis Tower. He will ask you to go to Aqua Road and talk to Taeng about the Holy Cup, a diver exploring the bottom of the ocean. Talk to Taeng, found inside the ship at Grave of a Wrecked Ship. He'll ask for 10 Shark Dentures in return for the Holy Cup. http://img228.imageshack.us/img228/6510/ietcholygrailhw3.png Go to Chief Tatamo in Leafre. He'll tell you that you must go deep within the Cave of Life to get Holy Water of Life, and that you should talk to Moira to help you get in. Skip this step if you found a player with the Certificate of the Dragon Squad. http://img113.imageshack.us/img113/6480/ietccertificateofthedrajn6.png Unfortunately, this is the hard part. You must gather 5 other people who are at least level 80 in order to start the Horntail PQ (other Paladins and Bishops need something from HTPQ, so they're probably willing). You do not have to actually defeat Horntail. Have everyone going into HTPQ complete Moira's quest, which will either be "The War of the Dragons" if you're doing it for the first time, or "Making Secret Medicine". Gather the following items: Busted Dagger http://img152.imageshack.us/img152/4586/ietcbusteddaggerps2.png, Cornian Marrow http://img519.imageshack.us/img519/5033/ietccorniansmarrowgl1.png, and Skull Shoul:glitter:ad from Dark Cornians; 10 Tough Dragon Skin http://img383.imageshack.us/img383/364/ietctoughdragonskingu3.png from either Drakes, Red Drakes, Red Wyverns, Blue Wyverns, or Dark Wyverns; Manon's Cry http://img504.imageshack.us/img504/7601/ietcmanonscrytz8.png from Manon; 1 Steel Plate and 1 Mithril Plate. Talk to Mos in Leafre to forge a new Cornian Dagger http://img515.imageshack.us/img515/4214/ietccorniandaggerno7.png from the Busted Dagger and the two Plates. Have everyone going along with you for HTPQ talk to Moira to complete her quest. Upon completion, you'll immediately transform into a Green Cornian. DO NOT ATTACK OR BE ATTACKED, OR THE TRANSFORMATION WILL END. Drop down below, get admitted by the Gatekeeper Keroben, and enter the Cave of Life. (dropping down while not transformed will result in losing 500 HP and being forced out of the map) If you are with a player that has Certificate of the Dragon Squad, let that player form the party with him as the leader, then have him talk to the Stone Slab at the top and skip the next step. Otherwise, have all 6 players (including you) party up together, and have the leader talk to the Horntail Schedule at the bottom. Complete HTPQ. Designate one person to stay outside next to the Stump in the middle of the room. Everyone else goes into the top left portal. This is a series of rooms that contain monsters and a portal at the top right. Kill the monsters until you find a key. Drop the key onto the shining hole next to the portal. You will hear a sound, and the key has transferred to the designated player waiting outside. Have the designated player talk to the Stump in order to unlock the way, thus allowing the rest of the party to proceed. Eventually, you'll find a special red key. Exit the room WITH the key. Everyone will be together again. Head towards the next area by talking to the Horntail Schedule. The Purple Crystal will give a hint regarding this stage. Hit the flower-like plant in the middle to cause it to light up, then have the leader enter the portal. In this room, Skelesaurus spawn indefinitely. They drop the Root of Life (for bishops, they may have gotten one earlier), Marks of the Dragon Squad (for getting the Certificate of the Dragon Squad) and 6 blue keys. Once you gather 6 blue keys, talk to the Horntail Schedule on the otherside of the wall at the far end of the map. It will ask you to kill the rest of the Skelesaurus (which have stopped spawning) before proceeding on. Your party will now be in the Horntail preparation room. The Mark of the Squad NPC in the middle of this room acts like Adobis for Zakum raid parties. Ignore it, and go to the far end of the room. You'll find a small spring of Holy Water. Double-click on it to fill up your Holy Cup to obtain Holy Water of Life. http://img254.imageshack.us/img254/9429/ietcholywaterkl0.png Bring the Holy Water of Life to the Statue on the 8th floor of Orbis Tower. Congratulations, you now have Holy/Divine Charge!
http://img396.imageshack.us/img396/6259/ietcstorybookcrimsonbalqa5.png Crimson Balrog's Proposal"] With the storybook in hand, talk to Harmonia, your 4th job instructor. He complains that the plans are incomplete. He'll tell you to talk to Spiruna. Talk to Spiruna in Orbis's Cloud Park IV. She'll do a bit of scrying, and will tell you to find Lycanthrope's Plans from Lycanthropes. Obtain Lycanthrope's Plans http://img389.imageshack.us/img389/7492/ietclycanthropesplansuz2.png from Lycanthropes. Return to Spiruna, and she'll piece together the whole plot about kidnapping Tylus, your 3rd job instructor. Return to Harmonia, your 4th job instructor. He'll decide that direct intervention will suffice. Talk to Tylus at El Nath's Chief's Residence. He will become concerned. Gather a party of other 4th job players, where you are the party leader. Enter El Nath PQ via Tylus, and defend Tylus for at least 4 minutes. The Crimson Balrogs in this PQ only do at most 2.4k magic damage, so it is safe for Bowmen and Assassins. Additionally, the Crimson Balrogs in ENPQ drop a few Skill Books for other classes (remember, they're untradeable). Alternatively, it is possible to solo ENPQ by yourself by luring the monsters away. After you get a blue message prompt to exit to the right side of the screen, do so. You will be rewarded with Tylus's Trust. http://img261.imageshack.us/img261/5172/ietctylusstrustgu5.png Talk to Tylus outside of ENPQ, and he will teach you the skill Power Stance.
http://img362.imageshack.us/img362/9259/iusefirmhandhc3.png Talk to Chief Tatamo. He'll tell you of a story about how Carta the Sea Witch took away the will-power. Talk to Carta the Sea Witch somewhere in a cave in Deep Sea Gorge I. After persisting, she'll tell you that all the will-power can be found in a special dimension that can only be opened for 5 minutes using the focus, a Miniature Pianus. Kill Pianus to obtain Miniature Pianus. http://minifish.notlong.com/ There's a very small chance you won't get one. Alternatively, you can buy them from other players. It is recommended that you have multiple Miniature Pianuses. Make a party with other people (or by yourself) with you as the leader. You must have the Miniature Pianus in possession. Talk to Carta and tell her you want to go inside the special dimension. You have 5 minutes to collect 40 Pieces of Courage. http://img502.imageshack.us/img502/1445/ietcpieceofcouragehw3.png You do not have to do this in one go. If you fall short, obtain another Miniature Pianus and try again. Once you collect enough Pieces of Courage, Carta will tell you that you cannot reabsorb them in their current state. She gives you a deal that she will concoct a potion with them in exchange for her Mithril Wristband. Talk to Eurek the Alchemist. She will tell you to get her the Wristband from Griffey and 10 Mithril Plates to restore it. Kill Griffey for the Ragged Wristband http://img167.imageshack.us/img167/2750/ietcraggedwristbandsh5.png. This may take multiple tries. Return to Eurek with the items, and she will combine them into Mithril Wristband. http://img395.imageshack.us/img395/184/ietcmithrilwristbandcs3.png Return to Carta the Sea Witch and she'll give you the Skill Book for Hero's Will, the Firm Hand http://img362.imageshack.us/img362/9259/iusefirmhandhc3.png, in exchange for the Mithril Wristband.
http://img522.imageshack.us/img522/6290/ietcsayramsshieldir6.png Talk to Wiz the Librarian, found in the first floor of Helios Tower. He'll give you Sayram's Journal http://img222.imageshack.us/img222/3143/ietcstorybookindecipherbq2.png, and will ask you to talk to Chief Tatamo. Talk to Chief Tatamo. He'll take away Sayram's Journal, recount the stories about Sayram, and will ask you to get Sayram's Necklace from Griffey; a memento from Sayram to Griffey. Obtain Sayram's Necklace from Griffey. http://img230.imageshack.us/img230/3361/ietcsayramsnecklacego6.png Return Sayram's Necklace to Chief Tatamo. He'll tell you to talk to the Insignificant Being. Find the Insignificant Being at Another Entrance deep in Victoria Island's Dungeon. He'll talk about a forgotten shrine, and will ask you to obtain a key to the shrine and Sayram's Shield. Kill Jr. Balrog for the Key to the Forgotten Shrine. http://img98.imageshack.us/img98/368/ietckeytotheforgottenshrg2.png Alternatively, you can get a Black Sack and summon a Jr. Balrog to kill. You now have access to the forgotten shrine. Go the Sanctuary Entrance 4 and enter the portal in the middle. You have 20 minutes in the forgotten shrine. Kill all the Jr. Balrogs inside, then continue on. There are 5 shield statues. They are randomized, and I have no idea how to tell which one's the correct one, so select one at random, and hope it's the correct one. If it's not the correct one, you'll be teleported back to Another Entrance. If you do break the correct one, you'll obtain Sayram's Shield. http://img522.imageshack.us/img522/6290/ietcsayramsshieldir6.png Return to Wiz the Librarian with the Key to the Forgotten Shrine and Sayram's Shield. You'll be rewarded with Heaven's Hammer.