2008-09-15, 08:05 PM (This post was last modified: 2009-09-22, 05:23 PM by KajitiSouls.)
[SIZE="6"]Page, White Knight, and, Paladin Guide[/SIZE][SIZE="1"]4/14/2009 v1.35, for Global MapleStory v.68[/SIZE]
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 Appendices will still remain outdated, although I will probably throw out items that have expiration dates.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.
Help on the following is appreciated! <click>
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.
[SIZE="6"]Table of Contents[/SIZE]
[SIZE="4"]Table of Contents[/SIZE]
[SIZE="4"]Introduction[/SIZE]
[SIZE="4"]Getting Started [/SIZE][SIZE="3"]--[/SIZE]Planning now and later
Equipment options
[SIZE="1"]Sword vs. Blunt Weapon[/SIZE]
[SIZE="1"]One-handed vs. Two-handed[/SIZE]
[SIZE="1"]Top/Bottom vs. Overall[/SIZE]
Setting your Dexterity Limit
[SIZE="1"]Normal Dex[/SIZE]
[SIZE="1"]Low Dex[/SIZE]
[SIZE="1"]No Dex[/SIZE]
The Bonus: HP Washing
[SIZE="4"]Training Guide for Pages, White Knights and Paladins[/SIZE] [SIZE="3"]--[/SIZE]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
[SIZE="1"]Warrior Skill Builds[/SIZE]
[SIZE="1"]Page Skill Builds[/SIZE]
[SIZE="1"]WK Skill Builds[/SIZE]
[SIZE="1"]Paladin Skill Builds[/SIZE]
Training Areas
Hunter's Compilation
[SIZE="4"]Calculations, Comparisons, and Formulas[/SIZE] [SIZE="3"]--MATH[/SIZE] [SIZE="2"]MATH[/SIZE] [SIZE="1"]MATH[/SIZE] .... ...
[SIZE="4"]Frequently Asked Questions (FAQ)[/SIZE]
[SIZE="4"]Appendices[/SIZE]
Monster HP/Exp Ratios and Weaknesses Index
Appendix of Damage Values
Appendix of Weapons and Armor, and Their Stats
Appendix of Scrolls
[SIZE="4"]History and Revisions[/SIZE]
[SIZE="4"]Legal Stuff[/SIZE]
[SIZE="4"][COLOR="Black"]Credits[/SIZE][/COLOR]
[FLEFT][/FLEFT][SIZE="6"]Introduction[/SIZE]
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.
[INDENT]If you're ever in doubt about something in this guide, and you see a code string like [COLOR="DarkRed"][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.[/COLOR][/INDENT]
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.
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.
[SIZE="6"]Getting Started[/SIZE]
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.
[SIZE="5"]Equipment Options[/SIZE]
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".
[SIZE="4"]Sword vs. Blunt Weapon[/SIZE]
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.
Table of Standard Swords and Blunt Weapons
Level
1h Swds
2h Swds
1h BWs
2h BWs
10
15
20
25
30
35
40
50
60
70
80
90
100
110
120
[SIZE="4"]One-handed vs. Two-handed[/SIZE]
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.
[INDENT][FLEFT][/FLEFT]Scrolls 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.[/INDENT]
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.
[SIZE="4"]Top/Bottom vs. Overall[/SIZE]
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.
[SIZE="4"]Male vs. Female[/SIZE]
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.
[SIZE="5"]Setting your Dexterity Limit[/SIZE]
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.
[SIZE="4"]Normal Dex[/SIZE]
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.
[INDENT][FLEFT][/FLEFT]The 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. [COLOR="DarkRed"][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.[/COLOR][/INDENT]
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.
[SIZE="4"]Low Dex[/SIZE]
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.
[SIZE="4"]No Dex[/SIZE]
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.
[INDENT][FLEFT][/FLEFT][COLOR="Blue"]The 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.[/COLOR][/INDENT]
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.
[SIZE="5"]The Bonus: HP Washing[/SIZE]
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.
[SIZE="6"]Training Guide for Pages, White Knights and Paladins[/SIZE]
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.
[Skill Name
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.
[SIZE="5"]Warrior Skill Set (Warrior Basics)[/SIZE] SP: 1 from advancement, 60 from levels.
1st Job Advancement Steps
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!
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.
Improved HP Recovery Table of Skill Variables
Lvl
HP Recovered
[NOPARSE][/NOPARSE]
1
10 + 3 HP
[NOPARSE][/NOPARSE]
2
10 + 6 HP
[NOPARSE][/NOPARSE]
3
10 + 9 HP
[NOPARSE][/NOPARSE]
4
10 + 12 HP
[NOPARSE][/NOPARSE]
5
10 + 15 HP
[NOPARSE][/NOPARSE]
6
10 + 18 HP
[NOPARSE][/NOPARSE]
7
10 + 21 HP
[NOPARSE][/NOPARSE]
8
10 + 24 HP
[NOPARSE][/NOPARSE]
9
10 + 27 HP
[NOPARSE][/NOPARSE]
10
10 + 30 HP
[NOPARSE][/NOPARSE]
11
10 + 33 HP
[NOPARSE][/NOPARSE]
12
10 + 36 HP
[NOPARSE][/NOPARSE]
13
10 + 39 HP
[NOPARSE][/NOPARSE]
14
10 + 42 HP
[NOPARSE][/NOPARSE]
15
10 + 45 HP
[NOPARSE][/NOPARSE]
16
10 + 50 HP
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.
Improved Max HP Increase Table of Skill Variables
Lvl
Max HP on Level Up
Max HP with AP
[NOPARSE][/NOPARSE]
1
26 ± 2 + 4 Max HP
22 ± 2 + 3 Max HP
[NOPARSE][/NOPARSE]
2
26 ± 2 + 8 Max HP
22 ± 2 + 6 Max HP
[NOPARSE][/NOPARSE]
3
26 ± 2 + 12 Max HP
22 ± 2 + 9 Max HP
[NOPARSE][/NOPARSE]
4
26 ± 2 + 16 Max HP
22 ± 2 + 12 Max HP
[NOPARSE][/NOPARSE]
5
26 ± 2 + 20 Max HP
22 ± 2 + 15 Max HP
[NOPARSE][/NOPARSE]
6
26 ± 2 + 24 Max HP
22 ± 2 + 18 Max HP
[NOPARSE][/NOPARSE]
7
26 ± 2 + 28 Max HP
22 ± 2 + 21 Max HP
[NOPARSE][/NOPARSE]
8
26 ± 2 + 32 Max HP
22 ± 2 + 24 Max HP
[NOPARSE][/NOPARSE]
9
26 ± 2 + 36 Max HP
22 ± 2 + 27 Max HP
[NOPARSE][/NOPARSE]
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.
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
Endure Table of Skill Variables
Lvl
Time Interval Between Recoveries
[NOPARSE][/NOPARSE]
1
31 Seconds
[NOPARSE][/NOPARSE]
2
28 Seconds
[NOPARSE][/NOPARSE]
3
25 Seconds
[NOPARSE][/NOPARSE]
4
22 Seconds
[NOPARSE][/NOPARSE]
5
19 Seconds
[NOPARSE][/NOPARSE]
6
16 Seconds
[NOPARSE][/NOPARSE]
7
13 Seconds
[NOPARSE][/NOPARSE]
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.
Iron Body Prerequisite: Level 3 Endure Type: Buff Description: Temporarily increases your weapon defense. Max Level: 20
Iron Body Table of Skill Variables
Lvl
Cost
wDef Increase
Duration
[NOPARSE][/NOPARSE]
1
MP - 8
+2 wDef
75 Seconds
[NOPARSE][/NOPARSE]
2
MP - 8
+4 wDef
85 Seconds
[NOPARSE][/NOPARSE]
3
MP - 8
+6 wDef
95 Seconds
[NOPARSE][/NOPARSE]
4
MP - 8
+8 wDef
105 Seconds
[NOPARSE][/NOPARSE]
5
MP - 9
+10 wDef
120 Seconds
[NOPARSE][/NOPARSE]
6
MP - 9
+12 wDef
130 Seconds
[NOPARSE][/NOPARSE]
7
MP - 9
+14 wDef
140 Seconds
[NOPARSE][/NOPARSE]
8
MP - 10
+16 wDef
155 Seconds
[NOPARSE][/NOPARSE]
9
MP - 10
+18 wDef
165 Seconds
[NOPARSE][/NOPARSE]
10
MP - 10
+20 wDef
175 Seconds
[NOPARSE][/NOPARSE]
11
MP - 11
+22 wDef
190 Seconds
[NOPARSE][/NOPARSE]
12
MP - 11
+24 wDef
200 Seconds
[NOPARSE][/NOPARSE]
13
MP - 12
+26 wDef
215 Seconds
[NOPARSE][/NOPARSE]
14
MP - 12
+28 wDef
225 Seconds
[NOPARSE][/NOPARSE]
15
MP - 13
+30 wDef
240 Seconds
[NOPARSE][/NOPARSE]
16
MP - 13
+32 wDef
250 Seconds
[NOPARSE][/NOPARSE]
17
MP - 14
+34 wDef
265 Seconds
[NOPARSE][/NOPARSE]
18
MP - 14
+36 wDef
275 Seconds
[NOPARSE][/NOPARSE]
19
MP - 15
+38 wDef
290 Seconds
[NOPARSE][/NOPARSE]
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.
Power Strike Type: Attack Description: Use MP to deliver a killer blow to the monsters with a sword. Max Level: 20
Power Strike Table of Skill Variables
Lvl
Cost
Damage
[NOPARSE][/NOPARSE]
1
MP - 4
165% Damage
[NOPARSE][/NOPARSE]
2
MP - 4
170% Damage
[NOPARSE][/NOPARSE]
3
MP - 4
175% Damage
[NOPARSE][/NOPARSE]
4
MP - 4
180% Damage
[NOPARSE][/NOPARSE]
5
MP - 5
185% Damage
[NOPARSE][/NOPARSE]
6
MP - 5
190% Damage
[NOPARSE][/NOPARSE]
7
MP - 5
195% Damage
[NOPARSE][/NOPARSE]
8
MP - 6
200% Damage
[NOPARSE][/NOPARSE]
9
MP - 6
205% Damage
[NOPARSE][/NOPARSE]
10
MP - 7
210% Damage
[NOPARSE][/NOPARSE]
11
MP - 7
215% Damage
[NOPARSE][/NOPARSE]
12
MP - 8
220% Damage
[NOPARSE][/NOPARSE]
13
MP - 8
225% Damage
[NOPARSE][/NOPARSE]
14
MP - 9
230% Damage
[NOPARSE][/NOPARSE]
15
MP - 9
235% Damage
[NOPARSE][/NOPARSE]
16
MP - 10
240% Damage
[NOPARSE][/NOPARSE]
17
MP - 10
245% Damage
[NOPARSE][/NOPARSE]
18
MP - 11
250% Damage
[NOPARSE][/NOPARSE]
19
MP - 11
255% Damage
[NOPARSE][/NOPARSE]
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.
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
Slash Blast Table of Skill Variables
Lvl
Cost
Damage
Range[SIZE="1"]*[/SIZE]
Targets
[NOPARSE][/NOPARSE]
1
HP - 8, MP - 6
72% Damage
130%
6 Monsters
[NOPARSE][/NOPARSE]
2
HP - 8, MP - 6
75% Damage
130%
6 Monsters
[NOPARSE][/NOPARSE]
3
HP - 8, MP - 6
78% Damage
130%
6 Monsters
[NOPARSE][/NOPARSE]
4
HP - 8, MP - 6
81% Damage
130%
6 Monsters
[NOPARSE][/NOPARSE]
5
HP - 9, MP - 7
84% Damage
130%
6 Monsters
[NOPARSE][/NOPARSE]
6
HP - 9, MP - 7
87% Damage
130%
6 Monsters
[NOPARSE][/NOPARSE]
7
HP - 9, MP - 7
90% Damage
130%
6 Monsters
[NOPARSE][/NOPARSE]
8
HP - 10, MP - 8
93% Damage
130%
6 Monsters
[NOPARSE][/NOPARSE]
9
HP - 10, MP - 8
96% Damage
130%
6 Monsters
[NOPARSE][/NOPARSE]
10
HP - 11, MP - 9
99% Damage
130%
6 Monsters
[NOPARSE][/NOPARSE]
11
HP - 11, MP - 9
102% Damage
150%
6 Monsters
[NOPARSE][/NOPARSE]
12
HP - 12, MP - 10
105% Damage
150%
6 Monsters
[NOPARSE][/NOPARSE]
13
HP - 12, MP - 10
108% Damage
150%
6 Monsters
[NOPARSE][/NOPARSE]
14
HP - 13, MP - 11
111% Damage
150%
6 Monsters
[NOPARSE][/NOPARSE]
15
HP - 13, MP - 11
114% Damage
150%
6 Monsters
[NOPARSE][/NOPARSE]
16
HP - 14, MP - 12
117% Damage
150%
6 Monsters
[NOPARSE][/NOPARSE]
17
HP - 14, MP - 12
120% Damage
150%
6 Monsters
[NOPARSE][/NOPARSE]
18
HP - 15, MP - 13
123% Damage
150%
6 Monsters
[NOPARSE][/NOPARSE]
19
HP - 15, MP - 13
126% Damage
150%
6 Monsters
[NOPARSE][/NOPARSE]
20
HP - 16, MP - 14
130% Damage
150%
6 Monsters
[SIZE="1"]*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.[/SIZE]
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.
[SIZE="5"]Page Skill Set (Page's Path)[/SIZE] SP: 1 from advancement, 120 from levels.
2nd Job Advancement Steps
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.
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]
Sword Mastery / Blunt Weapon Mastery Table of Skill Variables
Lvl
Weapon Mastery
Accuracy Bonus
[NOPARSE][/NOPARSE]
1
15% Mastery
+1 Accuracy
[NOPARSE][/NOPARSE]
2
15% Mastery
+2 Accuracy
[NOPARSE][/NOPARSE]
3
20% Mastery
+3 Accuracy
[NOPARSE][/NOPARSE]
4
20% Mastery
+4 Accuracy
[NOPARSE][/NOPARSE]
5
25% Mastery
+5 Accuracy
[NOPARSE][/NOPARSE]
6
25% Mastery
+6 Accuracy
[NOPARSE][/NOPARSE]
7
30% Mastery
+7 Accuracy
[NOPARSE][/NOPARSE]
8
30% Mastery
+8 Accuracy
[NOPARSE][/NOPARSE]
9
35% Mastery
+9 Accuracy
[NOPARSE][/NOPARSE]
10
35% Mastery
+10 Accuracy
[NOPARSE][/NOPARSE]
11
40% Mastery
+11 Accuracy
[NOPARSE][/NOPARSE]
12
40% Mastery
+12 Accuracy
[NOPARSE][/NOPARSE]
13
45% Mastery
+13 Accuracy
[NOPARSE][/NOPARSE]
14
45% Mastery
+14 Accuracy
[NOPARSE][/NOPARSE]
15
50% Mastery
+15 Accuracy
[NOPARSE][/NOPARSE]
16
50% Mastery
+16 Accuracy
[NOPARSE][/NOPARSE]
17
55% Mastery
+17 Accuracy
[NOPARSE][/NOPARSE]
18
55% Mastery
+18 Accuracy
[NOPARSE][/NOPARSE]
19
60% Mastery
+19 Accuracy
[NOPARSE][/NOPARSE]
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.
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.
Final Attack : Sword / Final Attack : Blunt Weapon Table of Skill Variables
Lvl
Probability of a Final Attack
Damage
[NOPARSE][/NOPARSE]
1
2% Probability
105% Damage
[NOPARSE][/NOPARSE]
2
4% Probability
110% Damage
[NOPARSE][/NOPARSE]
3
6% Probability
115% Damage
[NOPARSE][/NOPARSE]
4
8% Probability
120% Damage
[NOPARSE][/NOPARSE]
5
10% Probability
125% Damage
[NOPARSE][/NOPARSE]
6
12% Probability
130% Damage
[NOPARSE][/NOPARSE]
7
14% Probability
135% Damage
[NOPARSE][/NOPARSE]
8
16% Probability
140% Damage
[NOPARSE][/NOPARSE]
9
18% Probability
145% Damage
[NOPARSE][/NOPARSE]
10
20% Probability
150% Damage
[NOPARSE][/NOPARSE]
11
22% Probability
155% Damage
[NOPARSE][/NOPARSE]
12
24% Probability
160% Damage
[NOPARSE][/NOPARSE]
13
26% Probability
165% Damage
[NOPARSE][/NOPARSE]
14
28% Probability
170% Damage
[NOPARSE][/NOPARSE]
15
30% Probability
175% Damage
[NOPARSE][/NOPARSE]
16
32% Probability
180% Damage
[NOPARSE][/NOPARSE]
17
34% Probability
185% Damage
[NOPARSE][/NOPARSE]
18
36% Probability
190% Damage
[NOPARSE][/NOPARSE]
19
38% Probability
195% Damage
[NOPARSE][/NOPARSE]
20
40% Probability
200% Damage
[NOPARSE][/NOPARSE]
21
42% Probability
205% Damage
[NOPARSE][/NOPARSE]
22
44% Probability
210% Damage
[NOPARSE][/NOPARSE]
23
46% Probability
215% Damage
[NOPARSE][/NOPARSE]
24
48% Probability
220% Damage
[NOPARSE][/NOPARSE]
25
50% Probability
225% Damage
[NOPARSE][/NOPARSE]
26
52% Probability
230% Damage
[NOPARSE][/NOPARSE]
27
54% Probability
235% Damage
[NOPARSE][/NOPARSE]
28
56% Probability
240% Damage
[NOPARSE][/NOPARSE]
29
58% Probability
245% Damage
[NOPARSE][/NOPARSE]
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.
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]
Sword Booster / Blunt Weapon Booster Table of Skill Variables
Lvl
Cost
Weapon Speed Increase
Duration
[NOPARSE][/NOPARSE]
1
HP - 29, MP - 29
+2 Weapon Speed
10 Seconds
[NOPARSE][/NOPARSE]
2
HP - 28, MP - 28
+2 Weapon Speed
20 Seconds
[NOPARSE][/NOPARSE]
3
HP - 27, MP - 27
+2 Weapon Speed
30 Seconds
[NOPARSE][/NOPARSE]
4
HP - 26, MP - 26
+2 Weapon Speed
40 Seconds
[NOPARSE][/NOPARSE]
5
HP - 25, MP - 25
+2 Weapon Speed
50 Seconds
[NOPARSE][/NOPARSE]
6
HP - 24, MP - 24
+2 Weapon Speed
60 Seconds
[NOPARSE][/NOPARSE]
7
HP - 23, MP - 23
+2 Weapon Speed
70 Seconds
[NOPARSE][/NOPARSE]
8
HP - 22, MP - 22
+2 Weapon Speed
80 Seconds
[NOPARSE][/NOPARSE]
9
HP - 21, MP - 21
+2 Weapon Speed
90 Seconds
[NOPARSE][/NOPARSE]
10
HP - 20, MP - 20
+2 Weapon Speed
100 Seconds
[NOPARSE][/NOPARSE]
11
HP - 19, MP - 19
+2 Weapon Speed
110 Seconds
[NOPARSE][/NOPARSE]
12
HP - 18, MP - 18
+2 Weapon Speed
120 Seconds
[NOPARSE][/NOPARSE]
13
HP - 17, MP - 17
+2 Weapon Speed
130 Seconds
[NOPARSE][/NOPARSE]
14
HP - 16, MP - 16
+2 Weapon Speed
140 Seconds
[NOPARSE][/NOPARSE]
15
HP - 15, MP - 15
+2 Weapon Speed
150 Seconds
[NOPARSE][/NOPARSE]
16
HP - 14, MP - 14
+2 Weapon Speed
160 Seconds
[NOPARSE][/NOPARSE]
17
HP - 13, MP - 13
+2 Weapon Speed
170 Seconds
[NOPARSE][/NOPARSE]
18
HP - 12, MP - 12
+2 Weapon Speed
180 Seconds
[NOPARSE][/NOPARSE]
19
HP - 11, MP - 11
+2 Weapon Speed
190 Seconds
[NOPARSE][/NOPARSE]
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.
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.
Threaten Table of Skill Variables
Lvl
Cost
Decrease in Enemy wAtk
Decrease in Enemy wDef
Range
Duration
[NOPARSE][/NOPARSE]
1
MP - 12
-1 Enemy wAtk
-1 Enemy wDef
(-250, 150) x (250, -150)
44 Seconds
[NOPARSE][/NOPARSE]
2
MP - 12
-2 Enemy wAtk
-2 Enemy wDef
(-250, 150) x (250, -150)
48 Seconds
[NOPARSE][/NOPARSE]
3
MP - 12
-3 Enemy wAtk
-3 Enemy wDef
(-250, 150) x (250, -150)
52 Seconds
[NOPARSE][/NOPARSE]
4
MP - 12
-4 Enemy wAtk
-4 Enemy wDef
(-250, 150) x (250, -150)
56 Seconds
[NOPARSE][/NOPARSE]
5
MP - 12
-5 Enemy wAtk
-5 Enemy wDef
(-250, 150) x (250, -150)
60 Seconds
[NOPARSE][/NOPARSE]
6
MP - 12
-6 Enemy wAtk
-6 Enemy wDef
(-250, 150) x (250, -150)
64 Seconds
[NOPARSE][/NOPARSE]
7
MP - 12
-7 Enemy wAtk
-7 Enemy wDef
(-250, 150) x (250, -150)
68 Seconds
[NOPARSE][/NOPARSE]
8
MP - 12
-8 Enemy wAtk
-8 Enemy wDef
(-250, 150) x (250, -150)
72 Seconds
[NOPARSE][/NOPARSE]
9
MP - 12
-9 Enemy wAtk
-9 Enemy wDef
(-250, 150) x (250, -150)
76 Seconds
[NOPARSE][/NOPARSE]
10
MP - 12
-10 Enemy wAtk
-10 Enemy wDef
(-250, 150) x (250, -150)
80 Seconds
[NOPARSE][/NOPARSE]
11
MP - 20
-11 Enemy wAtk
-11 Enemy wDef
(-300, 200) x (300, -200)
84 Seconds
[NOPARSE][/NOPARSE]
12
MP - 20
-12 Enemy wAtk
-12 Enemy wDef
(-300, 200) x (300, -200)
88 Seconds
[NOPARSE][/NOPARSE]
13
MP - 20
-13 Enemy wAtk
-13 Enemy wDef
(-300, 200) x (300, -200)
92 Seconds
[NOPARSE][/NOPARSE]
14
MP - 20
-14 Enemy wAtk
-14 Enemy wDef
(-300, 200) x (300, -200)
96 Seconds
[NOPARSE][/NOPARSE]
15
MP - 20
-15 Enemy wAtk
-15 Enemy wDef
(-300, 200) x (300, -200)
100 Seconds
[NOPARSE][/NOPARSE]
16
MP - 20
-16 Enemy wAtk
-16 Enemy wDef
(-300, 200) x (300, -200)
104 Seconds
[NOPARSE][/NOPARSE]
17
MP - 20
-17 Enemy wAtk
-17 Enemy wDef
(-300, 200) x (300, -200)
108 Seconds
[NOPARSE][/NOPARSE]
18
MP - 20
-18 Enemy wAtk
-18 Enemy wDef
(-300, 200) x (300, -200)
112 Seconds
[NOPARSE][/NOPARSE]
19
MP - 20
-19 Enemy wAtk
-19 Enemy wDef
(-300, 200) x (300, -200)
116 Seconds
[NOPARSE][/NOPARSE]
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.
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, Pianus Power Guard kill.
Power Guard returns 50% less damage against boss monsters.
Power Guard Table of Skill Variables
Lvl
Cost
Percent of Damage Returned
KB Effect Reduction
Duration
[NOPARSE][/NOPARSE]
1
MP - 15
11% Damage Returned
-11% KB Distance
3 Seconds
[NOPARSE][/NOPARSE]
2
MP - 15
12% Damage Returned
-12% KB Distance
6 Seconds
[NOPARSE][/NOPARSE]
3
MP - 15
13% Damage Returned
-13% KB Distance
9 Seconds
[NOPARSE][/NOPARSE]
4
MP - 15
14% Damage Returned
-14% KB Distance
12 Seconds
[NOPARSE][/NOPARSE]
5
MP - 15
15% Damage Returned
-15% KB Distance
15 Seconds
[NOPARSE][/NOPARSE]
6
MP - 15
16% Damage Returned
-16% KB Distance
18 Seconds
[NOPARSE][/NOPARSE]
7
MP - 15
17% Damage Returned
-17% KB Distance
21 Seconds
[NOPARSE][/NOPARSE]
8
MP - 15
18% Damage Returned
-18% KB Distance
24 Seconds
[NOPARSE][/NOPARSE]
9
MP - 15
19% Damage Returned
-19% KB Distance
27 Seconds
[NOPARSE][/NOPARSE]
10
MP - 15
20% Damage Returned
-20% KB Distance
30 Seconds
[NOPARSE][/NOPARSE]
11
MP - 15
21% Damage Returned
-21% KB Distance
33 Seconds
[NOPARSE][/NOPARSE]
12
MP - 15
22% Damage Returned
-22% KB Distance
36 Seconds
[NOPARSE][/NOPARSE]
13
MP - 15
23% Damage Returned
-23% KB Distance
39 Seconds
[NOPARSE][/NOPARSE]
14
MP - 15
24% Damage Returned
-24% KB Distance
42 Seconds
[NOPARSE][/NOPARSE]
15
MP - 15
25% Damage Returned
-25% KB Distance
45 Seconds
[NOPARSE][/NOPARSE]
16
MP - 30
26% Damage Returned
-26% KB Distance
48 Seconds
[NOPARSE][/NOPARSE]
17
MP - 30
27% Damage Returned
-27% KB Distance
51 Seconds
[NOPARSE][/NOPARSE]
18
MP - 30
28% Damage Returned
-28% KB Distance
54 Seconds
[NOPARSE][/NOPARSE]
19
MP - 30
29% Damage Returned
-29% KB Distance
57 Seconds
[NOPARSE][/NOPARSE]
20
MP - 30
30% Damage Returned
-30% KB Distance
60 Seconds
[NOPARSE][/NOPARSE]
21
MP - 30
31% Damage Returned
-31% KB Distance
63 Seconds
[NOPARSE][/NOPARSE]
22
MP - 30
32% Damage Returned
-32% KB Distance
66 Seconds
[NOPARSE][/NOPARSE]
23
MP - 30
33% Damage Returned
-33% KB Distance
69 Seconds
[NOPARSE][/NOPARSE]
24
MP - 30
34% Damage Returned
-34% KB Distance
72 Seconds
[NOPARSE][/NOPARSE]
25
MP - 30
35% Damage Returned
-35% KB Distance
75 Seconds
[NOPARSE][/NOPARSE]
26
MP - 30
36% Damage Returned
-36% KB Distance
78 Seconds
[NOPARSE][/NOPARSE]
27
MP - 30
37% Damage Returned
-37% KB Distance
81 Seconds
[NOPARSE][/NOPARSE]
28
MP - 30
38% Damage Returned
-38% KB Distance
84 Seconds
[NOPARSE][/NOPARSE]
29
MP - 30
39% Damage Returned
-39% KB Distance
87 Seconds
[NOPARSE][/NOPARSE]
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?).
[SIZE="5"]WK Skill Set (White Knight's Code)[/SIZE] SP: 1 from advancement, 150 from levels.
3rd Job Advancement Steps
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.
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.
Improving MP Recovery Table of Skill Variables
Lvl
MP Recovered
1
3 + 2 MP
[NOPARSE][/NOPARSE]
2
3 + 4 MP
[NOPARSE][/NOPARSE]
3
3 + 6 MP
[NOPARSE][/NOPARSE]
4
3 + 8 MP
[NOPARSE][/NOPARSE]
5
3 + 10 MP
[NOPARSE][/NOPARSE]
6
3 + 12 MP
[NOPARSE][/NOPARSE]
7
3 + 14 MP
[NOPARSE][/NOPARSE]
8
3 + 16 MP
[NOPARSE][/NOPARSE]
9
3 + 18 MP
[NOPARSE][/NOPARSE]
10
3 + 20 MP
[NOPARSE][/NOPARSE]
11
3 + 21 MP
[NOPARSE][/NOPARSE]
12
3 + 22 MP
[NOPARSE][/NOPARSE]
13
3 + 23 MP
[NOPARSE][/NOPARSE]
14
3 + 24 MP
[NOPARSE][/NOPARSE]
15
3 + 25 MP
[NOPARSE][/NOPARSE]
16
3 + 26 MP
[NOPARSE][/NOPARSE]
17
3 + 27 MP
[NOPARSE][/NOPARSE]
18
3 + 28 MP
[NOPARSE][/NOPARSE]
19
3 + 29 MP
[NOPARSE][/NOPARSE]
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.
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.
Shield Mastery Table of Skill Variables
Lvl
Defense from Shield
1
+5%
[NOPARSE][/NOPARSE]
2
+10%
[NOPARSE][/NOPARSE]
3
+15%
[NOPARSE][/NOPARSE]
4
+20%
[NOPARSE][/NOPARSE]
5
+25%
[NOPARSE][/NOPARSE]
6
+30%
[NOPARSE][/NOPARSE]
7
+35%
[NOPARSE][/NOPARSE]
8
+40%
[NOPARSE][/NOPARSE]
9
+45%
[NOPARSE][/NOPARSE]
10
+50%
[NOPARSE][/NOPARSE]
11
+55%
[NOPARSE][/NOPARSE]
12
+60%
[NOPARSE][/NOPARSE]
13
+65%
[NOPARSE][/NOPARSE]
14
+70%
[NOPARSE][/NOPARSE]
15
+75%
[NOPARSE][/NOPARSE]
16
+80%
[NOPARSE][/NOPARSE]
17
+85%
[NOPARSE][/NOPARSE]
18
+90%
[NOPARSE][/NOPARSE]
19
+95%
[NOPARSE][/NOPARSE]
20
+100%
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.
Charge Blow Table of Skill Variables
Lvl
Cost
Damage
Probability to Stun
Stun Duration
Range[SIZE="1"]*[/SIZE]
Targets
[NOPARSE][/NOPARSE]
1
HP - 15, MP - 12
162% Damage
32% Probability
2 Seconds
130%
6 Monsters
[NOPARSE][/NOPARSE]
2
HP - 15, MP - 12
164% Damage
34% Probability
2 Seconds
130%
6 Monsters
[NOPARSE][/NOPARSE]
3
HP - 15, MP - 12
166% Damage
36% Probability
2 Seconds
130%
6 Monsters
[NOPARSE][/NOPARSE]
4
HP - 15, MP - 12
168% Damage
38% Probability
2 Seconds
130%
6 Monsters
[NOPARSE][/NOPARSE]
5
HP - 15, MP - 12
170% Damage
40% Probability
2 Seconds
130%
6 Monsters
[NOPARSE][/NOPARSE]
6
HP - 15, MP - 12
172% Damage
42% Probability
2 Seconds
130%
6 Monsters
[NOPARSE][/NOPARSE]
7
HP - 15, MP - 12
174% Damage
44% Probability
2 Seconds
130%
6 Monsters
[NOPARSE][/NOPARSE]
8
HP - 15, MP - 12
176% Damage
46% Probability
2 Seconds
130%
6 Monsters
[NOPARSE][/NOPARSE]
9
HP - 15, MP - 12
178% Damage
48% Probability
2 Seconds
130%
6 Monsters
[NOPARSE][/NOPARSE]
10
HP - 15, MP - 12
180% Damage
50% Probability
2 Seconds
130%
6 Monsters
[NOPARSE][/NOPARSE]
11
HP - 20, MP - 19
183% Damage
52% Probability
3 Seconds
140%
6 Monsters
[NOPARSE][/NOPARSE]
12
HP - 20, MP - 19
186% Damage
54% Probability
3 Seconds
140%
6 Monsters
[NOPARSE][/NOPARSE]
13
HP - 20, MP - 19
189% Damage
56% Probability
3 Seconds
140%
6 Monsters
[NOPARSE][/NOPARSE]
14
HP - 20, MP - 19
192% Damage
58% Probability
3 Seconds
140%
6 Monsters
[NOPARSE][/NOPARSE]
15
HP - 20, MP - 19
195% Damage
60% Probability
3 Seconds
140%
6 Monsters
[NOPARSE][/NOPARSE]
16
HP - 20, MP - 19
198% Damage
62% Probability
3 Seconds
140%
6 Monsters
[NOPARSE][/NOPARSE]
17
HP - 20, MP - 19
201% Damage
64% Probability
3 Seconds
140%
6 Monsters
[NOPARSE][/NOPARSE]
18
HP - 20, MP - 19
204% Damage
66% Probability
3 Seconds
140%
6 Monsters
[NOPARSE][/NOPARSE]
19
HP - 20, MP - 19
207% Damage
68% Probability
3 Seconds
140%
6 Monsters
[NOPARSE][/NOPARSE]
20
HP - 20, MP - 19
210% Damage
70% Probability
3 Seconds
140%
6 Monsters
[NOPARSE][/NOPARSE]
21
HP - 25, MP - 26
214% Damage
72% Probability
4 Seconds
150%
6 Monsters
[NOPARSE][/NOPARSE]
22
HP - 25, MP - 26
218% Damage
74% Probability
4 Seconds
150%
6 Monsters
[NOPARSE][/NOPARSE]
23
HP - 25, MP - 26
222% Damage
76% Probability
4 Seconds
150%
6 Monsters
[NOPARSE][/NOPARSE]
24
HP - 25, MP - 26
226% Damage
78% Probability
4 Seconds
150%
6 Monsters
[NOPARSE][/NOPARSE]
25
HP - 25, MP - 26
230% Damage
80% Probability
4 Seconds
150%
6 Monsters
[NOPARSE][/NOPARSE]
26
HP - 25, MP - 26
234% Damage
82% Probability
4 Seconds
150%
6 Monsters
[NOPARSE][/NOPARSE]
27
HP - 25, MP - 26
238% Damage
84% Probability
4 Seconds
150%
6 Monsters
[NOPARSE][/NOPARSE]
28
HP - 25, MP - 26
242% Damage
86% Probability
4 Seconds
150%
6 Monsters
[NOPARSE][/NOPARSE]
29
HP - 25, MP - 26
246% Damage
88% Probability
4 Seconds
150%
6 Monsters
[NOPARSE][/NOPARSE]
30
HP - 25, MP - 26
250% Damage
90% Probability
4 Seconds
150%
6 Monsters
[SIZE="1"]*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.[/SIZE]
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.
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.
Fire/Flame Charge Table of Skill Variables
Lvl
Cost
Damage Modifier
Element Modifier
Duration
[NOPARSE][/NOPARSE]
1
MP - 25
102% Damage
106.5% Fire Damage
12 Seconds
[NOPARSE][/NOPARSE]
2
MP - 25
103% Damage
108.0% Fire Damage
19 Seconds
[NOPARSE][/NOPARSE]
3
MP - 25
104% Damage
109.5% Fire Damage
26 Seconds
[NOPARSE][/NOPARSE]
4
MP - 25
105% Damage
111.0% Fire Damage
33 Seconds
[NOPARSE][/NOPARSE]
5
MP - 25
106% Damage
112.5% Fire Damage
40 Seconds
[NOPARSE][/NOPARSE]
6
MP - 25
108% Damage
114.0% Fire Damage
47 Seconds
[NOPARSE][/NOPARSE]
7
MP - 25
108% Damage
115.5% Fire Damage
54 Seconds
[NOPARSE][/NOPARSE]
8
MP - 25
109% Damage
117.0% Fire Damage
61 Seconds
[NOPARSE][/NOPARSE]
9
MP - 25
109% Damage
118.5% Fire Damage
68 Seconds
[NOPARSE][/NOPARSE]
10
MP - 25
110% Damage
120.0% Fire Damage
75 Seconds
[NOPARSE][/NOPARSE]
11
MP - 30
110% Damage
121.5% Fire Damage
82 Seconds
[NOPARSE][/NOPARSE]
12
MP - 30
111% Damage
123.0% Fire Damage
89 Seconds
[NOPARSE][/NOPARSE]
13
MP - 30
111% Damage
124.5% Fire Damage
96 Seconds
[NOPARSE][/NOPARSE]
14
MP - 30
112% Damage
126.0% Fire Damage
103 Seconds
[NOPARSE][/NOPARSE]
15
MP - 30
112% Damage
127.5% Fire Damage
110 Seconds
[NOPARSE][/NOPARSE]
16
MP - 30
113% Damage
129.0% Fire Damage
116 Seconds
[NOPARSE][/NOPARSE]
17
MP - 30
113% Damage
130.5% Fire Damage
122 Seconds
[NOPARSE][/NOPARSE]
18
MP - 30
114% Damage
132.0% Fire Damage
128 Seconds
[NOPARSE][/NOPARSE]
19
MP - 30
114% Damage
133.5% Fire Damage
134 Seconds
[NOPARSE][/NOPARSE]
20
MP - 30
115% Damage
135.0% Fire Damage
140 Seconds
[NOPARSE][/NOPARSE]
21
MP - 35
115% Damage
136.5% Fire Damage
146 Seconds
[NOPARSE][/NOPARSE]
22
MP - 35
116% Damage
138.0% Fire Damage
152 Seconds
[NOPARSE][/NOPARSE]
23
MP - 35
116% Damage
139.5% Fire Damage
158 Seconds
[NOPARSE][/NOPARSE]
24
MP - 35
117% Damage
141.0% Fire Damage
164 Seconds
[NOPARSE][/NOPARSE]
25
MP - 35
117% Damage
142.5% Fire Damage
170 Seconds
[NOPARSE][/NOPARSE]
26
MP - 35
118% Damage
144.0% Fire Damage
176 Seconds
[NOPARSE][/NOPARSE]
27
MP - 35
118% Damage
145.5% Fire Damage
182 Seconds
[NOPARSE][/NOPARSE]
28
MP - 35
119% Damage
147.0% Fire Damage
188 Seconds
[NOPARSE][/NOPARSE]
29
MP - 35
119% Damage
148.5% Fire Damage
194 Seconds
[NOPARSE][/NOPARSE]
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%.
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.
Ice/Blizzard Charge Table of Skill Variables
Lvl
Cost
Damage Modifier
Element Modifier
Freeze Duration
Duration
[NOPARSE][/NOPARSE]
1
MP - 25
100% Damage
106.5% Ice Damage
1 Second
12 Seconds
[NOPARSE][/NOPARSE]
2
MP - 25
101% Damage
108.0% Ice Damage
1 Second
19 Seconds
[NOPARSE][/NOPARSE]
3
MP - 25
101% Damage
109.5% Ice Damage
1 Second
26 Seconds
[NOPARSE][/NOPARSE]
4
MP - 25
102% Damage
111.0% Ice Damage
1 Second
33 Seconds
[NOPARSE][/NOPARSE]
5
MP - 25
102% Damage
112.5% Ice Damage
1 Second
40 Seconds
[NOPARSE][/NOPARSE]
6
MP - 25
102% Damage
114.0% Ice Damage
1 Second
47 Seconds
[NOPARSE][/NOPARSE]
7
MP - 25
103% Damage
115.5% Ice Damage
1 Second
54 Seconds
[NOPARSE][/NOPARSE]
8
MP - 25
103% Damage
117.0% Ice Damage
1 Second
61 Seconds
[NOPARSE][/NOPARSE]
9
MP - 25
103% Damage
118.5% Ice Damage
1 Second
68 Seconds
[NOPARSE][/NOPARSE]
10
MP - 25
104% Damage
120.0% Ice Damage
1 Second
75 Seconds
[NOPARSE][/NOPARSE]
11
MP - 30
104% Damage
121.5% Ice Damage
1 Second
82 Seconds
[NOPARSE][/NOPARSE]
12
MP - 30
104% Damage
123.0% Ice Damage
1 Second
89 Seconds
[NOPARSE][/NOPARSE]
13
MP - 30
105% Damage
124.5% Ice Damage
1 Second
96 Seconds
[NOPARSE][/NOPARSE]
14
MP - 30
105% Damage
126.0% Ice Damage
1 Second
103 Seconds
[NOPARSE][/NOPARSE]
15
MP - 30
105% Damage
127.5% Ice Damage
1 Second
110 Seconds
[NOPARSE][/NOPARSE]
16
MP - 30
106% Damage
129.0% Ice Damage
2 Seconds
116 Seconds
[NOPARSE][/NOPARSE]
17
MP - 30
106% Damage
130.5% Ice Damage
2 Seconds
122 Seconds
[NOPARSE][/NOPARSE]
18
MP - 30
106% Damage
132.0% Ice Damage
2 Seconds
128 Seconds
[NOPARSE][/NOPARSE]
19
MP - 30
107% Damage
133.5% Ice Damage
2 Seconds
134 Seconds
[NOPARSE][/NOPARSE]
20
MP - 30
107% Damage
135.0% Ice Damage
2 Seconds
140 Seconds
[NOPARSE][/NOPARSE]
21
MP - 35
107% Damage
136.5% Ice Damage
2 Seconds
146 Seconds
[NOPARSE][/NOPARSE]
22
MP - 35
108% Damage
138.0% Ice Damage
2 Seconds
152 Seconds
[NOPARSE][/NOPARSE]
23
MP - 35
108% Damage
139.5% Ice Damage
2 Seconds
158 Seconds
[NOPARSE][/NOPARSE]
24
MP - 35
108% Damage
141.0% Ice Damage
2 Seconds
164 Seconds
[NOPARSE][/NOPARSE]
25
MP - 35
108% Damage
142.5% Ice Damage
2 Seconds
170 Seconds
[NOPARSE][/NOPARSE]
26
MP - 35
109% Damage
144.0% Ice Damage
2 Seconds
176 Seconds
[NOPARSE][/NOPARSE]
27
MP - 35
109% Damage
145.5% Ice Damage
2 Seconds
182 Seconds
[NOPARSE][/NOPARSE]
28
MP - 35
109% Damage
147.0% Ice Damage
2 Seconds
188 Seconds
[NOPARSE][/NOPARSE]
29
MP - 35
109% Damage
148.5% Ice Damage
2 Seconds
194 Seconds
[NOPARSE][/NOPARSE]
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.
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.
Lightning/Thunder Charge Table of Skill Variables
Lvl
Cost
Damage Modifier
Element Modifier
Duration
[NOPARSE][/NOPARSE]
1
MP - 25
102% Damage
106.5% Lightning Damage
12 Seconds
[NOPARSE][/NOPARSE]
2
MP - 25
104% Damage
108.0% Lightning Damage
19 Seconds
[NOPARSE][/NOPARSE]
3
MP - 25
106% Damage
109.5% Lightning Damage
26 Seconds
[NOPARSE][/NOPARSE]
4
MP - 25
107% Damage
111.0% Lightning Damage
33 Seconds
[NOPARSE][/NOPARSE]
5
MP - 25
108% Damage
112.5% Lightning Damage
40 Seconds
[NOPARSE][/NOPARSE]
6
MP - 25
109% Damage
114.0% Lightning Damage
47 Seconds
[NOPARSE][/NOPARSE]
7
MP - 25
110% Damage
115.5% Lightning Damage
54 Seconds
[NOPARSE][/NOPARSE]
8
MP - 25
111% Damage
117.0% Lightning Damage
61 Seconds
[NOPARSE][/NOPARSE]
9
MP - 25
112% Damage
118.5% Lightning Damage
68 Seconds
[NOPARSE][/NOPARSE]
10
MP - 25
113% Damage
120.0% Lightning Damage
75 Seconds
[NOPARSE][/NOPARSE]
11
MP - 30
114% Damage
121.5% Lightning Damage
82 Seconds
[NOPARSE][/NOPARSE]
12
MP - 30
115% Damage
123.0% Lightning Damage
89 Seconds
[NOPARSE][/NOPARSE]
13
MP - 30
116% Damage
124.5% Lightning Damage
96 Seconds
[NOPARSE][/NOPARSE]
14
MP - 30
117% Damage
126.0% Lightning Damage
103 Seconds
[NOPARSE][/NOPARSE]
15
MP - 30
117% Damage
127.5% Lightning Damage
110 Seconds
[NOPARSE][/NOPARSE]
16
MP - 30
118% Damage
129.0% Lightning Damage
116 Seconds
[NOPARSE][/NOPARSE]
17
MP - 30
118% Damage
130.5% Lightning Damage
122 Seconds
[NOPARSE][/NOPARSE]
18
MP - 30
119% Damage
132.0% Lightning Damage
128 Seconds
[NOPARSE][/NOPARSE]
19
MP - 30
119% Damage
133.5% Lightning Damage
134 Seconds
[NOPARSE][/NOPARSE]
20
MP - 30
120% Damage
135.0% Lightning Damage
140 Seconds
[NOPARSE][/NOPARSE]
21
MP - 35
120% Damage
136.5% Lightning Damage
146 Seconds
[NOPARSE][/NOPARSE]
22
MP - 35
121% Damage
138.0% Lightning Damage
152 Seconds
[NOPARSE][/NOPARSE]
23
MP - 35
121% Damage
139.5% Lightning Damage
158 Seconds
[NOPARSE][/NOPARSE]
24
MP - 35
122% Damage
141.0% Lightning Damage
164 Seconds
[NOPARSE][/NOPARSE]
25
MP - 35
122% Damage
142.5% Lightning Damage
170 Seconds
[NOPARSE][/NOPARSE]
26
MP - 35
123% Damage
144.0% Lightning Damage
176 Seconds
[NOPARSE][/NOPARSE]
27
MP - 35
123% Damage
145.5% Lightning Damage
182 Seconds
[NOPARSE][/NOPARSE]
28
MP - 35
124% Damage
147.0% Lightning Damage
188 Seconds
[NOPARSE][/NOPARSE]
29
MP - 35
124% Damage
148.5% Lightning Damage
194 Seconds
[NOPARSE][/NOPARSE]
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.
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.
Magic Crash Table of Skill Variables
Lvl
Cost
Probability to Cancel Enemy mDef Buff
[NOPARSE][/NOPARSE]
1
MP - 35
24% Probability
[NOPARSE][/NOPARSE]
2
MP - 33
28% Probability
[NOPARSE][/NOPARSE]
3
MP - 31
32% Probability
[NOPARSE][/NOPARSE]
4
MP - 29
36% Probability
[NOPARSE][/NOPARSE]
5
MP - 27
40% Probability
[NOPARSE][/NOPARSE]
6
MP - 25
44% Probability
[NOPARSE][/NOPARSE]
7
MP - 23
48% Probability
[NOPARSE][/NOPARSE]
8
MP - 21
52% Probability
[NOPARSE][/NOPARSE]
9
MP - 19
56% Probability
[NOPARSE][/NOPARSE]
10
MP - 17
60% Probability
[NOPARSE][/NOPARSE]
11
MP - 16
64% Probability
[NOPARSE][/NOPARSE]
12
MP - 15
68% Probability
[NOPARSE][/NOPARSE]
13
MP - 14
72% Probability
[NOPARSE][/NOPARSE]
14
MP - 13
76% Probability
[NOPARSE][/NOPARSE]
15
MP - 12
80% Probability
[NOPARSE][/NOPARSE]
16
MP - 11
84% Probability
[NOPARSE][/NOPARSE]
17
MP - 10
88% Probability
[NOPARSE][/NOPARSE]
18
MP - 9
92% Probability
[NOPARSE][/NOPARSE]
19
MP - 8
96% Probability
[NOPARSE][/NOPARSE]
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.
[SIZE="5"]Paladin Skill Set (Paladin of Light)[/SIZE] SP: 3 from advancement, 240+ from levels.
4th Job Advancement Steps
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.
Achilles 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/After.
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.
Achilles Table of Skill Variables
Lvl
Damage Reduced
[NOPARSE][/NOPARSE]
1
-.5% Damage Received
[NOPARSE][/NOPARSE]
2
-1.0% Damage Received
[NOPARSE][/NOPARSE]
3
-1.5% Damage Received
[NOPARSE][/NOPARSE]
4
-2.0% Damage Received
[NOPARSE][/NOPARSE]
5
-2.5% Damage Received
[NOPARSE][/NOPARSE]
6
-3.0% Damage Received
[NOPARSE][/NOPARSE]
7
-3.5% Damage Received
[NOPARSE][/NOPARSE]
8
-4.0% Damage Received
[NOPARSE][/NOPARSE]
9
-4.5% Damage Received
[NOPARSE][/NOPARSE]
10
-5.0% Damage Received
[NOPARSE][/NOPARSE]
11
-5.5% Damage Received
[NOPARSE][/NOPARSE]
12
-6.0% Damage Received
[NOPARSE][/NOPARSE]
13
-6.5% Damage Received
[NOPARSE][/NOPARSE]
14
-7.0% Damage Received
[NOPARSE][/NOPARSE]
15
-7.5% Damage Received
[NOPARSE][/NOPARSE]
16
-8.0% Damage Received
[NOPARSE][/NOPARSE]
17
-8.5% Damage Received
[NOPARSE][/NOPARSE]
18
-9.0% Damage Received
[NOPARSE][/NOPARSE]
19
-9.5% Damage Received
[NOPARSE][/NOPARSE]
20
-10.0% Damage Received
[NOPARSE][/NOPARSE]
21
-10.5% Damage Received
[NOPARSE][/NOPARSE]
22
-11.0% Damage Received
[NOPARSE][/NOPARSE]
23
-11.5% Damage Received
[NOPARSE][/NOPARSE]
24
-12.0% Damage Received
[NOPARSE][/NOPARSE]
25
-12.5% Damage Received
[NOPARSE][/NOPARSE]
26
-13.0% Damage Received
[NOPARSE][/NOPARSE]
27
-13.5% Damage Received
[NOPARSE][/NOPARSE]
28
-14.0% Damage Received
[NOPARSE][/NOPARSE]
29
-14.5% Damage Received
[NOPARSE][/NOPARSE]
30
-15.0% Damage Received
[NOPARSE][/NOPARSE]
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.
Guardian 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 will appear on your character if you successfully block an attack.
You can only stun the enemy if you are attacked by contact damage.
Guardian Table of Skill Variables
Lvl
Probability to Block Attacks
[NOPARSE][/NOPARSE]
1
.5% Probability
[NOPARSE][/NOPARSE]
2
1.0% Probability
[NOPARSE][/NOPARSE]
3
1.5% Probability
[NOPARSE][/NOPARSE]
4
2.0% Probability
[NOPARSE][/NOPARSE]
5
2.5% Probability
[NOPARSE][/NOPARSE]
6
3.0% Probability
[NOPARSE][/NOPARSE]
7
3.5% Probability
[NOPARSE][/NOPARSE]
8
4.0% Probability
[NOPARSE][/NOPARSE]
9
4.5% Probability
[NOPARSE][/NOPARSE]
10
5.0% Probability
[NOPARSE][/NOPARSE]
11
5.5% Probability
[NOPARSE][/NOPARSE]
12
6.0% Probability
[NOPARSE][/NOPARSE]
13
6.5% Probability
[NOPARSE][/NOPARSE]
14
7.0% Probability
[NOPARSE][/NOPARSE]
15
7.5% Probability
[NOPARSE][/NOPARSE]
16
8.0% Probability
[NOPARSE][/NOPARSE]
17
8.5% Probability
[NOPARSE][/NOPARSE]
18
9.0% Probability
[NOPARSE][/NOPARSE]
19
9.5% Probability
[NOPARSE][/NOPARSE]
20
10.0% Probability
[NOPARSE][/NOPARSE]
21
10.5% Probability
[NOPARSE][/NOPARSE]
22
11.0% Probability
[NOPARSE][/NOPARSE]
23
11.5% Probability
[NOPARSE][/NOPARSE]
24
12.0% Probability
[NOPARSE][/NOPARSE]
25
12.5% Probability
[NOPARSE][/NOPARSE]
26
13.0% Probability
[NOPARSE][/NOPARSE]
27
13.5% Probability
[NOPARSE][/NOPARSE]
28
14.0% Probability
[NOPARSE][/NOPARSE]
29
14.5% Probability
[NOPARSE][/NOPARSE]
30
15.0% Probability
[NOPARSE][/NOPARSE]
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.
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*
Maple Warrior Table of Skill Variables
Lvl
Cost
Stats Boosted
Range
Duration
[NOPARSE][/NOPARSE]
1
MP - 10
+1% to Base Stats
(-400, 300) x (400, -300)
30 Seconds
[NOPARSE][/NOPARSE]
2
MP - 10
+1% to Base Stats
(-400, 300) x (400, -300)
60 Seconds
[NOPARSE][/NOPARSE]
3
MP - 10
+2% to Base Stats
(-400, 300) x (400, -300)
90 Seconds
[NOPARSE][/NOPARSE]
4
MP - 10
+2% to Base Stats
(-400, 300) x (400, -300)
120 Seconds
[NOPARSE][/NOPARSE]
5
MP - 10
+3% to Base Stats
(-400, 300) x (400, -300)
150 Seconds
[NOPARSE][/NOPARSE]
6
MP - 20
+3% to Base Stats
(-400, 300) x (400, -300)
180 Seconds
[NOPARSE][/NOPARSE]
7
MP - 20
+4% to Base Stats
(-400, 300) x (400, -300)
210 Seconds
[NOPARSE][/NOPARSE]
8
MP - 20
+4% to Base Stats
(-400, 300) x (400, -300)
240 Seconds
[NOPARSE][/NOPARSE]
9
MP - 20
+5% to Base Stats
(-400, 300) x (400, -300)
270 Seconds
[NOPARSE][/NOPARSE]
10
MP - 20
+5% to Base Stats
(-400, 300) x (400, -300)
300 Seconds
[NOPARSE][/NOPARSE]
11
MP - 30
+6% to Base Stats
(-400, 300) x (400, -300)
330 Seconds
[NOPARSE][/NOPARSE]
12
MP - 30
+6% to Base Stats
(-400, 300) x (400, -300)
360 Seconds
[NOPARSE][/NOPARSE]
13
MP - 30
+7% to Base Stats
(-400, 300) x (400, -300)
390 Seconds
[NOPARSE][/NOPARSE]
14
MP - 30
+7% to Base Stats
(-400, 300) x (400, -300)
420 Seconds
[NOPARSE][/NOPARSE]
15
MP - 30
+8% to Base Stats
(-400, 300) x (400, -300)
450 Seconds
[NOPARSE][/NOPARSE]
16
MP - 40
+8% to Base Stats
(-400, 300) x (400, -300)
480 Seconds
[NOPARSE][/NOPARSE]
17
MP - 40
+9% to Base Stats
(-400, 300) x (400, -300)
510 Seconds
[NOPARSE][/NOPARSE]
18
MP - 40
+9% to Base Stats
(-400, 300) x (400, -300)
540 Seconds
[NOPARSE][/NOPARSE]
19
MP - 40
+10% to Base Stats
(-400, 300) x (400, -300)
570 Seconds
[NOPARSE][/NOPARSE]
20
MP - 40
+10% to Base Stats
(-400, 300) x (400, -300)
600 Seconds
[NOPARSE][/NOPARSE]
21
MP - 50
+11% to Base Stats
(-400, 300) x (400, -300)
630 Seconds
[NOPARSE][/NOPARSE]
22
MP - 50
+11% to Base Stats
(-400, 300) x (400, -300)
660 Seconds
[NOPARSE][/NOPARSE]
23
MP - 50
+12% to Base Stats
(-400, 300) x (400, -300)
690 Seconds
[NOPARSE][/NOPARSE]
24
MP - 50
+12% to Base Stats
(-400, 300) x (400, -300)
720 Seconds
[NOPARSE][/NOPARSE]
25
MP - 50
+13% to Base Stats
(-400, 300) x (400, -300)
750 Seconds
[NOPARSE][/NOPARSE]
26
MP - 60
+13% to Base Stats
(-400, 300) x (400, -300)
780 Seconds
[NOPARSE][/NOPARSE]
27
MP - 60
+14% to Base Stats
(-400, 300) x (400, -300)
810 Seconds
[NOPARSE][/NOPARSE]
28
MP - 60
+14% to Base Stats
(-400, 300) x (400, -300)
840 Seconds
[NOPARSE][/NOPARSE]
29
MP - 60
+15% to Base Stats
(-400, 300) x (400, -300)
870 Seconds
[NOPARSE][/NOPARSE]
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.
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.
Monster Magnet Table of Skill Variables
Lvl
Cost
Probability to Pull Monsters
Range
[NOPARSE][/NOPARSE]
1
MP - 10
42% Probability
200% Range
[NOPARSE][/NOPARSE]
2
MP - 10
44% Probability
200% Range
[NOPARSE][/NOPARSE]
3
MP - 10
46% Probability
200% Range
[NOPARSE][/NOPARSE]
4
MP - 10
48% Probability
200% Range
[NOPARSE][/NOPARSE]
5
MP - 10
50% Probability
200% Range
[NOPARSE][/NOPARSE]
6
MP - 13
52% Probability
200% Range
[NOPARSE][/NOPARSE]
7
MP - 13
54% Probability
200% Range
[NOPARSE][/NOPARSE]
8
MP - 13
56% Probability
200% Range
[NOPARSE][/NOPARSE]
9
MP - 13
58% Probability
200% Range
[NOPARSE][/NOPARSE]
10
MP - 13
60% Probability
200% Range
[NOPARSE][/NOPARSE]
11
MP - 18
62% Probability
300% Range
[NOPARSE][/NOPARSE]
12
MP - 18
64% Probability
300% Range
[NOPARSE][/NOPARSE]
13
MP - 18
66% Probability
300% Range
[NOPARSE][/NOPARSE]
14
MP - 18
68% Probability
300% Range
[NOPARSE][/NOPARSE]
15
MP - 18
70% Probability
300% Range
[NOPARSE][/NOPARSE]
16
MP - 21
72% Probability
300% Range
[NOPARSE][/NOPARSE]
17
MP - 21
74% Probability
300% Range
[NOPARSE][/NOPARSE]
18
MP - 21
76% Probability
300% Range
[NOPARSE][/NOPARSE]
19
MP - 21
78% Probability
300% Range
[NOPARSE][/NOPARSE]
20
MP - 21
80% Probability
300% Range
[NOPARSE][/NOPARSE]
21
MP - 26
82% Probability
400% Range
[NOPARSE][/NOPARSE]
22
MP - 26
84% Probability
400% Range
[NOPARSE][/NOPARSE]
23
MP - 26
86% Probability
400% Range
[NOPARSE][/NOPARSE]
24
MP - 26
88% Probability
400% Range
[NOPARSE][/NOPARSE]
25
MP - 26
90% Probability
400% Range
[NOPARSE][/NOPARSE]
26
MP - 25
91% Probability
400% Range
[NOPARSE][/NOPARSE]
27
MP - 24
92% Probability
400% Range
[NOPARSE][/NOPARSE]
28
MP - 23
93% Probability
400% Range
[NOPARSE][/NOPARSE]
29
MP - 22
94% Probability
400% Range
[NOPARSE][/NOPARSE]
30
MP - 21
95% Probability
400% Range
[NOPARSE][/NOPARSE]
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.
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!
Power Stance Table of Skill Variables
Lvl
Cost
Probability to Stay Put
Duration
[NOPARSE][/NOPARSE]
1
MP - 30
42% Probability
10 Seconds
[NOPARSE][/NOPARSE]
2
MP - 30
44% Probability
20 Seconds
[NOPARSE][/NOPARSE]
3
MP - 30
46% Probability
30 Seconds
[NOPARSE][/NOPARSE]
4
MP - 30
48% Probability
40 Seconds
[NOPARSE][/NOPARSE]
5
MP - 30
50% Probability
50 Seconds
[NOPARSE][/NOPARSE]
6
MP - 36
52% Probability
60 Seconds
[NOPARSE][/NOPARSE]
7
MP - 36
54% Probability
70 Seconds
[NOPARSE][/NOPARSE]
8
MP - 36
56% Probability
80 Seconds
[NOPARSE][/NOPARSE]
9
MP - 36
58% Probability
90 Seconds
[NOPARSE][/NOPARSE]
10
MP - 36
60% Probability
100 Seconds
[NOPARSE][/NOPARSE]
11
MP - 42
62% Probability
110 Seconds
[NOPARSE][/NOPARSE]
12
MP - 42
64% Probability
120 Seconds
[NOPARSE][/NOPARSE]
13
MP - 42
66% Probability
130 Seconds
[NOPARSE][/NOPARSE]
14
MP - 42
68% Probability
140 Seconds
[NOPARSE][/NOPARSE]
15
MP - 42
70% Probability
150 Seconds
[NOPARSE][/NOPARSE]
16
MP - 48
72% Probability
160 Seconds
[NOPARSE][/NOPARSE]
17
MP - 48
74% Probability
170 Seconds
[NOPARSE][/NOPARSE]
18
MP - 48
76% Probability
180 Seconds
[NOPARSE][/NOPARSE]
19
MP - 48
78% Probability
190 Seconds
[NOPARSE][/NOPARSE]
20
MP - 48
80% Probability
200 Seconds
[NOPARSE][/NOPARSE]
21
MP - 54
81% Probability
210 Seconds
[NOPARSE][/NOPARSE]
22
MP - 54
82% Probability
220 Seconds
[NOPARSE][/NOPARSE]
23
MP - 54
83% Probability
230 Seconds
[NOPARSE][/NOPARSE]
24
MP - 54
84% Probability
240 Seconds
[NOPARSE][/NOPARSE]
25
MP - 54
85% Probability
250 Seconds
[NOPARSE][/NOPARSE]
26
MP - 53
86% Probability
260 Seconds
[NOPARSE][/NOPARSE]
27
MP - 52
87% Probability
270 Seconds
[NOPARSE][/NOPARSE]
28
MP - 51
88% Probability
280 Seconds
[NOPARSE][/NOPARSE]
29
MP - 50
89% Probability
290 Seconds
[NOPARSE][/NOPARSE]
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.
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). 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.
Rush Table of Skill Variables
Lvl
Cost
Damage
Range
Targets
[NOPARSE][/NOPARSE]
1
MP - 22
72% Damage
160% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
2
MP - 24
74% Damage
160% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
3
MP - 26
76% Damage
160% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
4
MP - 28
78% Damage
170% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
5
MP - 30
80% Damage
170% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
6
MP - 32
82% Damage
170% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
7
MP - 34
84% Damage
180% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
8
MP - 36
86% Damage
180% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
9
MP - 38
88% Damage
180% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
10
MP - 40
90% Damage
190% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
11
MP - 42
92% Damage
190% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
12
MP - 44
94% Damage
190% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
13
MP - 46
96% Damage
200% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
14
MP - 48
98% Damage
200% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
15
MP - 50
100% Damage
200% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
16
MP - 52
102% Damage
210% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
17
MP - 54
104% Damage
210% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
18
MP - 56
106% Damage
210% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
19
MP - 58
108% Damage
220% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
20
MP - 60
110% Damage
220% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
21
MP - 59
112% Damage
220% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
22
MP - 58
114% Damage
230% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
23
MP - 57
116% Damage
230% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
24
MP - 56
118% Damage
230% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
25
MP - 55
120% Damage
240% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
26
MP - 54
122% Damage
240% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
27
MP - 53
124% Damage
240% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
28
MP - 52
126% Damage
250% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
29
MP - 51
128% Damage
250% Forward Range
15 Monsters
[NOPARSE][/NOPARSE]
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.
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.
Blast Table of Skill Variables
Lvl
Cost
Damage
[NOPARSE][/NOPARSE]
1
MP - 17
170% Damage
[NOPARSE][/NOPARSE]
2
MP - 17
190% Damage
[NOPARSE][/NOPARSE]
3
MP - 17
210% Damage
[NOPARSE][/NOPARSE]
4
MP - 17
230% Damage
[NOPARSE][/NOPARSE]
5
MP - 17
250% Damage
[NOPARSE][/NOPARSE]
6
MP - 20
270% Damage
[NOPARSE][/NOPARSE]
7
MP - 20
290% Damage
[NOPARSE][/NOPARSE]
8
MP - 20
310% Damage
[NOPARSE][/NOPARSE]
9
MP - 20
330% Damage
[NOPARSE][/NOPARSE]
10
MP - 20
350% Damage
[NOPARSE][/NOPARSE]
11
MP - 23
360% Damage
[NOPARSE][/NOPARSE]
12
MP - 23
370% Damage
[NOPARSE][/NOPARSE]
13
MP - 23
380% Damage
[NOPARSE][/NOPARSE]
14
MP - 23
390% Damage
[NOPARSE][/NOPARSE]
15
MP - 23
400% Damage
[NOPARSE][/NOPARSE]
16
MP - 26
410% Damage
[NOPARSE][/NOPARSE]
17
MP - 26
420% Damage
[NOPARSE][/NOPARSE]
18
MP - 26
430% Damage
[NOPARSE][/NOPARSE]
19
MP - 26
440% Damage
[NOPARSE][/NOPARSE]
20
MP - 26
450% Damage
[NOPARSE][/NOPARSE]
21
MP - 29
460% Damage
[NOPARSE][/NOPARSE]
22
MP - 29
470% Damage
[NOPARSE][/NOPARSE]
23
MP - 29
480% Damage
[NOPARSE][/NOPARSE]
24
MP - 29
490% Damage
[NOPARSE][/NOPARSE]
25
MP - 29
500% Damage
[NOPARSE][/NOPARSE]
26
MP - 28
510% Damage
[NOPARSE][/NOPARSE]
27
MP - 27
520% Damage
[NOPARSE][/NOPARSE]
28
MP - 26
530% Damage
[NOPARSE][/NOPARSE]
29
MP - 25
540% Damage
[NOPARSE][/NOPARSE]
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).
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.
Holy Charge Table of Skill Variables
Lvl
Cost
Damage Modifier
Element Modifier
Duration
[NOPARSE][/NOPARSE]
1
MP - 20
102% Damage
121.5% Holy Damage
15 Seconds
[NOPARSE][/NOPARSE]
2
MP - 20
104% Damage
123.0% Holy Damage
30 Seconds
[NOPARSE][/NOPARSE]
3
MP - 20
106% Damage
124.5% Holy Damage
45 Seconds
[NOPARSE][/NOPARSE]
4
MP - 20
108% Damage
126.0% Holy Damage
60 Seconds
[NOPARSE][/NOPARSE]
5
MP - 20
110% Damage
127.5% Holy Damage
75 Seconds
[NOPARSE][/NOPARSE]
6
MP - 20
112% Damage
129.0% Holy Damage
90 Seconds
[NOPARSE][/NOPARSE]
7
MP - 20
114% Damage
130.5% Holy Damage
105 Seconds
[NOPARSE][/NOPARSE]
8
MP - 20
116% Damage
132.0% Holy Damage
120 Seconds
[NOPARSE][/NOPARSE]
9
MP - 20
118% Damage
133.5% Holy Damage
135 Seconds
[NOPARSE][/NOPARSE]
10
MP - 20
120% Damage
135.0% Holy Damage
150 Seconds
[NOPARSE][/NOPARSE]
11
MP - 30
122% Damage
136.5% Holy Damage
165 Seconds
[NOPARSE][/NOPARSE]
12
MP - 30
124% Damage
138.0% Holy Damage
180 Seconds
[NOPARSE][/NOPARSE]
13
MP - 30
126% Damage
139.5% Holy Damage
195 Seconds
[NOPARSE][/NOPARSE]
14
MP - 30
128% Damage
141.0% Holy Damage
210 Seconds
[NOPARSE][/NOPARSE]
15
MP - 30
130% Damage
142.5% Holy Damage
225 Seconds
[NOPARSE][/NOPARSE]
16
MP - 30
132% Damage
144.0% Holy Damage
240 Seconds
[NOPARSE][/NOPARSE]
17
MP - 30
134% Damage
145.5% Holy Damage
255 Seconds
[NOPARSE][/NOPARSE]
18
MP - 30
136% Damage
147.0% Holy Damage
270 Seconds
[NOPARSE][/NOPARSE]
19
MP - 30
138% Damage
148.5% Holy Damage
285 Seconds
[NOPARSE][/NOPARSE]
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.
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.
Hero's Will Table of Skill Variables
Lvl
Cost
Cancel Abnormality
Cooldown Time
[NOPARSE][/NOPARSE]
1
MP - 30
Cancels Seduce
[CENTERS]600 Seconds[/CENTERS]
2
MP - 30
Cancels Seduce
[CENTERS]540 Seconds[/CENTERS]
3
MP - 30
Cancels Seduce
[CENTERS]480 Seconds[/CENTERS]
4
MP - 30
Cancels Seduce
[CENTERS]420 Seconds[/CENTERS]
5
MP - 30
Cancels Seduce
[CENTERS]360 Seconds[/CENTERS]
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.
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.
[spoiler="Advanced Charge Table of Skill Variables"]
Lvl
Damage for Charge Blow
Probability to Keep Charge
[NOPARSE][/NOPARSE]
1
260% Damage
10% Probability
[NOPARSE][/NOPARSE]
2
270% Damage
20% Probability
[NOPARSE][/NOPARSE]
3
280% Damage
30% Probability
[NOPARSE][/NOPARSE]
4
290% Damage
40% Probability
[NOPARSE][/NOPARSE]
5
300% Damage
50% Probability
[NOPARSE][/NOPARSE]
6
310% Damage
60% Probability
[NOPARSE][/NOPARSE]
7
320% Damage
70% Probability
[NOPARSE][/NOPARSE]
8
330% Damage
80% Probability
[NOPARSE][/NOPARSE]
9
340% Damage
90% Probability
[NOPARSE][/NOPARSE]
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....
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
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.
Heaven's Hammer Table of Skill Variables
Lvl
Cost
Damage
Cooldown Time
Range
Targets
[NOPARSE][/NOPARSE]
1
MP - 31
420% Damage
310 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
2
MP - 32
440% Damage
300 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
3
MP - 33
460% Damage
290 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
4
MP - 34
480% Damage
280 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
5
MP - 35
500% Damage
270 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
6
MP - 36
520% Damage
260 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
7
MP - 37
540% Damage
250 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
8
MP - 38
560% Damage
240 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
9
MP - 39
580% Damage
230 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
10
MP - 40
600% Damage
220 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
11
MP - 41
620% Damage
210 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
12
MP - 42
640% Damage
200 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
13
MP - 43
660% Damage
190 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
14
MP - 44
680% Damage
180 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
15
MP - 45
700% Damage
170 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
16
MP - 46
720% Damage
160 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
17
MP - 47
740% Damage
150 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
18
MP - 48
760% Damage
140 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
19
MP - 49
780% Damage
130 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
20
MP - 50
800% Damage
120 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
21
MP - 51
810% Damage
110 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
22
MP - 52
820% Damage
100 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
23
MP - 53
830% Damage
90 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
24
MP - 54
840% Damage
80 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
25
MP - 55
850% Damage
70 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
26
MP - 56
860% Damage
60 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
27
MP - 57
870% Damage
50 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
28
MP - 58
880% Damage
40 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
29
MP - 59
890% Damage
30 Seconds
(-400,350) x (400,-250)
15 Monsters
[NOPARSE][/NOPARSE]
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.
[SIZE="3"]Skill Quests[/SIZE]
[SPOILER="The Warrior's Extreme Path"]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. [spoiler="[Storybook"] 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.
A Shield's True Power
Head to Leafre : Forest Crossing and talk to the NPC Moose.
After a bit of conversation, he'll give you Skill-Earning Shield 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. (lvl 120, 7 STR, 3 DEX, 5 Avoid, 1xx wDef, 3x mDef, 7 Slots, UNTRADEABLE)
[spoiler="The Holy Knight"]
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.
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. 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 , Cornian Marrow , and Skull Shoulad from Dark Cornians; 10 Tough Dragon Skin from either Drakes, Red Drakes, Red Wyverns, Blue Wyverns, or Dark Wyverns; Manon's Cry from Manon; 1 Steel Plate and 1 Mithril Plate.
Talk to Mos in Leafre to forge a new Cornian Dagger 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.
Bring the Holy Water of Life to the Statue on the 8th floor of Orbis Tower. Congratulations, you now have Holy/Divine Charge!
[Storybook
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 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.
Talk to Tylus outside of ENPQ, and he will teach you the skill Power Stance.
Will of a Warrior
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. 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. 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 . This may take multiple tries.
Return to Eurek with the items, and she will combine them into Mithril Wristband.
Return to Carta the Sea Witch and she'll give you the Skill Book for Hero's Will, the Firm Hand , in exchange for the Mithril Wristband.
[SPOILER="Sayram's Skill"]
Talk to Wiz the Librarian, found in the first floor of Helios Tower. He'll give you Sayram's Journal , 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.
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. 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.
Return to Wiz the Librarian with the Key to the Forgotten Shrine and Sayram's Shield. You'll be rewarded with Heaven's Hammer.
2008-09-18, 12:45 PM (This post was last modified: 2009-09-22, 05:13 PM by KajitiSouls.)
[SIZE="5"]Skill Builds[/SIZE]
Skill builds are highly recommended methods for distributing your SP, but remember that they're just suggestions. You can alter them however you please for your character. Any SP leftover from the builds can be used for whichever skill you want, but only after you have taken care of the important skills first. Remember, once you apply your SP, you cannot take back your decision unless you purchase SP Resets of the appropriate level from the Cash Shop.
[SIZE="4"]Warrior Skill Builds[/SIZE]
These sets of skills are basically attacks, and a chain of prerequisite-required skills. The latter set of skills are mostly defensive and passive abilities that, in the long run, matter little. The exception is Improved Max HP Increase, which is an absolute must to have maximum SP in. Failure to do this will result in a Warrior with poor fortitude and laughable survivability.
Default Build
Default Build
Skill to Focus On
Achieve by Lvl
--Notes
[SIZE="3"]5[/SIZE] x Improved HP Recovery
[SIZE="3"]12[/SIZE]
Level 5 Improved HP Recovery is required for the skill Improved Max HP Increase.
[SIZE="3"]10[/SIZE] x Improved Max HP Increase
[SIZE="3"]15[/SIZE]
This skill will continually supplement your Max HP for every level up and AP applied to HP for the rest of the game.
[SIZE="3"]20[/SIZE] x Power Strike
[SIZE="3"]28[/SIZE]
Level 1 Power Strike is required to use the skill Slash Blast. Slash Blast and Power Strike can be leveled up interchangeably, although it is preferred to level up Slash Blast first if you train in highly concentrated mob areas.
[SIZE="3"]20[/SIZE] x Slash Blast
[SIZE="3"]28[/SIZE]
Slash Blast and Power Strike can be leveled up interchangeably, although it is preferred to level up Slash Blast first if you train in highly concentrated mob areas.
SP Leftover: 6 at level 30.
AFK Bonus Build
This build is a good idea for people who often afk or travel in the regions where the environment is hazardous. This is to prevent death and to make many accessible resting spots on ropes and ladders.
Default Build
Skill to Focus On
Achieve by Lvl
--Notes
[SIZE="3"]5[/SIZE] x Improved HP Recovery
[SIZE="3"]12[/SIZE]
Level 5 Improved HP Recovery is required for the skill Improved Max HP Increase.
[SIZE="3"]10[/SIZE] x Improved Max HP Increase
[SIZE="3"]15[/SIZE]
This skill will continually supplement your Max HP for every level up and AP applied to HP for the rest of the game.
[SIZE="3"]20[/SIZE] x Power Strike
[SIZE="3"]28[/SIZE]
Level 1 Power Strike is required to use the skill Slash Blast. Slash Blast and Power Strike can be leveled up interchangeably, although it is preferred to level up Slash Blast first if you train in highly concentrated mob areas.
[SIZE="3"]20[/SIZE] x Slash Blast
[SIZE="3"]28[/SIZE]
Slash Blast and Power Strike can be leveled up interchangeably, although it is preferred to level up Slash Blast first if you train in highly concentrated mob areas.
[SIZE="3"]16[/SIZE] x Improved HP Recovery
[SIZE="3"]70[/SIZE]
Salvage some SP from the Booster skill from the 2nd job tier of skills, so you may max this skill.
[SIZE="3"]8[/SIZE] x Endure
[SIZE="3"]70[/SIZE]
Salvage some SP from the Booster skill from the 2nd job tier of skills, so you may max this skill.
SP Leftover: 0 at level 30.
Iron Body Build
The Iron Body skill build is for people who want to use Iron Body for its benefits. The offensive capabilities take a large hit, but this can be remedied somewhat by salvaging SP from Booster and/or Final Attack, both of which are skills from your 2nd job. See the commentary for those two skills for details.
Iron Body Build
Skill to Focus On
Achieve by Lvl
--Notes
[SIZE="3"]5[/SIZE] x Improved HP Recovery
[SIZE="3"]12[/SIZE]
Level 5 Improved HP Recovery is required for the skill Improved Max HP Increase.
[SIZE="3"]10[/SIZE] x Improved Max HP Increase
[SIZE="3"]15[/SIZE]
This skill will continually supplement your Max HP for every level up and AP applied to HP for the rest of the game.
[SIZE="3"]3[/SIZE] x Endure
[SIZE="3"]16[/SIZE]
Level 3 Endure is required to use Iron Body.
[SIZE="3"]20[/SIZE] x Iron Body
[SIZE="3"]70[/SIZE]
This skill
SP Leftover: 12 at level 30.
[SIZE="4"]Page Skill Builds[/SIZE]
Not much variation here. Ignoring skills using the opposite of your weapon of choice, you'll have maxed all of the skills given in 2nd job. That may not be optimal, but that's for you to decide. Power Guard is a vital skill to have if you plan on training via leech.
Default Build
Default Build
Skill to Focus On
Achieve by Lvl
--Notes
[SIZE="3"]19[/SIZE] x Sword / BW Mastery
[SIZE="3"]36[/SIZE]
The last SP for Mastery only increases Accuracy. It will become helpful later.
[SIZE="3"]30[/SIZE] x Sword / BW Final Attack
[SIZE="3"]46[/SIZE]
[SIZE="3"]3[/SIZE] x Threaten
[SIZE="3"]47[/SIZE]
Level 3 Threaten is required in order to use Power Guard.
[SIZE="3"]30[/SIZE] x Power Guard
[SIZE="3"]57[/SIZE]
[SIZE="3"]20[/SIZE] x Sword / BW Booster
[SIZE="3"]64[/SIZE]
You may stop putting SP into Booster early in order to salvage some SP, since increasing Booster mastery only decreases the cost and increases the duration.
[SIZE="3"]20[/SIZE] x Sword / BW Mastery
[SIZE="3"]64[/SIZE]
SP leftover: 18 at level 70.
Aggressive Build
The idea behind this skill build is to increase your damage output as soon as possible, so you can power through the levels. It's likely you'll suffer high potion expenses as you'll be taking more damage than usual compared to the default skill build, but it's a small price to pay when you're looking at the grand scheme of getting to 4th job.
Aggressive Build
Skill to Focus On
Achieve by Lvl
--Notes
[SIZE="3"]19[/SIZE] x Sword / BW Mastery
[SIZE="3"]36[/SIZE]
The last SP for Mastery only increases Accuracy. It will become helpful later.
[SIZE="3"]30[/SIZE] x Sword / BW Final Attack
[SIZE="3"]46[/SIZE]
[SIZE="3"]20[/SIZE] x Sword / BW Booster
[SIZE="3"]53[/SIZE]
You may stop putting SP into Booster early in order to salvage some SP, since increasing Booster mastery only decreases the cost and increases the duration.
[SIZE="3"]3[/SIZE] x Threaten
[SIZE="3"]54[/SIZE]
Level 3 Threaten is required in order to use Power Guard.
[SIZE="3"]30[/SIZE] x Power Guard
[SIZE="3"]64[/SIZE]
[SIZE="3"]20[/SIZE] x Sword / BW Mastery
[SIZE="3"]64[/SIZE]
SP leftover: 18 at level 70.
Defensive Build
This build is ideal for those who are suffering financial problems. Shave off 40% of the contact damage forever! And the good news is that Power Guard will be quite effective until nearing 3rd job. Your leveling speed will suffer, but it's better than having a crippled leveling rate due to deficiency of potions and mesos.
Defensive Build
Skill to Focus On
Achieve by Lvl
--Notes
[SIZE="3"]19[/SIZE] x Sword / BW Mastery
[SIZE="3"]36[/SIZE]
The last SP for Mastery only increases Accuracy. It will become helpful later.
[SIZE="3"]3[/SIZE] x Threaten
[SIZE="3"]37[/SIZE]
Level 3 Threaten is required in order to use Power Guard.
[SIZE="3"]30[/SIZE] x Power Guard
[SIZE="3"]47[/SIZE]
[SIZE="3"]30[/SIZE] x Sword / BW Final Attack
[SIZE="3"]57[/SIZE]
[SIZE="3"]20[/SIZE] x Sword / BW Booster
[SIZE="3"]64[/SIZE]
You may stop putting SP into Booster early in order to salvage some SP, since increasing Booster mastery only decreases the cost and increases the duration.
[SIZE="3"]20[/SIZE] x Sword / BW Mastery
[SIZE="3"]64[/SIZE]
SP leftover: 18 at level 70.
FA-less/Threaten Build
The idea behind this build is mostly looking at the long-term. Or for people who are annoyed to hell and back by Final Attack. Since Final Attack will be rendered obsolete by the skills Blast and ACB at 4th job, you can use the extra SP salvaged by putting it into skills that you might use even at 4th job, such as Threaten or some of the 1st job skills. This build will really test the patience or social resources of players. If you're going hybrid between Swords and BWs, this skill build is recommended, and you can shave off SP from Booster. I won't help you any further however.
FA-less/Threaten Build
Skill to Focus On
Achieve by Lvl
--Notes
[SIZE="3"]19[/SIZE] x Sword / BW Mastery
[SIZE="3"]36[/SIZE]
The last SP for Mastery only increases Accuracy. It will become helpful later.
[SIZE="3"]20[/SIZE] x Sword / BW Booster
[SIZE="3"]43[/SIZE]
Booster is your only effective means of increasing your damage output beyond Mastery since you decided to toss FA. You may stop putting SP into Booster early in order to salvage some SP, since increasing Booster mastery only decreases the cost and increases the duration.
[SIZE="3"]3[/SIZE] x Threaten
[SIZE="3"]44[/SIZE]
Level 3 Threaten is required in order to use Power Guard.
[SIZE="3"]30[/SIZE] x Power Guard
[SIZE="3"]54[/SIZE]
[SIZE="3"]20[/SIZE] x Sword / BW Mastery
[SIZE="3"]54[/SIZE]
[SIZE="3"]20[/SIZE] x Threaten
[SIZE="3"]60[/SIZE]
SP leftover: 31 at level 70.
[SIZE="4"]WK Skill Builds[/SIZE]
There are lots of feasible variations in the skill build of your choice. It is heavily reliant on what monsters or activities you plan on doing however. Feel free to alter any of the skill builds presented here; after all, they're just examples.
Default: Fire Charge Build
The default build may change depending on the availability of elementally-weak monsters.
Default: Fire Charge Build
Skill to Focus On
Achieve by Level
--Notes
[SIZE="3"]30[/SIZE] x Fire Charge
[SIZE="3"]80[/SIZE]
This charge will allow you to train efficiently on fire-weak monsters, which there are a lot of.
[SIZE="3"]30[/SIZE] x Ice Charge
[SIZE="3"]90[/SIZE]
This additional charge will allow you to train efficiently on ice-weak monsters in Leafre.
[SIZE="3"]30[/SIZE] x Lightning Charge
[SIZE="3"]100[/SIZE]
This additional charge will be the best buff you'll have if you want to increase your power against neutral monsters or bosses. May be swapped for Charge Blow.
[SIZE="3"]30[/SIZE] x Charge Blow
[SIZE="3"]110[/SIZE]
Charge Blow is useful for stunning monsters. May be swapped for Lightning Charge.
[SIZE="3"]20[/SIZE] x Improving MP Recovery
[SIZE="3"]117[/SIZE]
SP Leftover: 10 at level 120.
Default: Ice Charge Build
The default build may change depending on the availability of elementally-weak monsters.
Default: Ice Charge Build
Skill to Focus On
Achieve by Level
--Notes
[SIZE="3"]30[/SIZE] x Ice Charge
[SIZE="3"]80[/SIZE]
This charge will allow you to train efficiently on ice-weak monsters in Leafre.
[SIZE="3"]30[/SIZE] x Fire Charge
[SIZE="3"]90[/SIZE]
This additional charge will allow you to train efficiently on fire-weak monsters, which there are a lot of.
[SIZE="3"]30[/SIZE] x Lightning Charge
[SIZE="3"]100[/SIZE]
This additional charge will be the best buff you'll have if you want to increase your power against neutral monsters or bosses. May be swapped for Charge Blow.
[SIZE="3"]30[/SIZE] x Charge Blow
[SIZE="3"]110[/SIZE]
Charge Blow is useful for stunning monsters. May be swapped for Lightning Charge.
[SIZE="3"]20[/SIZE] x Improving MP Recovery
[SIZE="3"]117[/SIZE]
SP Leftover: 10 at level 120.
Casual Fire Charge Build
This build is for people who aren't quite so hard core with training. It basically sneaks in a few points of Ice Charge so whenever you're traveling around, you can use your Ice Charge instead of Fire Charge.
Casual Fire Charge Build
Skill to Focus On
Achieve by Level
--Notes
[SIZE="3"]4[/SIZE] x Ice Charge
[SIZE="3"]71[/SIZE]
This charge is mostly for dealing with monsters not weak to fire, and it's pretty interesting nonetheless.
[SIZE="3"]30[/SIZE] x Fire Charge
[SIZE="3"]81[/SIZE]
This additional charge will allow you to train efficiently on fire-weak monsters, which there are a lot of.
[SIZE="3"]30[/SIZE] x Ice Charge
[SIZE="3"]90[/SIZE]
Finish mastering this charge in order to prepare for Leafre's ice-weak monsters.
[SIZE="3"]30[/SIZE] x Lightning Charge
[SIZE="3"]100[/SIZE]
This additional charge will be the best buff you'll have if you want to increase your power against neutral monsters or bosses. May be swapped for Charge Blow.
[SIZE="3"]30[/SIZE] x Charge Blow
[SIZE="3"]110[/SIZE]
Charge Blow is useful for stunning monsters. May be swapped for Lightning Charge.
[SIZE="3"]20[/SIZE] x Improving MP Recovery
[SIZE="3"]117[/SIZE]
SP Leftover: 10 at level 120.
1h Weapon Build
This build is for those who are 1h weapon users for life. If you're always going to use a shield, mind as well leech the benefits of Shield Mastery.
1h Weapon Build
Skill to Focus On
Achieve by Level
--Notes
[SIZE="3"]30[/SIZE] x Ice Charge
[SIZE="3"]80[/SIZE]
This charge will allow you to train efficiently on ice-weak monsters in Leafre. Stops the monsters from moving so you stop taking contact damage.
[SIZE="3"]30[/SIZE] x Fire Charge
[SIZE="3"]90[/SIZE]
This additional charge will allow you to train efficiently on fire-weak monsters, which there are a lot of.
[SIZE="3"]30[/SIZE] x Lightning Charge
[SIZE="3"]100[/SIZE]
This additional charge will be the best buff you'll have if you want to increase your power against neutral monsters or bosses. May be swapped for Charge Blow.
[SIZE="3"]30[/SIZE] x Charge Blow
[SIZE="3"]110[/SIZE]
Charge Blow is useful for stunning monsters. May be swapped for Lightning Charge.
[SIZE="3"]20[/SIZE] x Shield mastery
[SIZE="3"]117[/SIZE]
The shield may play a big part in your defenses. Of course, it's only as good as the shield is. Using a Maple Shield or Stolen Fence scrolled for wAtk is not a good use of Shield Mastery.
[SIZE="3"]10[/SIZE] x Improving MP Recovery
[SIZE="3"]120[/SIZE]
SP Leftover: 0 at level 120.
[SIZE="4"]Paladin Skill Builds[/SIZE]
The essence of these skill builds are basically the same between levels 120-140, but beyond that, it largely depends on your habits. Many of the skills in 4th job are useful, but not critical, and they are only effective depending on the nature of your routines.
Boss Hunter Build
This is probably what the majority of you will do since at this level, you should be clearly capable of killing major bosses. It's wise to wait until you have matured your essential skills, but more or less, bossing will be a lot quicker with the Power Stance skill.
Boss Hunter Build
Skill to Focus On
Achieve by Level
--Notes
[SIZE="3"]1[/SIZE] x Rush
[SIZE="3"]120[/SIZE]
Rush is for building up mobs of monsters. A must-have! Maxing it isn't that useful however.
[SIZE="3"]10[/SIZE] x Advanced Charge
[SIZE="3"]123[/SIZE]
[SIZE="3"]20[/SIZE] x Holy Charge
[SIZE="3"]130[/SIZE]
[SIZE="3"]30[/SIZE] x Blast
[SIZE="3"]140[/SIZE]
[SIZE="3"]30[/SIZE] x Power Stance
[SIZE="3"]150[/SIZE]
[SIZE="3"]20[/SIZE] x Maple Warrior
[SIZE="3"]
156
[/SIZE]
Getting MW 20 can be very difficult. Don't worry too much about it since every 4th jobber potentially has MW, and it's only a small boost to your attack power.
[SIZE="3"]30[/SIZE] x Achilles
[SIZE="3"]166[/SIZE]
While it only knocks off 15% damage from each monster attack, bosses generally hit hard. This skill can really help you with saving you some potions.
SP Leftover: 102+
Trainer Build
If all you do is train, train, train, then you'll want skills that will gear you for dealing with multiple enemies.
Trainer Build
Skill to Focus On
Achieve by Level
--Notes
[SIZE="3"]1[/SIZE] x Rush
[SIZE="3"]120[/SIZE]
Rush is for building up mobs of monsters. A must-have! Maxing it isn't that useful however.
[SIZE="3"]10[/SIZE] x Advanced Charge
[SIZE="3"]123[/SIZE]
[SIZE="3"]20[/SIZE] x Holy Charge
[SIZE="3"]130[/SIZE]
[SIZE="3"]30[/SIZE] x Blast
[SIZE="3"]140[/SIZE]
[SIZE="3"]20[/SIZE] x Maple Warrior
[SIZE="3"]146[/SIZE]
Getting MW 20 can be very difficult. Don't worry too much about it too much. Skip it if you really need to.
[SIZE="3"]30[/SIZE] x Achilles
[SIZE="3"]156[/SIZE]
[SIZE="3"]30[/SIZE] x Heaven's Hammer
[SIZE="3"]166[/SIZE]
You may opt to get a few points in Heaven's Hammer early. This skill is most effective on multi-platform maps or situations such as a priest gathering Himes.
SP Leftover: 102+
Time Temple Build
With some patience and persistence, you can go straight to the best Piece of Time farming map and reap in the goodies, but more importantly, the best solo experience flow for Paladins. The idea is to exploit big packages of mobs and HP by using the unique properties of Heaven's Hammer, which in return will give boat-loads of exp. However, you'll probably miss out on optimal partying opportunities at Skeles. Your attack power compared to Heaven's Hammer is fairly insignificant until level 150+.
Time Temple Build
Skill to Focus On
Achieve by Level
--Notes
[SIZE="3"]1[/SIZE] x Rush
[SIZE="3"]120[/SIZE]
Rush is for building up mobs of monsters. A must-have! Maxing it isn't that useful however.
[SIZE="3"]30[/SIZE] x Heaven's Hammer
[SIZE="3"]130[/SIZE]
The investment in Heaven's Hammer doesn't really start paying off until very late.
[SIZE="3"]10[/SIZE] x Advanced Charge
[SIZE="3"]133[/SIZE]
[SIZE="3"]30[/SIZE] x Blast
[SIZE="3"]143[/SIZE]
[SIZE="3"]30[/SIZE] x Holy Charge
[SIZE="3"]150[/SIZE]
[SIZE="3"]20[/SIZE] x Maple Warrior
[SIZE="3"]156[/SIZE]
Getting MW 20 can be very difficult. Don't worry too much about it too much. Skip it if you really need to.
[SIZE="3"]30[/SIZE] x Achilles
[SIZE="3"]166[/SIZE]
SP Leftover: 102+
[SIZE="5"]Training Areas[/SIZE]
In this section, the particular training monster followed by the maps will be suggested. Monster names that are blue and bolded are the hot spots for training. KS wars have a chance of occurring in these areas. If you can deal with pressure from other players, or have many friends and/or a party, you can reap the rewards of fast experience gains. Monster names that are bolded are recommended areas for training. Not as good as the hot spots, but they go for a decent leveling rate. Sometimes you might have to deal with KSers, but this shouldn't be the case. All other training spots listed here are just suggestions, depending on your mood. It is encouraged that you should experiment with these areas and other areas to see which training map gives you the best experience rate, but only if you do not train in the recommended areas.
Some general guidelines for training:
Training is the act of killing monsters in order to earn experience. Sounds simple, and it can be done nearly anywhere. The most ideal training spots can be hard to find at first, but there are a few conditions that make a training spot good:
Monsters have a low HP/EXP ratio. This can be checked via the "Monster HP/EXP Ratios and Weaknesses Index".
You can do a lot of damage to the monsters. Some monsters like Werewolves have an insane amount of wDef, but in the case of the White Knight/Paladin, it's mostly a question of whether you can exploit an elemental weakness.
The monster can be defeated quickly. This isn't necessarily a bad thing if the monster has a really low HP/EXP ratio, but it is a nuisance if the monster is a compound monster and it takes too long in transition between one form and the next.
You aren't wasting excess damage when killing monsters.
The map has a high density of monsters per platform.
The map can easily be traversed. Lots of ropes in a map probably make it a bad training spot.
Additionally, partying with other players can increase experience rates if you have a good plan. The main purpose of partying with other players is to minimize migration across the map. Your partner(s) kill monsters that are elsewhere, so they encourage more rapid spawning of fresh new monsters, so you can kill monsters that spawn in your area. In the meanwhile, everyone gets the share of the experience. Additionally, partying with a Cleric may grant you healing from the Cleric, as well as Bless, a supplemental buff that grants 20 accuracy. Priests are more advanced Clerics, and they can cast the party buff Holy Symbol, which increases experience rates by 150%. Both Priests and Clerics can use their healing to lure undead monsters to create very large mobs where possible.
"Why are there no level ranges?"
I've seen a wide variety of level ranges people have recommended for many monsters, and sometimes they include their justifications based on "decent" characters. I will not adhere to this pattern since when it comes to training, there are three main questions that you need to ask yourself before you go off trying a training ground:
Does the monster have an elemental weakness?
How often can I hit the monster?
How much damage can I do?
With the exception of the accuracy question, your character level has little to no effect on the overall exp flow, although it can be used as a broad guideline for how much power you have. A super godly lvl 75 White Knight could have the same damage as a poor lvl 110 White Knight, so I expect that you will at least use a bit of common sense when choosing your training grounds.
Quick Reference List - The miniature table of contents
Slimes
Pigs/Ribbon Pigs
Horny Mushrooms/Zombie Mushrooms
Wooden/Rocky Masks
Brown Teddies
Block Golems/King Block Golems
Straw Target Dummies
Luster Pixies/Lunar Pixies
Hectors/White Fangs
Mixed Golems/Dark Golems (FoG)
Water Goblins
Voodoos/Hoodoos
Windraiders
Yetis/Yeti and Pepes
Gobies (leech)
Harps (leech)
Birks
Dual Ghost Pirates
Blue Kentauruses
Red Kentauruses
Gigantic Spirit Vikings
Grim Phantom Watches
Himes
Brextons
Red Wyverns
Blue Wyverns
Jr. Newties
Skelegons/Skelesauruses
Chief Oblivion Guardians
[SIZE="3"]--Slimes[/SIZE]
Ellinia : Dungeon : Southern Forest IV
This map is a large column inside a tree south of Ellinia, bordering Henesys' opening fields. Inside are a series of platforms of jumping Slimes that usually collect near the bottom of the two main platforms (middle of the minimap and the bottom). Slimes are plentiful, have a practical amount of HP and one of the lowest HP/EXP ratios. If you need to take a break, stand in the little niche at the far left on the middle main platform.
[SIZE="3"]--Pigs/Ribbon Pigs[/SIZE]
Hidden Street : Pig Beach / Henesys: The Rain-Forest East of Henesys
You can access the hidden map through a patch of yellow flowers in the 3-Way Road-Split outside of Lith Harbor. The pigs are a bit fast, but they have some of the lowest HP/EXP ratios, and there are plenty of them. The only practical safe way to afk on the map is to hang on the ropes and ladders, so having the skill Endure is a nice bonus to have. Nearly the only large pain about training in this map is the occasional appearance of an Iron Hog, which is a good 30 levels higher than the Pigs.
A good alternative is the Rain-Forest map. It's a lot smaller, but it contains Pigs and Ribbon Pigs nevertheless. And there is a large safe platform on top.
[SIZE="3"]--Horny Mushrooms/Zombie Mushrooms[/SIZE]
Dungeon : Ant Tunnel 1
This is a semi-popular spot for players to gather and train. Because there are sometimes people here, the spawn rate in this particular training map can be fairly high. The Horny Mushrooms have a decently low HP/EXP ratio, but the Zombie Mushrooms are average. Still, it is mostly the high spawn rate that draws players to train here.
[SIZE="3"]--Wooden/Rocky Masks[/SIZE]
Perion : Excavation Site III
This map features three main platforms with many Rocky Masks and some Wooden Masks. The middle platform however is lacking in comparison to the top and bottom platforms. Both have more or less average HP/EXP ratios, but the main attraction to this area is the large amount of monsters. It can also be divided nicely with parties.
[SIZE="3"]--Brown Teddies[/SIZE]
Ludibrium : Terrace Hall
The spawns, HP/EXP ratios and the terrain here aren't particularly appealing. However, the potion shop in Ludibrium has discount potions. It is mostly about saving mesos when training in this map.
[SIZE="3"]
--Block Golems/King Block Golems[/SIZE]
Hidden Street : Hidden Tower
Access this map via 8th floor of Eos Tower. You have a chance of getting a Red Whip from the King Block Golems. The other main attraction are the two Rombots that spawn in this map, which you can change channels to find. Many bosses in general have a low HP/EXP ratio. Other than that, you get small mob portions per floor on this map.
[SIZE="3"]--Straw Target Dummies[/SIZE]
Mu Lung : Practice Field Beginner
Straw Target Dummies are abbreviated to STDs. Fun. Anyways, this map is one big flat area, and there are large amounts of Dummies around the field. They aren't particularly fast, so you shouldn't expect many monsters to run into your mob while you are killing them. But really, you could just jump and get into range of another STD.
[SIZE="3"]--Luster Pixies/Lunar Pixies[/SIZE]
Orbis : Cloud Park IV
The Luster Pixies have a high HP/EXP ratio, but they and the Lunar Pixies tend to be concentrated in small mobs on the myriad of platforms in the area. Luster Pixies also are one of the few low to mid level monsters that drop Dark Crystal Ores. It is advisable to save up on the ETC drops, so that when you return to town, you can talk to the exchange quest NPC Staff Sergeant Charlie and exchange the ETC items for potions, forging materials, and experience.
[SIZE="3"]
--Hectors/White Fangs[/SIZE]
El Nath : Icy Cold Field
Hectors have a poor HP/EXP ratio, but otherwise both monsters form a decent concentration of monsters. Just like the Luster/Lunar Pixies, save up on the ETC drops so you can do the exchange quest with Staff Sergeant Charlie.
[SIZE="3"]--Mixed Golems/Dark Golems (FoG)[/SIZE]
Dungeon : Forest of Golems
There are lots and lots of Mixed Golems here. The HP/EXP ratio isn't attractive, but the sheer number of monsters and the possibilities for a variety of parties makes this map a great place to go to. You also have an opportunity to get 60% glove wAtk scrolls.
[SIZE="3"]--Water Goblins[/SIZE]
Zipangu : Vanished Village
Water Goblins come in a flat map and are fast. Generally you can get varying sizes of mobs, but sometimes you can build really large mobs. Beware, a mix of Samihoes are also here, and they can curse you.
[SIZE="3"]--Voodoos or Hoodoos[/SIZE]
Haunted House : Sophilia's Bedroom / Haunted House : Vanity Room
These twin monsters are found in those two small rooms that are really small, almost to the point where it's nearly one screen large. There are only four of them, but they have an incredibly low HP/EXP ratio for their level.
[SIZE="3"]--Windraiders[/SIZE]
Crimsonwood Mountain : Lower Ascent
The terrain is generally bad, but if you have the Mark of Heroism, there is a teleport connecting the bottom and the top of the map. The platforms with the monsters are somewhat spread out, but the monster HP/EXP ratios are low, and Windraider HP/EXP ratios are outrageously low! Monster HP/EXP ratios at their level (70) are roughly 50-60, peaking at 75, and Windraider HP/EXP ratios are 20!
[SIZE="3"]--Yetis/Yeti and Pepes[/SIZE]
El Nath : Ice Valley II
There is a high spawn rate in this map, and the compound monster Yeti and Pepe split into two separate monsters when you damage them sufficiently. You can create really large mobs in this map. Unfortunately that's where the good things end. Everything else is not as great, and the monster levels vary greatly. On the other hand, there is a potion shop near the top of the map, but the potions are a bit more expensive.
[SIZE="3"]--Gobies (leech)[/SIZE]
Aqua Road : Deep Sea Gorge II
As a White Knight, you'll be more of a leech than a party member, since there are no elemental weaknesses for you to exploit. The idea with Gobies is that they come in packs of six when you crack open a Bombing Fish House, which this map has an abundance of. The total HP/EXP ratio is lower than normal, which makes these monsters ideal to train on. Generally you should not afk in this map since Gobies can swim anywhere.
[SIZE="3"]--Harps (leech)[/SIZE]
Leafre : Sky Nest II
You must have a Bishop or an I/L Arch Mage spamming their ultimate AoE for this map to be of any decent experience. You'll also be leeching from your party mate.
[SIZE="3"]--Birks[/SIZE]
Leafre : Forest Crossroad
Birks are one of the first ice-weak monsters you can train on. They have a slightly low HP/EXP ratio, and there are moderately high numbers of Birks. The big drawback are the Dual Birks on the bottom of the map. It is recommended to try to get a party member to deal with the Dual Birks while you attack the Birks.
[SIZE="3"]--Dual Ghost Pirates[/SIZE]
Hidden Street : Unbalanced Time
Access this map by finding the hidden entrance at the top of Warped Path of Time (3). Dual Ghost Pirates come in sizable mobs. It's possible to kill these one at a time when you're at a low level (so you can avoid the obscenely high HP/EXP ratios of the lvl 7x monsters), but you can also attempt to kill them in mobs. As long as you aren't far away and you're at their elevation, they can't use their magic attacks on you, making these specially rigged monsters for Warriors. When you reach the bottom, you can change channels and you'll appear near the top of the map instead of climbing to the top. Additionally, you can get a party of 2-3 other attackers and a Priest, and you'll have really fast spawn rates. Organizing a party like this is very difficult however.
[SIZE="3"]--Blue Kentauruses[/SIZE]
Leafre : Area of Blue Kentaurus
Blue Kentauruses come in great mobs in this particular map. This is a viable option if for some reason circumstances dictate this to be a feasible training area, but these monsters can really sting you.
[SIZE="3"]--Red Kentauruses[/SIZE]
Leafre : Area of Red Kentaurus
Red Kentauruses are one of the many monsters weak to ice. They also collect in incredibly large mobs on the lower level. Despite your ability to freeze them and have damage advantage, you may still experience lots of damage however.
[SIZE="3"]--Gigantic Spirit Vikings[/SIZE]
Hidden Street : Twisted Time
Access this map at the top of Warped Path of Time (4). You can get some large mobs if you can deal with suffering from damage. Gigantic Spirit Vikings also have a fair number of unique drops. If you reach the bottom of the map, you can change channels to end up back at the entrance of the map at the top.
[SIZE="3"]--Grim Phantom Watches[/SIZE]
Hidden Street : Forbidden Time
Grim Phantom Watches may attract Priests, but otherwise they have a little lower HP/EXP ratio. They are primarily good for saving money when you are resorting to fire, since they only employ their magic attacks when they're facing left. Be careful however, they have a much higher KB value than usual, and they are pretty fast.
[SIZE="3"]--Himes[/SIZE]
Zipangu : Encounter with the Buddha
If you don't have Holy Charge as a Paladin, you'll mostly be here as a leecher rather than an attacker. Priests flock here for fast, easy experience, since Himes are really fast and have low damage hits. Gathering mobs with a Priest can happen really fast, and you can make incredible amounts of kills and experience! Beware however, Black Crow spawns in this map, and it is a very nasty boss, hitting for 8500 damage!
[SIZE="3"]--Brextons[/SIZE]
Leafre : Dragon Forest III
Brextons are yet another monster weak to ice. They have a high concentration, and they have a semi-low HP/EXP ratio. Aside from having to deal with the few Dark Cornians (high Avoid) in the middle of the map, you can get some decent experience here. Brextons are the exclusive suppliers of Shadow Claw 20 Mastery Books.
[SIZE="3"]--Red Wyverns[/SIZE]
Hidden Street : Red Wyvern's Nest
Access the map via the top of Leafre : Canyon : West Road. Red Wyverns are yet another monster weak to ice. They're not much different from Brextons, but they do have better drops, and more devastating, generally undodgeable magic attacks. The map they are in has three levels of Red Wyverns.
[SIZE="3"]--Blue Wyverns[/SIZE]
Hidden Street : Blue Wyvern's Nest
Access the map via the top of Leafre : Canyon : East Road. Blue Wyverns have a lower HP/EXP ratio than Red Wyverns, but they can deal much more damage since you'll have to resort to Charge Blow to keep them under check. You can get a little more experience from Blue Wyverns, but at a high monetary price.
[SIZE="3"]--Jr. Newties[/SIZE]
Leafre : Destroyed Dragon's Nest
Jr. Newties have absolutely no elemental preference, so you'll be doing less damage than many of the other classes that train at this map. You may run into really low leveled Bowmen or Hermits, but you can also run into an Arch Mage or Bishop spamming their ultimate AoE attacks. You may party here to encourage spawning, but you'll suffer from killing one monster at a time. Jr. Newties are also auto-aggro, meaning they will attack on sight, and they will do it fairly often since they are close to each other. The upper and left-most reaches of the map are safe, although you shouldn't stay on the ground floor.
[SIZE="3"]--Skelegons/Skelesauruses[/SIZE]
Leafre : The Dragon Nest Left Behind
Skeles have one of the best HP/EXP ratios at their level, and since you hold a great advantage with Holy Charge and ACB, you'll feel right at home here! Just be careful of their unusually high damage from their laser attack skills. You can benefit from a few extra stats in Jump in order to scale some of the platforms in the upper middle portions of the map, and that extra Jump can also be used to jump over the Skeles's laser attacks. Bishops are not an uncommon sighting in this area, and they are capable of generating the highest experience rates in the game right in this map.
[SIZE="3"]--Chief Oblivion Guardians[/SIZE]
Time Lane : Road to Oblivion4
Oblivion 4, as this training area has become to be known as, sports the highest level regular mobs, and with that, comes with really big numbers. These monsters can do an upper range of 4600 damage and higher, and it could prove to be a scary nightmare for the unprepared Warrior. With Paladins, they will be abusing max level Heaven's Hammer here if they want optimum experience, since the Hammer is usually capable of practically destroying the mobs by the time you've gathered them up (and this is one of the few places where Heaven's Hammer really shines). Oblivion 4 is also a popular spot for hunting Pieces of Time. Don't forget to take advantage of the teleports for your training cycle.
[SIZE="5"]Hunter's Compilation[/SIZE]
This section is dedicated to displaying the technical details that go on when you hit a monster, receive damage, and other stuff, in case you aren't sure how exactly your skills will work.
[SIZE="4"]Damage Flow Charts[/SIZE]
Charge Blow: Monsters in range that are hit are stunned at a certain probability rate. If you KB mobs while they are stunned (or frozen), their animation looks as though the monster has turned around in reaction to your attacks, but all other manner of game mechanics, such as hit boxes and collision detection do not behave with respect to the animation. A good example of this are Guardian monsters in Time Temple.
Heaven's Hammer: Monsters in range will be determined if hit. Monsters that are special in some way, aside from boss monsters, are not subject to the attack's full effects, and may escape harm entirely. Otherwise, the server calculates damage based on HH hitting for maximum damage, with exceptions of monsters never dying (1 HP) and that the damage cap (200k) is not exceeded. Monsters affected behave as though they were hit for 1 damage for purposes of KB. If used in conjunction with Ice Charge, monsters that suffer HP deduction are frozen.
Rush: Monsters in range will be determined if hit. Monsters that the player misses simply avoid damage. With exception to stationary monsters and mobs in the state of being KBed, all mobs (including those the player missed) affected by Rush will be pushed back a set distance, although monsters that were jumping land first before being affected by Rush. Monsters that somehow act in the middle of being pushed stop immediately instead of being pushed the full distance, and sometimes monsters currently performing an attack are pushed extra far (what precisely causes this has yet to be determined). If used in conjunction with Ice Charge, monsters that suffer HP deduction are frozen.
Under construction...
[SIZE="4"]Boss Characteristics[/SIZE]
Boss monsters are unlike the regular monster fodder you meet in the Maple world. Not only are they usually mean and large, they also resist some of your skills. In the end, it may just be one harsh brawl.
This section of the guide is dedicated to the describing the ins and outs of the big bad bosses of MapleStory. This includes anything that is exceedingly dangerous and/or will take at least a few minutes to kill for the average Warrior, and doesn't not include smaller stuff such as Mushmom or Crimson Balrog. Many of the major bosses out there have plenty of surprises up their sleeves. It's not entirely unexpected that you'll die in the first encounter and be humiliated by defeat, but in this guide you should be able to make plans for the boss encounter and prepare ahead of time.
Remember though, the best teacher is experience. While the bosses may be harmless exhibits here, real battles are often fast and furious and perhaps fatal.
Typical bosses have the following traits:
Millions upon millions of HP. You could be at it for a good part of the hour if you decided to take them on at a low level. Most boss monsters have their own special HP bar that shows up at the top of the screen, complete with a smug portrait of themselves. Multi-stage boss encounters usually have multiple HP bars. If you don't see an HP bar at the top, then you won't be able to see how much HP they have left.
High damage attacks that usually cannot be avoided. And I mean, they just flood the entire battle area with their attacks. This is generally for major/raid type bosses only.
Natural regeneration rates for HP and MP. This is a hidden stat, and you'll not be able to see its effects, other than through the boss' HP bar. These rates differ between bosses, but if you can't even output more damage than they can regenerate, you mind as well forget trying to kill them. Generally you shouldn't have to worry about this, unless you're taking large breaks in the middle of a fight.
Resistance or even immune to most elements. This generally discourages White Knights and Mages. This is not true for a good portion of bosses, but then again they usually don't have an element weakness.
High Knock-back values. Some bosses have quite the opposite kind of KB value however.
Lots of potion drops. Typically, these are roughly 50 Reindeer Milks, 50 Sunset Dews (high NPC value), 50 Elixirs, and 25 Power Elixirs.
Lots of mesos. Well, compared to regular monsters anyways. The myriad of money sacks you might find is still insignificant compared to how much money you had to dole out in order to kill the boss, so never count on making mesos from money drops alone.
Lots of rare items and unique drops, including Mastery Books. You might have to kill them repeatedly to get what you want however. Drop rates are anywhere between virtually guaranteed to 1% chance. Literally.
Spawn timers or reactor triggers. Area bosses all have spawn timers, and they have a variable range between half an hour to a whopping few days.
Bosses have the following attacks and skills:
Dispel. The sudden and inexplicable disappearance of buffs usually indicates that you've been Dispelled. Watch those buffs! This is usually a Magician's worst nightmare since Magic Guard is usually the only thing preventing their deaths. As a Warrior however, you should be okay. Dispel does not nullify potion-like effects, including Onyx Apples and GM's Bless. Dispel does not dismiss player summons, such as Beholder and Bahamut.
Seal, Darkness, Weaken, Curse. You're more likely to have learned what they do if you've run into spellcaster monsters before. If you don't know, Seal prevents usage of active skills, Darkness reduces your hit-rate to roughly 25% (does not affect magic attacks, so Magicians wouldn't care), Weaken disables jumping, and Curse halves your experience gains.
Stunning. Try to ride out the duration if you can, since there's no way to undo this infliction.
Slow. An allcure does not remove this infliction, but a Priest/Bishop's Dispel skill can. Using a mount or the skill Rush can override, but not undo, this skill. I would advise caution when using a mount however. Other players cannot tell if you're Slowed or not.
Heal. Active healing recovers tens of thousands of HP.
An attack that damages your MP instead of your HP.
An attack that does enough damage to bring your MP, then your HP, down to 1 each. This is officially known as the "Deadly Attack", but amongst the player population, it's dubbed the "1/1 attack". The 1/1 attack is highly lethal, but never fatal. In other words, the 1/1 attack cannot kill you directly.
A variant of the monster wDef and mDef buffs, the wAtk Null and mAtk Null. It's unofficially known much better as the "super wDef/mDef". This buff reduces any damage you do down to 1 per hit (3 if you use Meso Explosion; this is most likely a glitch). Sacrifice (Dragon Knight skill) does not work against wAtk Null. Snipe (Marksman skill) does full damage, in spite of it showing to have done 1 damage.
Monster summoning. The monsters summoned are usually unique to the boss, and they might carry their own surprises. Infamous "boss spawns" are bombs, which are incredibly deadly. Pianus's Blood Boom summons can do up to 11,000 damage!
Super Knock Back attacks that send you sailing across the map. King Sage Cat's Super KB is rather pathetic, but it still sends you skidding across the ground.
Seduce. VERY DEADLY! While seduced, you randomly jump or go left or right, but never a combination of the three (thus if you're on a rope, you don't go anywhere). You also cannot do ANYTHING while seduced, with the exception of chat, Hero's Will, and game functions. Or Alt+F4 if you're really desperate. Seduce skills are generally limited by how many players it can affect.
NOTES: Attacks that do damage and status inflictions at the same time have to be able to hit you, or they don't work. Status infliction skills that don't do damage can hit you regardless, as long as you are within range. Sometimes a regular monster may have a skill listed above, such as Typhons having Super KB or Sharks having Dispel.
The following skills and conditions are changed by bosses:
They cannot be frozen.
They cannot be stunned.
They cannot be silenced (Mage skill).
They cannot be Threatened.
They cannot be Taunted (Night Lord skill).
Power Guard is only 50% effective. (Invincible, a Cleric skill, works normally however)
They cannot be Shadow Webbed (Hermit skill).
They cannot be poisoned.
[SIZE="6"]Calculations, Comparisons, and Formulas[/SIZE]
List of CCF Articles: Base damage formulas* Accuracy Requirements and Percent Hit-Rate Formulas* Proof for optimizing damage: 100% accuracy
[COLOR="DarkRed"]Minimum and Maximum Max HP/MP Formulas for Warriors
STR and wAtk ratios[/COLOR]* Attack speeds for different weapons*
[COLOR="DarkRed"]Max HP/MP plot
INT requirements for complete HP-washing
Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. (Fast (4)) Red Katana[/COLOR] [SIZE="1"]Different Warriors[/SIZE] Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. Fast (5) 1h Swords vs. (Fast (4)) Red Katana [SIZE="1"]Same Warrior[/SIZE]*
[COLOR="DarkRed"]Stonetooth Sword vs. Night Raven's Wing
Monster wAtk-to-Damage Formula[/COLOR]*[SIZE="1"]
*These articles have references from elsewhere in the guide.[/SIZE]
[SIZE="4"]Accuracy Requirements and Percent Hit-Rate Formulas[/SIZE][4S40D]
Having a lot of accuracy isn't everything, the level difference between you and the monster also matters quite a bit. Result answers for accuracy requirements are rounded off for the final answer. The formulas presented here may or may not be the exact formulas, but they come incredibly close to the real deal.
Code:
If (Monster Level - Player Level) > 0,
Accuracy for Max Hit-Rate = [55 + 2 * (Monster Level - Player Level)] * [(Monster Avoid) / 15]
Accuracy for Min Hit-Rate = [55 + 2 * (Monster Level - Player Level)] * [(Monster Avoid) / 30]
Current Hit-Rate = [Accuracy / (Accuracy for Min Hit-Rate)] - 1
Otherwise,
Accuracy for Max Hit-Rate = 55 * [(Monster Avoid) / 15] = 3.667 * (Monster Avoid)
Accuracy for Min Hit-Rate = 55 * [(Monster Avoid) / 30] = 1.833 * (Monster Avoid)
Current Hit-Rate = [Accuracy / (Accuracy for Min Hit-Rate)] - 1
[SIZE="4"]Proof for optimizing damage: 100% accuracy[/SIZE]
DEX may not matter much when you're looking to increase damage, but if you can't hit the monsters very well, STR isn't going to do you much good either. This is the nightmare many no-DEX Warriors are looking to avoid, and massive damage won't happen if they can't hit anything.
Assume player and monster levels aren't an issue.
Code:
Total average damage output:
Average Damage * Hit-rate, where 0 <= Hit-rate <= 1
[[STR * 2.3 * (.9 * Mastery + 1) + DEX] * (wAtk / 100)] * [Accuracy / [55 * ((Monster Avoid) / 30)]]
We'll alter the formula a bit by taking a look at what happens when you take away from DEX and increase STR.
Next, we'll use derivation to find out the change in the total damage output, but in order to save us as much ugly math as possible, we'll break down the equation into simpler components for derivation. If you don't know what derivation is, but you know precisely what position, velocity and acceleration measure, think of velocity as the derivation of position, and acceleration as the derivation of velocity. This isn't exactly right in terms of math, but it will do. Otherwise, just bear with it for now.
In the next step, we'll find where dy/dx = 0. When dy/dx = 0, that means the tangent line at that point in the equation has a slope of 0 and is a point of interest. It is also the point where the slope of the original equation switches direction. For the people who are less oriented with math, when dy/dx = 0, that means we've found the "peak of the mountain" for the original equation (the second formula in this CCF entry). Technically it could also be the "very bottom of an ocean trench", but I'll let you know the original equation looks more like a very narrow rainbow (parabola) for any amount of STR, DEX or Mastery, where DEX isn't insanely higher than STR.
In order to find where dy/dx = 0, we'll drop the end of the derivative equation,
Code:
[wAtk / (1100 * (Monster Avoid))]
since it doesn't really matter what this comes out as for the purposes of finding dy/dx = 0 (if dy/dx =/= 0, then it will matter). We'll also assume that x = 1, meaning that in the original formula you subtract DEX and .8 Accuracy, but add to STR. This actually creates an illegal character in the game as it already has 4 DEX to begin with, but this is all in the name of theory.
Pretty much the same result as far as Warriors are concerned. Since the left of where dy/dx = 0 on the x-axis has a positive slope, we can be assured that increasing your DEX, and thus your accuracy, results in more damage than increasing your STR. This holds true until you have a hit-rate of 100% for any monster (except the "invincible" monsters, which require about 1832 Accuracy to hit 1% of the time).
Keep in mind that this proof only takes into account what happens if you substitute AP (such as with AP resets). It cannot easily predict what will happen if you upgrade your equipment.
[SIZE="4"]Minimum and Maximum Max HP/MP Formulas for Warriors[/SIZE]
We can only speculate at the Minimum Max HP formula at this time. There's no good reason why we need to know this anyways.
Code:
Maximum Max HP: 30,000
Maximum Max MP: 30,000
Minimum Max HP: Level * 24 + C, where C is a constant.
Minimum Max MP: Level * 4 + C, where C is a constant, probably 155.
There are two reasons for the Maximum Max HP/MP being known: those numbers have been listed on the website at some point, and players have managed to reach the limit.
The Minimum Max HP/MP is more of a mystery, since it requires AP resets to test and encounter. The most logical assumptions are defined along what the minimum Max HP/MP you can gain per level. Minimum Max MP should be 4, so the coefficient for the level variable is 4. Same goes with the minimum Max HP, only the coefficient is 24 instead. The constant, C, is calibrated so as to take into account the initial 50 Max HP and 50 Max MP that you start with, plus the bonus Max HP/MP that comes with job advancement. We're most likely to know what C is if we can determine what the absolute minimum Max HP/MP is at the level where you complete your job advancement. C changes when you advance jobs.
If you have low DEX, you can get a good estimate of the STR/wAtk ratio for your character by dividing STR by wAtk.
Code:
Close approximation of STR/wAtk ratios for low-DEX Warriors
x = STR / wAtk
[SIZE="4"]Attack speeds for different weapons[/SIZE][5B43S]
These results are obtained by holding down the attack key on the minute, and continuously spammed until a minute has passed. Any error in measurement will always result in a larger amount of fractions of Blasts attacks. Errors can, at the largest, be 1 Blast/min.
[INDENT]
Weapon Speed
Example
Blasts/Minute
Blast Time (milliseconds)*^
Slower (9)
Slow (8)**
Beserker
64
960ms
Slow (7)**
The Beheader
900ms
Normal(6)
Devil Sunrise, Beserker*
72
840ms
Fast (5)**
Stonetooth Sword, Fraute
74
810ms
Fast (4)**
Red Whip, Red Katana, Devil Sunrise*
78
750ms
Faster (3)
Pumpkin Basket, Stonetooth Sword*, Fraute*
86
690ms
(2)
Red Whip*, Red Katana*, Pumpkin Basket*
95
630ms
(1)
***
N/A
N/A
[/INDENT]
[SIZE="1"]*Weapon was tested using the Booster buff, which increases weapon speed by 2.
**There are actually two speed values. You'll have to test out the weapon in order to determine what the actual speed value is.
*^Source: http://www.southperry.net/forums/showpos...ostcount=1
***This weapon speed, while possible to achieve in theory, isn't possible to achieve due to game limitations.[/SIZE]
[SIZE="4"]Max HP/MP plot[/SIZE]
Wondered where you stand with your HP and MP as a proud Paladin? You can find out here! Data is compiled assuming that the skill Improved Max HP Increase was maxed as soon as possible, INT is 0 (which is impossible in-game), and that you did not tinker with the Max HP and Max MP in any way. All Warriors gain 200-250 Max HP upon 1st job advancement. This data also applies to Spearmen/Dragon Knights/Dark Knights, but it does not apply to Fighters/Crusaders/Heroes since they get a 300-350 Max HP increase instead of a 100-150 Max MP increase for the 2nd job advancement.
One particular column of interest in the Table Data is the Low MP column. In order to HP-wash at least once, you'll need to have 4 more Max MP than what is dictated in this column for your level.
Max HP gained per level: 64-68 Max MP gained per level: 4-6
Max HP and Max MP Table Data
Lvl
Low HP
Avg. HP
High HP
Low MP
Avg. MP
High MP
1
50
5
5
98
106
114
45
49
53
[NOPARSE][/NOPARSE]
10
358
401
444
95
104
113
[NOPARSE][/NOPARSE]
15
538
591
644
115
129
143
[NOPARSE][/NOPARSE]
20
858
921
984
135
154
173
[NOPARSE][/NOPARSE]
25
1178
1251
1324
155
179
203
[NOPARSE][/NOPARSE]
30
1498
1581
1664
275
329
383
[NOPARSE][/NOPARSE]
35
1818
1911
2004
295
354
413
[NOPARSE][/NOPARSE]
40
2138
2241
2344
315
379
443
[NOPARSE][/NOPARSE]
45
2458
2571
2684
335
404
473
[NOPARSE][/NOPARSE]
50
2778
2901
3024
355
429
503
[NOPARSE][/NOPARSE]
55
3098
3231
3364
375
454
533
[NOPARSE][/NOPARSE]
60
3418
3561
3704
395
479
563
[NOPARSE][/NOPARSE]
65
3738
3891
4044
415
504
593
[NOPARSE][/NOPARSE]
70
4058
4221
4384
435
529
623
[NOPARSE][/NOPARSE]
75
4378
4551
4724
455
554
653
[NOPARSE][/NOPARSE]
80
4698
4881
5064
475
579
683
[NOPARSE][/NOPARSE]
85
5018
5211
5404
495
604
713
[NOPARSE][/NOPARSE]
90
5338
5541
5744
515
629
743
[NOPARSE][/NOPARSE]
95
5658
5871
6084
535
654
773
[NOPARSE][/NOPARSE]
100
5978
6201
6424
555
679
803
[NOPARSE][/NOPARSE]
105
6298
6531
6764
575
704
833
[NOPARSE][/NOPARSE]
110
6618
6861
7104
595
729
863
[NOPARSE][/NOPARSE]
115
6938
7191
7444
615
754
893
[NOPARSE][/NOPARSE]
120
7258
7521
7784
635
779
923
[NOPARSE][/NOPARSE]
125
7578
7851
8124
655
804
953
[NOPARSE][/NOPARSE]
130
7898
8181
8464
675
829
983
[NOPARSE][/NOPARSE]
135
8218
8511
8804
695
854
1013
[NOPARSE][/NOPARSE]
140
8538
8841
9144
715
879
1043
[NOPARSE][/NOPARSE]
145
8858
9171
9484
735
904
1073
[NOPARSE][/NOPARSE]
150
9178
9501
9824
755
929
1103
[NOPARSE][/NOPARSE]
155
9498
9831
10164
775
954
1133
[NOPARSE][/NOPARSE]
160
9818
10161
10504
795
979
1163
[NOPARSE][/NOPARSE]
165
10138
10491
10844
815
1004
1193
[NOPARSE][/NOPARSE]
170
10458
10821
11184
835
1029
1223
[NOPARSE][/NOPARSE]
175
10778
11151
11524
855
1054
1253
[NOPARSE][/NOPARSE]
180
11098
11481
11864
875
1079
1283
[NOPARSE][/NOPARSE]
185
11418
11811
12204
895
1104
1313
[NOPARSE][/NOPARSE]
190
11738
12141
12544
915
1129
1343
[NOPARSE][/NOPARSE]
195
12058
12471
12884
935
1154
1373
[NOPARSE][/NOPARSE]
200
12378
12801
13224
955
1179
1403
[SIZE="4"]INT requirements for complete HP-washing[/SIZE]
Ever wanted to HP-wash for the benefits of having Maximum Max HP? This topic looks specifically into this subject. You can either have 18750 HP and have HB carry you up to 30k HP, or go all the way to the top and have 30k HP without HB. These set of calculations assumes that the Minimum Max MP, MP earned per lvl up, and MP earned per AP in this guide are true.
Code:
Minimum Max MP: Level * 4 + C, where C is a constant, probably 155.
MP per level up: 5 ± 1 + (INT/10)
MP per AP applied: 3 ± 1
For the sake of simplicity, we'll assume that the warrior has already advanced to 2nd job and has maxed the skill Improved Max HP Increase, as well as assuming that Max HP earned by AP and Max HP/MP earned by level will always be the average result. For this equation, we'll use the mathematical notation Δ (delta) to signify the difference between the initial and the final value of the variable. For example, ΔLevel between 2nd and 3rd job advancement would be 40. It's a lot more convenient than having to write out Target Level - Current Level or something like that over and over. For clarification in the order of operations, ΔLevel * 4 = (Target Level - Current Level) * 4.
First, we'll have to find out how much AP it will take to reach your target HP desired via HP-washing. We'll do this by finding out the total HP that needs to be covered after leveling up, then find out how much AP it will take to make up for the difference.
Code:
AP needed to cover additional Max HP:
(ΔMax HP - (ΔLevel * 66)) / 52
Next, we'll find out how much spare Max MP is already in store by comparing the current Max MP and the minimum Max MP formula. We'll also add spare MP you may earn by leveling.
Code:
Spare Max MP:
Current Max MP - (Current Level * 4 + 155) + ΔLevel
From those two numbers, we can determine how much more INT is needed to scrap up enough Max MP to convert into AP. Convert the AP required for the Max HP into Max MP, then find out how much Max MP you need to generate using INT, then distribute this amount over the amount of levels you plan on doing this for.
Code:
INT needed per level for sufficient HP-washing:
[((ΔMax HP - (ΔLevel * 66)) / 52) * 4 - (Current Max MP - (Current Level * 4 + 155) + ΔLevel)] * (10 / ΔLevel)
In conclusion, it's rather easy to HP-wash up to 18750 base Max HP; roughly less than 30 INT if you've had a good start. HP-washing up to 30k base Max HP is nearly 3 times harder though.
Keep in mind that 10 INT upon leveling up gives you 1 extra Max MP. This is a fact generally accepted by the community as a guideline, but we do not know how the exact mechanism works. To compensate for this error, just round up to the nearest 10 INT. Better be safe than sorry!
In addition, in the older days of Maplestory, new characters started with 50 Max MP. As of currently, all newly generated characters start with 5 Max MP. If you had an old character that started with 50 Max MP instead, that's 11 additional HP washes!
[SIZE="4"]Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. (Fast (4)) Red Katana[/SIZE] [SIZE="3"]Different Warriors[/SIZE][2H120S]
For the most extreme scenarios, we'll assume that the Warriors in both instances have the maximum strength they can have at level 150 without the help of equipment enhancements or buffs. Realistically, you'd have at least 50 DEX as a no-DEX Warrior, but this is for demonstration purposes.
Note that in all of the calculations above, (5.5 / Blast) wasn't necessary, but was included for the sake of completeness.
In conclusion, if the three weapons were on equal footing with wAtk, the Red Katana would pull out pretty far ahead, and the Stonetooth Sword beats a regular 2h sword.
Of course, we know the Red Katana is actually level 70 and is really far behind (even with the help of an 19 wAtk shield, an avg RK would only match wAtk with an avg Stonetooth), while there are better 2h swords than the Stonetooth.
[SIZE="4"]Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. Fast (5) 1h Swords vs. (Fast (4)) Red Katana[/SIZE] [SIZE="3"]Same Warrior[/SIZE][4S10W]
In this scenario, let's say you have 120 DEX. Sure, you could be using a very high wAtk 2h sword or maybe a 1h sword + wAtk shield setup, but how much is a Stonetooth Sword worth to you?
In this first step, we calculate the damage output of the four weapons using Blasts/min. Assume all figures are with Booster included.
Code:
In all four of the calculations, assume STR = 652, DEX = 120, Mastery = .6.
Next, we'll compare the weapons with each other and find out how much wAtk one weapon needs to at least match each other.
Variable x is the amount of wAtk needed to match the other weapon. This value may come up negative, in which case the weapon with x is actually stronger than the other weapon.
Keep in mind, wAtk in the next calculations represent the first weapon's wAtk, while the other weapon's wAtk is actually (wAtk + x)
This means that every 9.75 wAtk the Stonetooth Sword has, the Regular 2h Sword needs 1 more wAtk to compensate for the damage output. Since an avg Stonetooth is 101 wAtk, you'll need 10.359 more wAtk, or the combined equivalent of wAtk, for a regular 2h sword to match the damage output.
Here are more calculations regarding the rest of the weapons. These are NOT all of the possibilities.
Assume x = 1,
[color=Blue][B]wAtk = 28.286913278616770568786830437829[/B][/color]
[U]Regular 1h Sword vs. Red Katana[/U]
(10066.1968 * wAtk) / Min = [11119.636 * (wAtk + [I]x[/I])] / Min
-1053.4392 * wAtk = 11119.636 * [I]x[/I]
-0.094736842105263157894736842105263 * wAtk = [I]x[/I]
Assume x = 1,
[B][color=Blue]wAtk = -10.555555555555555555555555555585[/color][/B]
The Regular 1h Sword needs 1 extra wAtk every 10.556 wAtk the Red Katana
has in order to match the Red Katana.
[U]Regular 2h Sword vs. Red Katana[/U]
(10422.05736 * wAtk) / Min = [11119.636 * (wAtk + [I]x[/I])] / Min
-697.57864 * wAtk = 11119.636 * [I]x[/I]
-0.062733945607572046423102338961455 * wAtk = [I]x[/I]
Assume x = 1,
[B][color=Blue]wAtk = -15.94033326479147928038622283515[/color][/B]
Actually, some of those calculations are unnecessary. If you are proficient with manipulating variables with more advanced mathematics, you'll find that the universal formula for wAtk ratios for variable x (NOT 1/x, which is the wAtk = ### figure) is the following:
Where:
DPS = Damage over time. Units do not matter as long as DPS1 and DPS2 use the same units.
c1 = STR coefficient for the original weapon's type's average damage.
c2 = STR coefficient for the new weapon's type's average damage.
Weapon Type
Coefficient
C, w/ Mastery = .6
2h Sword
2.3 * (.9 * Mastery + 1)
3.542
1h Sword
2.0 * (.9 * Mastery + 1)
3.08
2h BW
1.7 * (.9 * Mastery + 1.412)
3.3184
1h BW
1.6 * (.9 * Mastery + 1.375)
3.064
See [1W60M] for details on where these coefficients come from. To help make calculations easier, if you're only calculating same weapon types but different speeds, you only have to calculate DPS1/DPS2. If you're only calculating same speed but different weapon types, then the DPS variables can be left out.
[SIZE="4"]Table summary of comparisons[/SIZE]
Fast(4) 2h Sword
Fast(5) 2h Sword
Fast(4) 1h Sword
Normal(6) 2h Sword
Fast(5) 1h Sword
Slow(7) 2h Sword
Slow(8) 2h Sword
Normal(6) 1h Sword
Fast(4) 2h Sword
Infinite
9.555
7.065
4.588
3.831
3.524
3.130
2.562
Fast(5) 2h Sword
-10.555
Infinite
29.944
9.750
7.065
6.167
5.143
3.867
Fast(4) 1h Sword
-8.065
-30.944
Infinite
14.940
9.556
8.025
6.417
4.588
Normal(6) 2h Sword
-5.588
-10.750
-15.940
Infinite
28.287
18.500
12.000
7.065
Fast(5) 1h Sword
-4.831
-8.065
-10.556
-29.287
Infinite
55.360
21.578
9.750
Slow(7) 2h Sword
-4.524
-7.167
-9.025
-19.500
-56.360
Infinite
36.000
12.048
Slow(8) 2h Sword
-4.130
-6.143
-7.417
-13.000
-22.578
-37.000
Infinite
18.611
Normal(6) 1h Sword
-3.562
-4.867
-5.588
-8.065
-10.750
-13.048
-19.611
Infinite
Fast(4) 1h BW
Fast(5) 1h BW
Normal(6) 2h BW
Slow(7) 2h BW
Normal(5) 1h BW
Fast(4) 1h BW
Infinite
9.556
7.715
5.245
4.588
Fast(5) 1h BW
-10.556
Infinite
44.255
12.842
9.750
Normal(6) 2h BW
-8.715
-45.255
Infinite
18.500
12.788
Slow(7) 2h BW
-6.245
-13.842
-19.500
Infinite
43.652
Normal(5) 1h BW
-5.588
-10.750
-13.788
-44.652
Infinite
NOTE: Weapons grayed out are the weapons that will probably be rarely referenced.
Take the weapon you have on the first column, then go across the row to the weapon you want to compare it with. Divide your wAtk (not from just your weapon, your other equips and pots count too) by the number in that particular cell, and that's the amount of wAtk the other weapon should supply more of in order to at least match your current weapon's damage output.
For example: I have a 106 Stonetooth Sword (Fast(5) 2h sword), and I'm comparing it to a 113 Devil Sunrise (Normal(6) 2h sword). The number I see is 9.750. Dividing 106 by 9.750, I get 10.872 as a result. That means I'll need a 117 Devil Sunrise in order to match my Stonetooth's damage output, so the 113 Devil Sunrise I'm seeing is not a good weapon to switch to. Conversely, if I had a 113 Devil Sunrise and I was planning to switch to a Stonetooth, I would need a Stonetooth that has 103 wAtk.
Flaws in these calculations:
This table is always accurate between the 2h weapons and between the 1h weapons, no matter what stats you have. However there's a small difference when comparing the 2h weapons with the 1h weapons. If you have more DEX and less STR than the 652 STR and 120 DEX Warrior used here, the damage output difference between the 2h and 1h weapons will become smaller, and the opposite holds. It may make a difference if you have something like 50 AP or more in deviation. Lets not forget that these tables ignore the monster's wDef stats. The higher leveled monsters (lvl 80+) take out a few hundred damage per attack.
[SIZE="4"]Stonetooth Sword vs. Night Raven's Wing[/SIZE] NOTE: Even though I don't have the Night Raven's Wing listed in my appendix or anywhere else in the guide, I'll still include it here since it's been in the eyes of interest amongst fellow Heroes and Paladins. Just in case you don't know what the Night Raven's Wing is, it's a lvl 90 fast (5) 2h sword that has 95 wAtk that requires 95 DEX.
Both the Stonetooth Sword and Night Raven's Wing are 2h swords with a weapon speed of fast(5), and they're both pretty high level with DEX requirements. Some people at first glance would exclaim that the Night Raven's Wing is the ultimate weapon. These calculations makes or breaks this myth.
The 35 extra STR you salvage from using the Night Raven's Wing apparently isn't enough compared to 6 wAtk. You should even be able to see this if you know your STR to wAtk ratios. Actually, the Night Raven's Wing would have to have just above 97 wAtk in order to match the damage of an average Stonetooth Sword, so the difference isn't that great.
The next scenario is impossible for the Night Raven's Wing since it's an item supposedly obtained by forging, but let's look at the case where both weapons are 5 wAtk above the average :
The gap is closed slightly, value-wise and percent-wise, but in conclusion, the Stonetooth Sword still reigns supreme. Both weapons are incredibly hard to come by in the first place however, so if you find one or the other, consider it an opportunity.
Max Damage = [(wAtk * wAtk) / 125] + X,
where X is an unknown, positive factor that was implemented some time ago.
Min Damage = .95 * [(wAtk * wAtk) / 125] + X
Minimum Damage is a speculation. The percent coefficient is ± 1 when you include X.
[SIZE="6"]Frequently Asked Questions (FAQ)[/SIZE]
Q.) How do you use Charge Blow skill? I'm confused... A.) You need to have any of the element charges: Fire Charge, Ice Charge, Lightning Charge, or Holy Charge.
--Bind Charge Blow to a key on the keyboard and your element charge on another key.
--Cast the element charge buff.
--Walk up to a monster, then hit the Charge Blow key.
--Repeat the previous two steps to use Charge Blow again.
Of course, you don't need to keep recasting the element charge if you have maxed Advanced Charge.
Q.) What elemental charge should I start maxing first? A.) I would recommend either Fire Charge or Ice Charge. The main question to ask is if you can sustain your training for several levels. If you answered no, then it would be wise to choose Ice Charge, as you'll save enough money to buy potions for training. Even if you didn't suffer from financial problems, I should warn you there aren't any good ice-weak monsters to train off of in the early 7x levels, so training can be slow. There are plenty of fire-weak monsters to train on however, and Fire Charge is stronger than Ice Charge.
Q.) Does Magic Crash dispel Zakum/Pianus's Super mDef/mAtk Null buff? A.) No. Not even maxed Magic Crash can do anything, and a Priest/Bishop's Dispel doesn't work either.
Q.) What is faster, Brandish or Blast? A.) There's some controversy to this debate, and unfortunately I only have Blast/min. statistics atm. Without precise measurements to back it up, I went with an easy method and grabbed a Hero friend. We both have weapons of the same speed, and we proceeded to spam each other with Blasts/Brandishes. Listening for the attack sound, it seems that they're the same speed. Somewhat surprising for me.
Q.) What has more range, Blast or Brandish? A.) Brandish has more range, vertically and horizontally. Sorta defies physics, but it's MapleStory.
Q.) Why would anybody choose a Paladin? They're too reliant on elemental advantages and stuff, and Heroes will pwn them... A.) It's entirely up to you to choose whether to play a Paladin or a Hero. With that said though, some people play the Paladin to see really high damage numbers, some people play because they like the hybrid warrior/mage concept, and some people play because Paladins are a rare class. Some might argue that they're very useful when it comes to elementally weak bosses such as Pianus. As for me ... I'll be honest. I chose Paladins unwittingly back at 2nd job because Spearmen attack too slowly, and Fighter sounded too generic, not knowing what was in store for Pages. I'm not saying I regret that choice, but on the contrary I like it.
Q.) What should I choose: 117 atk 6 str Dragon Claymore or 108 atk 4 str Sparta and 12 atk 6 str Stolen Fence? A.) Ignoring the range difference, you can use the CCF calculations to help you decide, specifically the summary table at the end of this topic [4S10W], and the STR and wAtk Ratios topic [7S01A]. I would look at the first one before looking at the second one, and only use the second one if it looks like a really close call between the 2h sword and 1h sword + shield. I'll help you out with this one. Assuming you don't have a ridiculous amount of DEX, you should choose the Dragon Claymore.
Q.) Why do some of the icons and stuff don't show up? A.) The image database hosting those images are having issues. Most of the time I found it's just them being goofy. They'll come back. Try refreshing the page later. And if they don't come back, (most likely due to reshuffling of their directories) I'll just re-host them I guess.
Some of you might be saying "wouldn't it be easier use the item images from the sp.net databases?". You guys and gals do have a point. However, I'm taking the liberty to spare Fiel the extra bandwidth if I can by having my guide download the images from elsewhere. Call it my little contribution if you will. Additionally, they're all altered into 40x40 pixel pictures, which is the size of the largest item out there, the Timeless Claymore (the Stonetooth Sword comes close). Last but not least, should the unthinkable happen, the images will still be there.
Q.) OMFG, you can use Hammer and kill the bosses in two hits!?!? A.) Um, no. The pictures don't tell you the whole story =P You'll still have to fight the bosses just like any other class or player. See the Heaven's Hammer description for more details.
Q.) What are these quests that I need to do to get [insert item]? A.) Look it up somewhere, preferably global.hidden-street.net, then ask other people on MS-related forums. I will not list the quests themselves since they would most likely be common knowledge, or they are something that you'll look at once then you'll look at it never ever again, or it would be out of your capacity to finish regardless of material wealth. The Lunchboxes are a notorious example since they appeared in a 15 day attendance event quest in September 2008 where you had to deal with losing use of 6 etc. inventory slots until the last day.
Q.) What do I need to forge [insert item]? A.) I believe in any case where you can forge new items via NPCs, they will tell you what you'll need in order to make the desired product. You can always find what you need to know in-game, or if you can't reach the NPC, it won't matter anyways. Should you be too lazy to actually visit the NPC in-game, global.hidden-street.net should have most of the forging lists, while various forums should have the rest of the info.
Q.) I upgraded an equipment, but my scroll bonuses are gone! What gives? A.) The NPCs would have told you this in EVERY circumstance that this will happen. I will tell you a more compelling reason though (but it's not the only one). Due to the nature of the game, there's no way it could really find out what stats are altered due to scrolls, or what kind of scrolls you slapped onto the equipment. This is especially true when it comes to Chaos Scrolls, and even more so true considering that equipment can come clean with randomized stats, as well as having different amount of slots. Therefore the best solution around this headache is to just save the current state of the equipment, as it's impossible to deduce what scrolls were used by looking at the stats and the number of scrolls that worked when given any arbitrary equipment.
Q.) The weapon speed times you gave don't match up. Who's right and who's wrong? Fix it please! A.) I'm well aware of that issue. All I know are what I've gotten for results for Blast/Minute and average "realistic" time. The method the cited source uses is not clear to me, but I believe they made a video of the attack, using a 100 frames per second setting, then analyzed it frame-by-frame. I won't discourage using those numbers, but I do not endorse those numbers for the main reasons that I don't trust my life on that source and actual in-game execution with continuous attacks will have extremely small lag time between attacks.
[SIZE="4"]Need an answer to a question, but you can't find it?[/SIZE]
Currently you can contact me either via PMing my account, or by contacting my character, Kajitii, in MapleStory, Khaini world server. Should you try the latter option, please be aware that I'm not on 24/7 like some of you may imagine. Also, I tend to afk randomly, and I can be busy with guild matters, helping other people, bossing, etc., so please be patient. I'll try to respond if I can.
[SIZE="6"]Appendices[/SIZE]
Here lies compiled lists of many things. Just in case you want to expand your horizons beyond the stuff found in the main guide sections. For the color-blind people, I apologize for not making this easier for you T_T.
[SIZE="4"]Appendix of Scrolls[/SIZE]
Appendix of scrolls that may matter. The appendix will be divided into five categories: scrolls for increasing damage, scrolls for increasing accuracy, scrolls for HP-washing, miscellaneous scrolls, and special scrolls. Within these categories, scrolls will be listed in a small series, beginning with the most successful scroll to the least successful scroll.
Scroll names are not listed, since they are all "Dark? Scroll for Equipment X for Primary Stat Y", more or less. For example, the first scroll in the Scrolls for Increasing Damage category is named in-game as "Scroll for 1h Sword for ATT". Other examples: "Dark Scroll for Wand for Magic Attack", "Scroll for Overall for DEX", "Dark Scroll for Top for STR", "Scroll for Shield for Magic Def.", "Scroll for Cape for HP". 5 stats of Max HP and Max MP is worth 1 compared to the other stats, so a scroll that adds 5 wDef, 3 mDef and 10 Max HP to an overall equipment will be known as a "Scroll for Overall for DEF". Certain exceptions apply, as noted by footnotes.
A word about scrolls: Generally, scrolls come in 5 different flavors. The standard scrolls come in 100%, 60%, and 10% chances for success, while the Dark scrolls come in 70% and 30% chances for success. Dark scrolls typically have a 50% chance to break your equipment upon failure. Dark scrolls usually only come from Gachapon, either from Zipangu or both Showa Spa's Gachapon machines.
Another word about scrolls: Many scrolls with a 100% chance of success can be bought from various NPCs. Formerly they could be bought from potion shops, but now you'll have to seek out separate NPCs in mildly hostile regions of the world. As you will quickly see, 100% scrolls, while cheap, do not give you much results. 60% scrolls have more potential for creating better equipment, but they could also leave your equipment worse off compared to equipment scrolled with 100% scrolls. Average results with using 60% scrolls leave you a little better off than using all 100% scrolls. 10% scrolls have a horrible success rate, and they are not good for casual scrolling, but their potential is much higher than the other scrolls. They are, in a sense, a high stake in risk. Dark scrolls, while they allow for better chances of better scroll rates, can obviously leave you in ruins, with nothing to salvage for your loss should the dark scrolls destroy your work. Scrolls may or may not be expensive compared to their counterparts, depending on availability of competing scroll types, how valuable the typical base equipment of choice is being scrolled (you probably don't want to dark scroll a one-of-a-kind piece of equipment!), and as always, economic influences.
A word about Auras: Equipment can come in certain auras. Before auras were implemented, equipment that had at least one working scroll had their names highlighted in orange. Auras overwrite the orange highlighting with their own color. Aura levels are as follow: gray is under average, blue is good (clean equipment with all their slots intact can have blue auras), purple is very good, yellow/gold is godly. Auras are determined by how many stat points the equipment deviates from the average. 5 stats of Max HP and Max MP is worth 1 of any other stat when determining auras. 100% overall STR, 60% 10% top STR
Scrolls for Increasing Damage
IMG
Success %
Break %
Actual Break %
Equipment Affected
Stats Added
100
-
-
1h Sword
+1 wAtk
100
-
-
1h Sword
+5 wAtk, +3 STR, +1 wDef
70
50
15
1h Sword
+2 wAtk, +1 STR
60
-
-
1h Sword
+2 wAtk, +1 STR
30
50
35
1h Sword
+5 wAtk, +3 STR, +1 wDef
10
-
-
1h Sword
+5 wAtk, +3 STR, +1 wDef
100
-
-
2h Sword
+1 wAtk
70
50
15
2h Sword
+2 wAtk, +1 STR
60
-
-
2h Sword
+2 wAtk, +1 STR
30
50
35
2h Sword
+5 wAtk, +3 STR, +1 wDef
10
-
-
2h Sword
+5 wAtk, +3 STR, +1 wDef
100
-
-
1h BW
+1 wAtk
70
50
15
1h BW
+2 wAtk, +1 STR
60
-
-
1h BW
+2 wAtk, +1 STR
30
50
35
1h BW
+5 wAtk, +3 STR, +1 wDef
10
-
-
1h BW
+5 wAtk, +3 STR, +1 wDef
100
-
-
2h BW
+1 wAtk
70
50
15
2h BW
+2 wAtk, +1 STR
60
-
-
2h BW
+2 wAtk, +1 STR
30
50
35
2h BW
+5 wAtk, +3 STR, +1 wDef
10
-
-
2h BW
+5 wAtk, +3 STR, +1 wDef
100
-
-
Glove
+1 wAtk
70
50
35
Glove
+2 wAtk
60
-
-
Glove
+2 wAtk
30
50
35
Glove
+3 wAtk
10
-
-
Glove
+3 wAtk
100
-
-
Cape
+1 STR
70
50
35
Cape
+2 STR
60
-
-
Cape
+2 STR
30
50
35
Cape
+3 STR
10
-
-
Cape
+3 STR
70
50
15
Top
+2 STR
30
50
35
Top
+3 STR
70
50
15
Overall
+2 STR, +1 wDef
60
-
-
Overall
+2 STR, +1 wDef
30
50
35
Overall
+5 STR, ?
10
-
-
Overall
+5 STR, ?
100
-
-
Shield
+1 wAtk
70
50
15
Shield
+2 wAtk, +1 STR
60
-
-
Shield
+2 wAtk, +1 STR
30
50
35
Shield
+3 wAtk, +2 STR
10
-
-
Shield
+3 wAtk, +2 STR
70
50
15
Shield
+2 STR
60
-
-
Shield
+2 STR
30
50
35
Shield
+4 STR ?
60% 10% weapon accuracy
Scrolls for Increasing Accuracy
IMG
Success %
Break %
Actual Break %
Equipment Affected
Stats Added
70
50
15
1h Sword
+1 wAtk, +2 DEX, +3 Accuracy
30
50
35
1h Sword
+3 wAtk, +3 DEX, +5 Accuracy
70
50
15
2h Sword
+1 wAtk, +2 DEX, +3 Accuracy
30
50
35
2h Sword
+3 wAtk, +3 DEX, +5 Accuracy
70
50
15
1h BW
+1 wAtk, +2 DEX, +3 Accuracy
30
50
35
1h BW
+3 wAtk, +3 DEX, +5 Accuracy
70
50
15
2h BW
+1 wAtk, +2 DEX, +3 Accuracy
30
50
35
2h BW
+3 wAtk, +3 DEX, +5 Accuracy
70
50
15
Helmet
+2 DEX
30
50
35
Helmet
+3 DEX
100
-
-
Helmet
+1 Accuracy
70
50
15
Helmet
+1 DEX, +2 Accuracy
60
-
-
Helmet
+1 DEX, +2 Accuracy
30
50
35
Helmet
+2 DEX, +4 Accuracy
10
-
-
Helmet
+2 DEX, +4 Accuracy
30
50
35
Helmet
+5 wDef, +3 mDef, +1 Accuracy
10
-
-
Helmet
+5 wDef, +3 mDef, +1 Accuracy
100
-
-
Gloves
+1 Accuracy
70
50
15
Gloves
+1 DEX, +2 Accuracy
60
-
-
Gloves
+1 DEX, +2 Accuracy
30
50
35
Gloves
+3 DEX, +5 Accuracy, +1 Avoid
15
-
-
Gloves
+3 DEX, +5 Accuracy, +1 Avoid*
10
-
-
Gloves
+3 DEX, +5 Accuracy, +1 Avoid
70
50
15
Pants
+2 DEX, +1 Speed
60
-
-
Pants
+2 DEX, +1 Speed
70
50
15
Pants
+2 DEX, +1 Accuracy ?
30
50
35
Pants
+3 DEX, +3 Speed
30
50
35
Pants
+3 DEX, +2 Accuracy, +1 Speed
100
-
-
Overall
+1 DEX
70
50
15
Overall
+2 DEX, +1 Accuracy
60
-
-
Overall
+2 DEX, +1 Accuracy
30
50
35
Overall
+5 DEX, +3 Accuracy, +1 Speed
10
-
-
Overall
+5 DEX, +3 Accuracy, +1 Speed
100
-
-
Cape
+1 DEX
70
50
15
Cape
+2 DEX
60
-
-
Cape
+2 DEX
30
50
35
Cape
+3 DEX
10
-
-
Cape
+3 DEX
70
50
15
Shoes
+2 Avoid, +1 Accuracy^
60
-
-
Shoes
+2 Avoid, +1 Accuracy^
30
50
35
Shoes
+5 Avoid, +3 Accuracy, +1 Speed^
10
-
-
Shoes
+5 Avoid, +3 Accuracy, +1 Speed^
70
50
15
Shoes
+2 Jump, +1 DEX
60
-
-
Shoes
+2 Jump, +1 DEX
30
50
35
Shoes
+5 Jump, +3 DEX, +1 Speed
10
-
-
Shoes
+5 Jump, +3 DEX, +1 Speed
100
-
-
Earrings
+1 DEX
70
50
15
Earrings
+2 DEX
60
-
-
Earrings
+2 DEX
30
50
35
Earrings
+3 DEX
10
-
-
Earrings
+3 DEX
70
50
15
Face Accessory
+1 Avoid, +1 DEX
60
-
-
Face Accessory
+1 Avoid, +1 DEX
30
50
35
Face Accessory
+2 Avoid, +2 DEX
10
-
-
Face Accessory
+2 Avoid, +2 DEX
100
-
-
Eye Accessory
+1 Accuracy
70
50
15
Eye Accessory
+2 Accuracy
60
-
-
Eye Accessory
+2 Accuracy
30
50
35
Eye Accessory
+3 Accuracy, +1 DEX
10
-
-
Eye Accessory
+3 Accuracy, +1 DEX
[SIZE="1"]*Untradeable
^Scroll is actually labeled as "Shoes for DEX"[/SIZE]
Scrolls for HP-Washing
IMG
Success %
Break %
Actual Break %
Equipment Affected
Stats Added
70
50
15
Wand
+2 mAtk, +1 INT
60
-
-
Wand
+2 mAtk, +1 INT
30
50
35
Wand
+5 mAtk, +3 INT, +1 mDef
10
-
-
Wand
+5 mAtk, +3 INT, +1 mDef
70
50
15
Helmet
+2 INT
30
50
35
Helmet
+3 INT
70
50
15
Gloves
+1 mAtk, +1 INT
60
-
-
Gloves
+1 mAtk, +1 INT
30
50
35
Gloves
+3 mAtk, +3 INT
10
-
-
Gloves
+3 mAtk, +3 INT
70
50
15
Overall
+2 INT, +1 mDef
60
-
-
Overall
+2 INT, +1 mDef
30
50
35
Overall
+5 INT, +3 mDef, +10 Max MP
10
-
-
Overall
+5 INT, +3 mDef, +10 Max MP
70
50
15
Shield
+2 mAtk, +1 INT
60
-
-
Shield
+2 mAtk, +1 INT
30
50
35
Shield
+3 mAtk, +2 INT
10
-
-
Shield
+3 mAtk, +2 INT
100
-
-
Cape
+1 INT
70
50
15
Cape
+2 INT
60
-
-
Cape
+2 INT
30
50
35
Cape
+3 INT
10
-
-
Cape
+3 INT
70
50
15
Earrings
+2 mAtk, +1 INT
60
-
-
Earrings
+2 mAtk, +1 INT
30
50
35
Earrings
+5 mAtk, +3 INT, +1 mDef
10
-
-
Earrings
+5 mAtk, +3 INT, +1 mDef
100
-
-
Eye Accessory
+1 INT
70
50
15
Eye Accessory
+1 INT, +1 mDef
60
-
-
Eye Accessory
+1 INT, +1 mDef
30
50
35
Eye Accessory
+3 INT, +2 mDef
10
-
-
Eye Accessory
+3 INT, +2 mDef
Earring HP scrolls
Miscenllaneous Scrolls
Speed, Jump, and Avoid scrolls are listed first, then Max HP, Max MP, wDef and mDef scrolls are listed.
IMG
Success %
Break %
Actual Break %
Equipment Affected
Stats Added
70
50
15
Pants
+1 Avoid, +2 Jump
30
50
35
Pants
+2 Avoid, +4 Jump
100
-
-
Shoes
+1 Speed
70
50
15
Shoes
+2 Speed
60
-
-
Shoes
+2 Speed
30
50
35
Shoes
+3 Speed
10
-
-
Shoes
+3 Speed
100
-
-
Shoes
+1 Avoid^
100
-
-
Shoes
+1 Jump
100
-
-
Face Accessory
+1 Avoid
100
-
-
Pet Equipment
+1 Speed
60
-
-
Pet Equipment
+2 Speed
10
-
-
Pet Equipment
+3 Speed
100
-
-
Pet Equipment
+1 Jump
60
-
-
Pet Equipment
+2 Jump
10
-
-
Pet Equipment
+3 Jump
100
-
-
Helmet
+1 wDef
70
50
15
Helmet
+2 wDef, +1 mDef
60
-
-
Helmet
+2 wDef, +1 mDef
70
50
15
Helmet
+10 Max HP
60
-
-
Helmet
+10 Max HP
30
50
35
Helmet
+30 Max HP
10
-
-
Helmet
+30 Max HP
70
50
15
Gloves
+15 Max HP
30
50
35
Gloves
+30 Max HP
100
-
-
Top
+1 wDef
70
50
15
Top
+2 wDef, +1 mDef
60
-
-
Top
+2 wDef, +1 mDef
30
50
35
Top
+5 wDef, +3 mDef, +10 Max HP
10
-
-
Top
+5 wDef, +3 mDef, +10 Max HP
70
50
15
Top
+15 Max HP
30
50
35
Top
+30 Max HP
100
-
-
Bottom
+1 wDef
70
50
15
Bottom
+2 wDef, +1 mDef
60
-
-
Bottom
+2 wDef, +1 mDef
30
50
35
Bottom
+5 wDef, +3 mDef, +10 Max HP
10
-
-
Bottom
+5 wDef, +3 mDef, +10 Max HP
70
50
15
Bottom
+15 Max HP
30
50
35
Bottom
+30 Max HP
100
-
-
Overall
+1 wDef
70
50
15
Overall
+2 wDef, +1 mDef
60
-
-
Overall
+2 wDef, +1 mDef
30
50
35
Overall
+5 wDef, +3 mDef, +10 Max HP
10
-
-
Overall
+5 wDef, +3 mDef, +10 Max HP
100
-
-
Shield
+1 wDef
70
50
15
Shield
+2 wDef, +1 mDef
60
-
-
Shield
+2 wDef, +1 mDef
30
50
35
Shield
+5 wDef, +3 mDef, +10 Max HP
10
-
-
Shield
+5 wDef, +3 mDef, +10 Max HP
70
50
15
Shield
+15 Max HP
30
50
35
Shield
+30 Max HP
100
-
-
Cape
+1 wDef
70
50
15
Cape
+3 wDef, +1 mDef
60
-
-
Cape
+3 wDef, +1 mDef
30
50
35
Cape
+5 wDef, +3 mDef, +10 Max HP
10
-
-
Cape
+5 wDef, +3 mDef, +10 Max HP
100
-
-
Cape
+5 Max HP
70
50
15
Cape
+10 Max HP
60
-
-
Cape
+10 Max HP
30
50
35
Cape
+20 Max HP
10
-
-
Cape
+20 Max HP
100
-
-
Cape
+1 mDef
70
50
15
Cape
+3 mDef, +1 wDef
60
-
-
Cape
+3 mDef, +1 wDef
30
50
35
Cape
+5 mDef, +3 wDef, +10 Max MP
10
-
-
Cape
+5 mDef, +3 wDef, +10 Max MP
100
-
-
Cape
+5 Max MP
70
50
15
Cape
+10 Max MP
60
-
-
Cape
+10 Max MP
30
50
35
Cape
+20 Max MP
10
-
-
Cape
+20 Max MP
100
-
-
Face Accessory
+5 Max HP
70
50
15
Face Accessory
+15 Max HP
60
-
-
Face Accessory
+15 Max HP
30
50
35
Face Accessory
+30 Max HP
10
-
-
Face Accessory
+30 Max HP
[SIZE="1"]^Scroll is actually labeled as "Shoes for DEX"[/SIZE]
Liar Sap, other stuff?
Special Scrolls
IMG
Name
Success %
Break %
Actual Break %
Effect
White Scroll
100
-
-
Saves a slot on an equipment upon scrolling. A slot is consumed anyways if the second scroll works. A White Scroll does NOT prevent equipment destruction.
Clean Slate Scroll
1
2
1.98
Restores a lost slot on an equipment.
Clean Slate Scroll
3
6
5.82
Restores a lost slot on an equipment.
Clean Slate Scroll
5
10
9
Restores a lost slot on an equipment.
Clean Slate Scroll
20
50
40
Restores a lost slot on an equipment.
Chaos Scroll
60
-
-
Randomly adds or subtracts up to 5 points for any different existing stats for the equipment.
Shoes for Spikes
10
-
-
Prevents slipping around on icy terrain. Does not consume a slot.
Cape for Cold Protection
10
-
-
Protection against El Nath environment damage. Does not consume a slot.
Spieglemann's Marble
60
-
-
+30 Max HP, +30 Max MP. Works for Spieglemann's Necklace only.
Dragon Stone
100
-
-
+140 wDef, +140 mDef, +15 STR, +15 DEX, +15 INT, +15 LUK, +15 Avoid. Works for the Horntail Pendant only.
Maple Syrup
100
-
-
Randomly adds or subtracts up to 5 points for the existing stat the Maple Leaf.
Probabilities: These tables are based on the hypothetical scenario that you have infinite equipment and infinite scrolls. The BREAK! number represents the percentage of equipment that will be destroyed based on the number of dark scrolls you use.
Probabilities - WARNING: May cause page to stretch.
2008-09-24, 07:23 PM (This post was last modified: 2009-06-29, 05:59 PM by KajitiSouls.)
[SIZE="4"]Appendix of Weapons and Armor, and Their Stats[/SIZE]
List of equipment, their type, speed, wAtk/wDef ranges, and their source. Stats on any given equipment found as a monster drop or forged can deviate as much as 1-5, usually 5 for the wAtk, wDef, mAtk and mDef, and 1-3 for secondary stats (as a rule of thumb), and Gachapon can generate weapons that deviate even more. The values listed are the average values.
Hidden-street.net does have most of this information. But the reason why I bothered to sweat and toil over compiling this appendix is mostly for convenience. In listing the equipment in clear columns and mashing both warrior and common equipment together, as well as separating the male and female armors, you can make easy side-by-side comparisons and decide what stuff you want. Also, this appendix contains weapon speeds to their exact value, something which hidden-street does not have. Other than that, for any additional queries regarding the equipment you're looking at, I'll leave it up to hidden-street to answer. Any additional questions regarding fashion can be answered by using BannedStory, a character simulator. Remember, any equipment can be masked over by Cash Shop items (the selections change weekly, and they're purely aesthetic, so I won't bother to list these).
A word about range:
The swords have been found to have a total of 4 ranges; two for 1h swords and two for 2h swords. I have not found such a pattern with BWs at this point. With the different ranges for the swords, the long 2h sword range is fairly impressive compared to the short 2h sword and both 1h sword ranges, which are fairly negligible in distance.
Before GMS v.70
Source images are taken by attempting to hit the same Jr. Newtie with Blast (nearly the equivalent of a stab) at the farthest location possible, doing tick adjustments via jumping straight up, then moving in mid-flight. Source Image Long 2h Sword Short 2h Sword Long 1h Sword Short 1h Sword
A word about sources: NPC means it can be bought from an NPC weapon store. All equipment that comes from an NPC store are average equipment. Usually Victoria Island and Ariant region weapon/armor stores have low level equipment, and anywhere else usually has equipment going up to level 45. Monsters means it is found as a monster drop. Refer to global.hidden-street.net to find out which monster drops what. Quest means it comes as a reward from a quest. Some exclusive weapons come from event quests, such as the Lunch Box. Also, some items come from quests that involve Gachapon (especially the Erasers). Refer to global.hidden-street.net to learn more about the quest associated with the item, it will say which quest under the item entry. Event means it was available for a limited time. It may become available at a later date, such as the "summer" tubes and surfboards. Forging means it can be made by an NPC from raw component materials (and mesos), and possibly by using previous versions of whatever weapon or armor. Forged weapons may require a Production Manual of the corresponding type (for example, 2h Sword Production Manual for a Lion's Fang), and you can use a Stimulator of the corresponding type to either upgrade or downgrade the weapon you're forging. Using a Stimulator has a 10% chance of destroying the product. Refer to global.hidden-street.net for more details. Gachapon means the item comes from Gachapon. Gachapon is a machine located in various towns (and they're all different) which requires NX to purchase tickets for. Using those tickets at a Gachapon machine, you are rewarded with random items, some which may be extremely rare. Equipment that come out of Gachapon have a chance of being better or worse than the equipment stat ranges. I will only list Gachapon as a source if that's the only known way of getting the item in question, and there really isn't a good, comprehensive database on what Gachapon gives what. (although you'll certainly hear gossip about what popular item comes from where, such as White Scrolls coming from NLC Gachapon) Sometimes if you find an entry marked "?", you may assume it comes from Gachapon. Entries that include Quest and Gachapon involve collecting items, some which come from Gachapon, in order to obtain the item. iTCG means it comes as a prize from codes from MapleStory Trading Card Game, or part of the equipment components for forging it come from the codes. It's assumed that eventually iTCG sets will no longer be in print, and that means the items associated with specific sets will no longer be generated, thus becoming rare. Those items may come back in later iTCG sets.
"Common" job equipment names will be highlighted in blue. Stats that are above the trend of the weapon will be highlighted in green. Stats that are below the trend of the weapon will be highlighted in red. Weapons that are baseline for the trend are in bold, and are known in this guide as the standard array of weapons. Armor and accessories, with the exception to being marked as common, will not follow these guidelines.
Table information is compiled using first-hand knowledge, southperry.net databases, global.hidden-street.net and strong hearsay (hidden-street.net will say that the Stonetooth drops from Black Crow, as a byproduct of the mSEA database, but no one's confirmed it in GMS). Equipment not found in-game yet will be excluded from the table, as well as any equipment unusable by the Paladin. Certain exceptions apply; you can usually see them by a dash in the source column.
1h Swords
Default slots: 7
Lvl
IMG
Weapon Name
wAtk
Additional Stats
Speed
Range
Req
Source
0
Maple Flag
1
+1 STR, +1 DEX, +1 INT, +1 LUK
Fast(4)
Short
-
Quest, Event
0
Blue Maple Flag
1
+1 STR, +1 DEX, +1 INT, +1 LUK
Fast(4)
Short
-
Quest, Event
0
Pumpkin Basket
1
+1 STR, +1 DEX, +1 INT, +1 LUK
Faster(3)
Long
-
Quest, Event
0
Pumpkin Basket (2006 SE)
1
+1 STR, +1 DEX, +1 INT, +1 LUK, +10 HP, +10 Speed
Faster(3)
Long
-
Quest, Event
0
Pico-Pico Hammer
1
+12 Speed
Fast(4)
Long
-
NPC
0
Old Gladius
10
Untradeable
Fast(4)
Short
-
Quest
0
Sky Blue Umbrella
15
15 mAtk
Fast(5)
Short
-
Monster
0
Sword
17
Fast(4)
Long
-
NPC, Monster
0
Newspaper Sword
19
Fast(4)
Long
-
Quest, Event
0
The Stars and Stripes
30
+10 STR
Fast(4)
Short
-
Quest, Event
8
Green Umbrella
12
25 mAtk
Fast(5)
Short
10 LUK
Gachapon
10
Beginner Warrior's Sword
24
Untradeable
Fast(4)
Short
35 STR
Quest
10
Long Sword
27
Fast(4)
Short
-
NPC
15
Sabre
32
Fast(5)
Long
40 STR
NPC
20
Machete
37
Fast(5)
Long
25 STR, 40 DEX
NPC, Monster
20
Viking Sword
37
Fast(5)
Long
65 STR
NPC, Monster
20
Stirge-on-a-String
25
+3 Speed
Normal(6)
Long
-
iTCG
20
Lifeguard Saver
39
+10 Speed
Fast(5)
Long
-
Monster, Event
20
Lunch Box (20)
37
Untradeable
Fast(4)
Short
-
Quest, Event
25
Eloon
42
Fast(5)
Long
30 STR, 50 DEX
NPC, Monster
25
Bamboo Sword
43
Fast(4)
Long
-
?
25
Light Purple Umbrella
41
39 mAtk
Fast(5)
Short
6 STR
Gachapon
30
Gladius
47
Fast(5)
Short
95 STR
NPC, Forge
30
Maple Umbrella
45
+12 Speed, Untradeable
Fast(5)
Long
Short
-
Monster, Event
35
Cutlus
52
Fast(5)
Long
110 STR
NPC, Monster, Forge
35
Maple Sword
48
+20 Accuracy
Fast(5)
Long
-
Monster, Event
35
Red Whip
48
+15 Speed
Fast(4)
Long
-
Monster
35
Stirge-on-a-Rope
50
+8 Speed
Fast(5)
Long
-
iTCG
38
Flaming Katana
65
40 mAtk, +17 Speed
Fast(4)
Long
-
Quest, Gachapon
40
Yellow Umbrella
52
52 mAtk
Fast(5)
Short
-
Monster
40
Traus
57
Fast(5)
Short
125 STR
NPC, Monster, Forge
40
Glowing Whip
70
+15 Speed
Fast(4)
Long
-
Gachapon
43
Maple Soul Singer
60
+30 Accuracy
Fast(5)
Long
-
Monster, Event
43
Beige Umbrella
60
60 mAtk
Fast(5)
Short
5 STR, 5 DEX, 5 INT, 5 LUK
Gachapon
45
Hero's Gladius
63
+1 STR
Fast(4)
Short
140 STR
Quest
45
Nameless Sword
67
Fast(5)
Long
145 STR
Gachapon
45
Onyx Blade
67
Fast(5)
Long
145 STR
Quest
50
Jeweled Katar
67
Fast(5)
Short
155 STR
Monster, Forge
50
Stirge-o-Whip
70
+12 Speed
Fast(5)
Long
-
iTCG
50
Stirge Grappler
73
+13 Jump
Normal(6)
Long
-
iTCG
50
Crystal Blade
45
+25 Accuracy
Fast(5)
Short
-
iTCG
55
Red Umbrella
73
+3 Jump
Fast(5)
Short
-
Monster
60
Neocora
77
Fast(5)
Short
180 STR
Monster
60
Swooping Stirge
78
80 mAtk, +13 Speed
Fast(5)
Long
-
iTCG
60
Frantic Stirge
79
+10 Avoid, +12 Speed
Fast(5)
Long
-
iTCG
60
Lunch Box (60)
77
Untradeable
Fast(4)
Short
-
Quest, Event
63
Trumpet
79
77 mAtk, +1 STR, +1 INT
Fast(4)
Short
-
Gachapon
64
Maple Glory Sword
81
+1 STR, +35 Accuracy
Fast(5)
Long
-
Monster, Event
70
Red Katana
82
Fast(4)
Short
200 STR
Monster
70
Black Umbrella
85
85 mAtk
Fast(5)
Short
6 STR, 6 DEX, 6 INT, 6 LUK
Monster
70
Astral Blade
86
+2 STR
Fast(4)
Long
200 STR
iTCG
70
Angry Stirge
85
+2 STR, +15 Speed
Fast(5)
Long
-
iTCG
80
Khan
87
Fast(5)
Short
230 STR
Monster
90
Fraute
93
Fast(5)
Short
250 STR
Monster
90
Lunch Box (90)
93
Untradeable
Fast(4)
Short
-
Quest, Event
100
Sparta
98
Fast(5)
Long
280 STR
Monster
100
Black Crystal Blade
99
+3 STR, +50 Accuracy
Fast(5)
Short
-
Forge, iTCG
110
Dragon Carabella
103
Fast(5)
Long
310 STR
Monster, Forge
120
Reverse Executioners
108
Fast(5)
Short
340 STR
-
120
Timeless Executioners
110
Fast(5)
Short
340 STR
-
120
Lunch Box (120)
109
Untradeable
Fast(4)
Short
-
Quest, Event
2h Swords
Default slots: 7
Lvl
IMG
Weapon Name
wAtk
Additional Stats
Speed
Range
Req
Source
0
Wooden Baseball Bat
25
Fast(5)
Short
-
Monster
10
Wooden Sword
30
Normal(6)
Short
-
NPC, Monster
10
Thermometer
30
+80 Max MP, +10 wDef
Fast(5)
Short
-
Monster
15
Wooden Samurai Sword
35
Normal(6)
Long
35 STR
Monster
20
Two-Handed Sword
40
Normal(6)
Short
70 STR
NPC, Monster
25
Broad Sword
45
Normal(6)
Short
85 STR
NPC, Monster
30
Scimitar
50
Normal(6)
Long
100 STR
NPC, Monster, Forge
30
Aluminum Baseball Bat
48
Fast(5)
Short
-
Monster
30
Pumpkin Lantern
55
55 mAtk, +50 Max HP
Fast(5)
Long
-
Gachapon
35
Lionheart
55
Fast(4)
Short
115 STR
NPC, Monster
40
Zard
60
Normal(6)
Short
130 STR
NPC, Monster, Forge
45
Aluminum Bat
65
+8 Accuracy
Normal(6)
Long
-
Gachapon
50
Lion's Fang
70
Normal(6)
Long
155 STR
Monster, Forge
50
Tiger's Fang
72
+8 Accuracy, +2 Speed
Fast(5)
Long
155 STR
iTCG
50
Japanese Map
68
+2 STR, +2 DEX
Fast(4)
Short
-
Monster
60
Sparta
80
Normal(6)
Long
190 STR
Monster
64
Maple Soul Rohen
83
+4 STR, +35 Accuracy
Normal(6)
Long
-
Monster, Event
65
Daiwa Sword
82
+2 DEX
Normal(6)
Long
-
Monster
70
Doombringer
85
Normal(6)
Long
220 STR
Monster
80
Heaven's Gate
90
Normal(6)
Long
250 STR
Monster
80
Blue Screamer
90
Normal(6)
Long
250 STR
Monster
80
Raven's Wing
90
+2 STR
Normal(6)
Long
250 STR
Gachapon
80
Dusk Raven's Wing
90
+3 STR, +20 Accuracy
Normal(6)
Long
250 STR
Forge
90
Devil's Sunrise
95
Normal(6)
Long
280 STR
Monster
90
Berzerker
90
Slow(8)
Long
280 STR
Monster
90
Dawn Raven's Wing
99
+4 STR
Normal(6)
Long
280 STR
Forge
90
Night Raven's Wing
96
+2 STR
Fast(5)
Long
265 STR, 95 DEX
Forge
100
The Beheader
100
Slow(7)
Long
310 STR
Monster
100
Stonetooth Sword
101
Fast(5)
Long
120 DEX
Gachapon
110
Dragon Claymore
105
Normal(6)
Long
340 STR
Monster, Forge
120
Reverse Nibleheim
110
Normal(6)
Long
370 STR
-
120
Timeless Nibleheim
112
Normal(6)
Long
370 STR
-
1h Blunt Weapons
Default slots: 7
Lvl
IMG
Weapon Name
wAtk
Additional Stats
Speed
Req
Source
0
Wooden Club
19
Fast(5)
-
Monster
0
Blue Flowery Tube
15
+10 Accuracy
Fast(5)
-
Monster, Event
10
Steel Pipe
29
Fast(5)
-
?
10
Iron Hammer
32
Fast(5)
35 STR
?
15
Hammer
34
Fast(4)
20 STR
?
15
Leather Purse
34
Fast(5)
20 STR
NPC, Monster
15
Red Brick
34
Fast(4)
20 STR
Monster
15
Mace
34
Fast(5)
20 STR
NPC, Monster
15
Square Shovel
34
Fast(5)
20 STR, 20 DEX
Monster
20
Iron Mace
39
Fast(5)
25 STR
NPC, Monster
20
Hard Briefcase
39
Fast(5)
25 STR
NPC
20
Pointed Shovel
39
Fast(5)
25 STR, 40 DEX
Monster
25
Red Flowery Tube
40
+10 Speed
Fast(5)
-
Monster, Event
25
Plunger
44
Fast(5)
30 STR
NPC, Monster
25
Fusion Mace
44
Faster(3)
25 STR
NPC, Monster
25
Pig Illustrated
42
+10 Accuracy
Faster(3)
-
Quest
30
Lollipop
15
Faster(3)
-
Monster
30
War Hammer
49
Normal(6)
95 STR
NPC, Monster, Forge
30
Frying Pan
49
+6 wDef
Normal(6)
-
Monster
35
Heavy Hammer
54
Fast(5)
110 STR
NPC, Monster, Forge
40
Purple Tube
55
+50 Max MP
Fast(5)
-
Monster, Event
40
Jacker
59
Normal(6)
125 STR
NPC, Monster, Forge
50
Black Tube
65
+10 Avoid
Fast(5)
-
Monster, Event
50
Knuckle Mace
69
Normal(6)
155 STR
Monster, Forge
50
Duck Tube
65
+3 Avoid, +5 Speed
Fast(5)
-
Monster, Event
60
Emergency Rescue Tube
75
+150 Max HP
Fast(5)
-
Monster, Event
60
Tamus
79
Normal(6)
185 STR
Monster
64
Maple Havoc Hammer
81
+1 STR, +35 Accuracy
Normal(6)
-
Monster, Event
65
Goblin Bat
77
+5 INT, Untradeable
Fast(5)
-
Quest
70
Colorful Tube
85
+10 Jump
Fast(5)
-
Monster, Event
70
The Judgement
83
Normal(6)
215 STR
Monster
70
Cosmic Scepter
85
+2 STR
Fast(5)
200 STR
iTCG
75
Bent Judgement
85
Normal(6)
215 STR
Monster
80
Heaven's Justice
88
Normal(6)
230 STR
Monster
90
Ruin Hammer
93
Normal(6)
245 STR
Monster
100
Battle Hammer
98
Normal(6)
260 STR
Monster
100
Duck Tube
90
+3 Avoid, +5 Speed
Fast(5)
-
Monster, Event
110
Dragon Mace
103
Normal(6)
275 STR
Monster, Forge
120
Crushed Skull
115
+12 Accuracy
Normal(6)
300 STR
Quest
120
Reverse Allargando
108
Normal(6)
290 STR
-
120
Timeless Allargando
110
Normal(6)
290 STR
-
2h Blunt Weapons
Default slots: 7
Lvl
IMG
Weapon Name
wAtk
Additional Stats
Speed
Req
Source
10
Wooden Mallet
32
Normal(6)
-
NPC, Monster
15
Heavy Mace
37
Slow(7)
45 STR
NPC
20
Square Hammer
42
Slow(7)
70 STR
NPC
20
Pickaxe
42
Slow(7)
20 STR
NPC
25
Monkey Wrench
47
Slow(7)
25 STR
NPC
30
Mithril Maul
52
Normal(6)
100 STR
NPC, Monster, Forge
35
Sledgehammer
57
Slow(7)
115 STR
NPC, Monster, Forge
40
Titan
62
Slow(7)
130 STR
NPC, Monster, Forge
40
Toymaker Hammer
55
Normal(6)
-
Quest, Event
43
Maple Doom Singer
68
+5 STR, +30 Accuracy
Slow(7)
-
Monster, Event
50
Golden Mole
72
Slow(7)
165 STR
Monster, Forge
60
The Blessing
82
Slow(7)
190 STR
Monster
64
Maple Belzet
85
+6 STR, +35 Accuracy
Slow(7)
-
Monster, Event
70
Gigantic Sledge
87
Slow(7)
220 STR
Monster
80
The Morningstar
92
Normal(6)
250 STR
Monster
90
Leomite
97
Slow(7)
280 STR
Monster
100
Golden Smith Hammer
102
Slow(7)
310 STR
Monster
105
Pink Seal Cushion
103
+5 STR, +1 DEX
Slow(7)
300 STR
Gachapon
105
Blue Seal Cushion
102
+5 STR, +1 Accuracy
Slow(7)
290 STR
Gachapon
110
Dragon Flame
107
Slow(7)
340 STR
Monster, Forge
120
Reverse Bellocce
112
Slow(7)
370 STR
-
120
Timeless Bellocce
114
Slow(7)
370 STR
-
Miscellaneous Weapons
Default Slots: 7
This section of weapons is for anything I feel is worth mentioning.
Lvl
IMG
Weapon Name
Category
wAtk
Additional Stats
Speed
Req.
Source
8
Magical Mitten
Claw
10
0 Slots, Untradeable, Expires, Prevents instant death at "Hidden Street: Extra Frosty Snow Zone".
Faster(3)
-
Event
8
Wooden Wand
Wand
15
23 mAtk
Normal(6)
-
NPC, Forge
Hat Armor
Default slots: 7 Notes: Rudolph Hat, anything else?
Lvl
IMG
Hat Name
wDef
mDef
Additional Stats
Req.
Source
0
Mark of the Beta
15
+1 STR, +1 DEX, +1 INT, +1 LUK, Untradeable
-
Quest, Event
0
Pilgrim Hat
1
Males only
-
Monster, Event
0
Maplehontas
1
Females only
-
Monster, Event
0
Maple Bandana White
-
Quest, Event
0
Maple Bandana Yellow
+1 STR, +1 DEX, +1 INT, +1 LUK
-
Quest, Event
0
Maple Bandana Red
+2 STR, +2 DEX, +2 INT, +2 LUK
-
Quest, Event
0
Maple Bandana Blue
+3 STR, +3 DEX, +3 INT, +3 LUK
-
Quest, Event
0
White Maple Bandana
-
Quest, Event
0
Yellow Maple Bandana
+1 STR, +1 DEX, +1 INT, +1 LUK
-
Quest, Event
0
Red Maple Bandana
+2 STR, +2 DEX, +2 INT, +2 LUK
-
Quest, Event
0
Blue Maple Bandana
+3 STR, +3 DEX, +3 INT, +3 LUK
-
Quest, Event
0
Maplemas Hat
10
Untradeable
-
Quest, Event
0
Versalmas Hat
10
Untradeable
-
Quest, Event
0
Independence Day Hat
10
10
+2 Jump
-
Monster, Quest, Event
0
Newspaper Hat
3
+20 Max HP
-
Monster
0
Genesis Bandana
15
+1 STR, +1 DEX, +1 INT, +1 LUK, Untradeable
-
Quest, Event
0
Maple Hat
15
+5 Max HP, +5 Max MP, Untradeable
-
Monster, Quest, Event
5
Green Skullcap
5
-
Quest
5
Red Skullcap
5
-
Quest
5
Brown Skullcap
5
-
Monster, Quest
5
Red Headband
5
+1 Accuracy
-
NPC, Quest
5
Black Headband
5
-
NPC
5
Green Headband
5
-
NPC, Monster, Quest
5
Yellow Headband
5
-
NPC, Quest
5
Blue Headband
5
-
NPC, Quest
5
Blue Sporty Cap
3
+30 Max MP
-
Quest
5
Red Sporty Cap
3
+30 Max HP
-
Quest
8
Black Swimming Cap
7
-
NPC
8
Blue Swimming Cap
7
-
NPC
8
Red Swimming Cap
7
-
NPC
8
Maple Hat
20
40
+1 STR, +1 DEX, +1 INT, +1 LUK, +10 Max HP, +10 Max MP, Untradeable
+2 STR, +2 DEX, +2 INT, +2 LUK, +30 Max HP, +30 Max MP, +1 Speed, +1 Jump, Untradeable
-
Quest
60
Blue Oriental Helmet
60
+1 DEX
150 STR
Monster
60
Red Oriental Helmet
60
+1 STR
150 STR
Monster
60
Hard Hat
30
10
+1 STR, +1 DEX, +1 INT, +1 LUK, +20 Max HP
-
Forge, iTCG
65
Goblin Cap
42
+3 DEX, +2 LUK, Untradeable
-
Quest
70
Maple Hat
50
60
+3 STR, +3 DEX, +3 INT, +3 LUK, +15 Max HP, +15 Max MP, Untradeable
-
Monster, Quest, Event
70
Lord Pirate's Hat
60
60
+3 STR, +3 DEX, +3 INT, +3 LUK, +40 Max HP, +40 Max MP, +4 Speed, +1 Jump, Untradeable
-
Quest
70
Bronze Planet
70
160 STR
Monster
70
Mithril Planet
70
+1 DEX
160 STR
Monster
70
Silver Planet
70
+1 STR
160 STR
Monster
70
Bosshunter Helm
75
20
+3 STR, +3 DEX, +8 Accuracy, +100 Max HP
-
iTCG
70
Arcana Crown
35
+3 INT, +1 Avoid
-
Gachapon
70
Blitz Helm
45
+3 LUK, +1 Avoid
-
Gachapon
70
Power Mane
65
+1 STR, +2 Speed
-
Gachapon
80
Lord Pirate's Hat
70
70
+3 STR, +3 DEX, +3 INT, +3 LUK, +60 Max HP, +60 Max MP, +5 Speed, +2 Jump, Untradeable
-
Quest
80
Red Dragon Babuta
80
+2 DEX
210 STR
Monster
80
Blue Dragon Babuta
80
+2 STR
210 STR
Monster
80
Dark Dragon Babuta
80
+3 STR
210 STR
Monster
90
Lord Pirate's Hat
90
90
+5 STR, +5 DEX, +5 INT, +5 LUK, +90 Max HP, +90 Max MP, +7 Speed, +4 Jump, Untradeable
-
Quest
90
Green Grace Helmet
90
+1 DEX
240 STR
Monster
90
Blue Grace Helmet
90
+2 DEX
240 STR
Monster
90
Red Grace Helmet
90
+2 STR
240 STR
Monster
90
Silver Grace Helmet
90
+3 STR
240 STR
Monster
90
Dark Grace Helmet
90
+4 STR
240 STR
Monster
90
Maple Hat (level 4)
57
70
+4 STR, +4 DEX, +4 INT, +4 LUK, +17 Max HP, +17 Max MP, Untradeable
-
Event
100
Blue Valhalla Helmet
100
+3 DEX
240 STR
-
100
Dark Valhalla Helmet
100
+3 STR
240 STR
Gachapon
100
Green Valhalla Helmet
100
+2 STR
240 STR
Monster
110
Blue Dragon Helmet
110
+5 STR
290 STR
-
Gloves Armor
Default slots: 5 Notes: Mechanical Glove,
Lvl
IMG
Glove Name
wDef
mDef
Additional Stats
Req.
Source
10
Work Gloves
2
-
Monster, Quest, Forge
10
Yellow Work Gloves
2
+1 INT
-
Quest
10
Red Work Gloves
2
+1 STR
-
Quest
10
Blue Work Gloves
2
+1 DEX
-
Quest
10
Purple Work Gloves
2
+1 LUK
-
Quest
10
Grey Work Gloves
2
1
-
Quest
10
Brown Work Gloves
2
7 Slots
-
Quest
10
Lunar Gloves
2
+1 LUK
-
Quest, Event
10
Juno
3
-
Monster, Forge
15
Green Mittens
20
20
6 Slots
-
Quest, Event
15
Steel Fingerless Gloves
5
40 STR
Monster, Forge
20
Red Marker
7
+2 INT
-
?
20
Blue Marker
7
+2 STR
-
?
20
Purple Marker
7
+2 DEX
-
?
20
Pink Marker
7
+2 LUK
-
?
20
Venon
7
60 STR
Monster, Quest, Forge
25
White Fingerless Gloves
9
75 STR
Forge
30
Bronze Missel
11
90 STR
Monster, Forge
30
Steel Missel
12
+1 STR
90 STR
Monster, Forge
30
Orihalcon Missel
13
+2 STR
90 STR
Monster, Forge
35
Steel Briggon
13
125 STR
Monster, Forge
35
Yellow Briggon
14
+1 STR
125 STR
Monster, Quest, Forge
35
Dark Briggon
15
+2 STR
125 STR
Monster, Quest, Forge
40
Iron Knuckle
15
+1 STR
150 STR
Monster, Forge
40
Adamantium Knuckle
16
+2 STR
150 STR
Monster, Forge
40
Dark Knuckle
17
+3 STR
150 STR
Monster, Forge
50
Stormcaster Gloves
5
5
+5 wAtk
-
iTCG
50
Flamekeeper Cordon
+8 mAtk, +20 Accuracy
-
Monster
50
Steel Brist
19
+1 STR
180 STR
Monster, Forge
50
Mithril Brist
20
+2 STR, +1 DEX
180 STR
Monster, Forge
50
Gold Brist
21
+3 STR, +1 Accuracy
180 STR
Monster, Forge
60
Bronze Clench
23
+1 STR
210 STR
Monster, Forge
60
Sapphire Clench
24
+2 STR, +1 Accuracy
210 STR
Monster, Forge
60
Dark Clench
25
+3 STR, +2 Accuracy
210 STR
Monster, Forge
70
Bronze Husk
27
+2 STR
240 STR
Monster, Forge
70
Mithril Husk
28
+3 STR, +1 Accuracy
240 STR
Monster, Forge
70
Dark Husk
29
+4 STR, +1 Accuracy
240 STR
Monster, Forge
80
Sapphire Emperor
31
+2 STR, +1 DEX, +10 Max MP
270 STR
Monster, Forge
80
Emerald Emperor
32
+3 STR, +2 DEX, +15 Max MP
270 STR
Monster, Forge
80
Blood Emperor
33
+2 STR, +4 DEX, +20 Max MP
270 STR
Monster, Forge
80
Dark Emperor
33
+4 STR, +2 DEX, +20 Max MP
270 STR
Monster, Forge
90
Green Imperial
35
+3 STR, +1 DEX
300 STR
Monster
90
Purple Imperial
36
+4 STR, +2 DEX
300 STR
Monster
90
Dark Imperial
37
+5 STR, +2 DEX
300 STR
Monster
100
Blue Korben
39
+5 STR, +2 DEX, +15 Max MP
330 STR
Monster
100
Dark Korben
39
+5 STR, +2 DEX, +20 Max MP
330 STR
-
100
Green Korben
39
+5 STR, +2 DEX, +10 Max MP
330 STR
Monster
110
Blue Dragon Gauntlet
46
+5 STR, +3 DEX, +20 Max MP
360 STR
-
Male Top/Bottom and Overall Armor
Default slots for top and bottom each: 7
Default slots for overalls: 10
Top/Bottom images will be positioned left/right respectively. I've tried my best to pair them into sets, but there are some anomalies in the available armor.
Overall images will be centered.
NOTE: Armor names in the game will have " (M)" appended to the end of them if they are male-only.
Default slots for top and bottom each: 7
Default slots for overalls: 10
Top/Bottom images will be positioned left/right respectively. I've tried my best to pair them into sets, but there are some anomalies in the available armor.
Overall images will be centered.
NOTE: Armor names in the game will have " (F)" appended to the end of them if they are female-only.
[SIZE="1"]*The Spieglemann Necklace can be scrolled for +30 Max HP and +30 Max MP at a 60% rate per slot.
**The Horntail Pendant can be scrolled for +15 STR, +15 DEX, +15 INT, +15 LUK at a 100% rate per slot. That's a grand total of 52 per stat![/SIZE]
Face Accessories
Default slots: 7
All face accessories are common class. Notes: Branch Noses from event
Lvl
IMG
Accessory Name
wDef
mDef
Additional Stats
Req.
Source
0
Maple Leaf*
+5 STR, Untradeable, Expires
-
Quest, Event
0
Maple Leaf*
+5 DEX, Untradeable, Expires
-
Quest, Event
0
Maple Leaf*
+5 INT, Untradeable, Expires
-
Quest, Event
0
Maple Leaf*
+5 LUK, Untradeable, Expires
-
Quest, Event
0
Rudolph's Red Nose
+1 STR, 0 Slots, Expires
-
Quest, Event
0
Rudolph's Red Nose
+1 DEX, 0 Slots, Expires
-
Quest, Event
0
Rudolph's Red Nose
+1 INT, 0 Slots, Expires
-
Quest, Event
0
Rudolph's Red Nose
+1 LUK, 0 Slots, Expires
-
Quest, Event
0
Rudolph's Red Nose
+1 wAtk, 0 Slots, Expires
-
Quest, Event
0
Rudolph's Red Nose
1
0 Slots, Expires
-
Quest, Event
0
Rudolph's Red Nose
+1 mAtk, 0 Slots, Expires
-
Quest, Event
0
Rudolph's Red Nose
1
0 Slots, Expires
-
Quest, Event
0
Rudolph's Red Nose
+1 Accuracy, 0 Slots, Expires
-
Quest, Event
0
Rudolph's Red Nose
+1 Avoid, 0 Slots, Expires
-
Quest, Event
25
Rat Mouth
1
+1 Avoid
-
Gachapon
25
Smiling Mask
1
+7 Speed
-
Gachapon
25
Crying Mask
1
+5 Jump
-
Gachapon
25
Angry Mask
1
+1 Avoid
-
Gachapon
25
Sad Mask
1
+10 Accuracy
-
Gachapon
40
Branch Nose
2
+1 Avoid
-
Gachapon
[SIZE="1"]*Maple Leaves can be scrolled by Maple Syrups, which add or deduct up to 5 points to any existing stat. Scrolling a 0 stat Maple Leaf has no effect.[/SIZE]
Eye Accessories
Default slots: 7
All eye accessories are common class.
Lvl
IMG
Accessory Name
wDef
mDef
Additional Stats
Req.
Source
35
Raccoon Mask
2
+1 Accuracy
-
Gachapon
45
White Raccoon Mask
+2 Accuracy
-
Gachapon
70
Spectrum Goggles
+1 STR, +1 DEX, +1 Speed, 3 Slots
-
Gachapon
[SIZE="4"]Monster HP/Exp Ratios and Weaknesses Index[/SIZE]
Here's a compiled list of monsters, their HP/Exp ratios, and their weaknesses/resistances/immunities. The lower the HP/Exp ratio, the better the monster is to train on, assuming they are in abundance in a particular map. Keep in mind that if you do tens of thousands of damage, you'll probably want to look at monsters that have a bit more HP than a snail, or else you'll waste excess damage and time. Notes: all Magatia mobs, bot-catching mobs, area bosses set 4, CWKPQ mobs
Monsters colored green are very uncommon and/or special. They most likely won't make good training monsters.
Monsters colored blue are area/regular boss monsters.
Monsters colored purple are PQ bosses.
Monsters colored orange are major bosses. Expect to burn a good part of the hour to kill them, unless you're god-like.
Monsters colored red and bolded are raid-type bosses. They all have a reception and organization area and NPC just for them. = Monster is weak vs. element. (1.5x element bonus) = Monster is strong vs. element. (.5x element bonus) = Monster is immune vs. element. All damage results are 1, no matter what level element charge you have. = Monster that's found only as a summon. The monster that summons it will be found in parenthesis. (those are not in there right now D=)
I've included graphs and tables. The graphs are better for getting an overall picture of which monsters lie where in comparison to other monsters, while the tables are better for getting specific information about a monster.
[SIZE="1"]*Monster HP, EXP and HP/EXP stats are cumulative of previous or subsequent monster forms/encounters. The form most significant to Paladins will have its Avoid stat listed. These forms/additional encounters may or may not be listed.[/SIZE]
[SIZE="4"]Appendix of Damage Values[/SIZE]
List of damage values for nearly any situation (except Charge Blow, look at Power Strike for a comparison). Assume that the skills are maxed. This list is also for people who want to drool at potentially large damage values.
Uncolored numbers are based on no element charge. Red numbers are based on Fire Charge. Blue numbers are based on Ice Charge. Cyan numbers are based on Lightning Charge. Purple numbers are based on Holy Charge.
Each table cell (except for the no-charge ones) will have three numbers. Left numbers are for monsters weak against the element charge, middle numbers are for monsters neutral to the element charge, and right numbers are for monsters strong against the element charge. Immune monsters reduce the damage to 1, with an exception to Heaven's Hammer. For Heaven's Hammer, maximum potential damage is listed instead.
Damage Values
Power Strike
Blast
260%
550%
[NOPARSE][/NOPARSE]
468% / 312% / 156%
990% / 660% / 330%
[NOPARSE][/NOPARSE]
429% / 286% / 143%
907.5% / 605% / 302.5%
[NOPARSE][/NOPARSE]
487.5% / 325% / 162.5%
1031.25 / 687.5% / 343.75%
[NOPARSE][/NOPARSE]
546% / 364% / 182%
1155% / 770% / 385%
Slash Blast
vs. 3 Monsters
vs. 6 Monsters
130%
390%
780%
1300%
[NOPARSE][/NOPARSE]
234% / 156% / 78%
702% / 468% / 234%
1404% / 936% / 468%
[NOPARSE][/NOPARSE]
214.5% / 143% / 71.5%
643.5% / 429% / 314.5%
1287% / 858% / 429%
[NOPARSE][/NOPARSE]
243.75% / 162.5% / 81.25%
731.25% / 487.5% / 243.75%
1462.5% / 975% / 487.5%
[NOPARSE][/NOPARSE]
273% / 182% / 91%
819% / 546% / 273%
1638% / 1092% / 546%
[NOPARSE][/NOPARSE]
Advanced Charge Blow
vs. 3 Monsters
vs. 6 Monsters
350%
1050%
2100%
1300%
[NOPARSE][/NOPARSE]
630% / 420% / 210%
1890% / 1260% / 630%
3780% / 2520% / 1260%
[NOPARSE][/NOPARSE]
577.5% / 385% / 192.5%
1732.5% / 1155% / 577.5%
3465% / 2310% / 1155%
[NOPARSE][/NOPARSE]
656.25% / 437.5% / 218.75%
1968.75% / 1312.5% / 656.25%
3937.5% / 975% / 1312.5%[NOPARSE][/NOPARSE]
735% / 490% / 245%
2205% / 1470% / 735%
4410% / 2940% / 1470%
[NOPARSE][/NOPARSE]
Rush
vs. 3 Monsters
vs. 6 Monsters
vs. 10 Monsters
vs. 15 Monsters
130%
390%
780%
1300%
[CENTERS]1950%[/CENTERS]
234% / 156% / 78%
702% / 468% / 234%
1404% / 936% / 468%
2340% / 1560% / 5400%
[CENTERS]3510% / 2340% / 1170%[/CENTERS]
214.5% / 143% / 71.5%
643.5% / 429% / 314.5%
1287% / 858% / 429%
2145% / 1430% / 715%
[CENTERS]3217.5% / 2145% / 1072.5%[/CENTERS]
243.75% / 162.5% / 81.25%
731.25% / 487.5% / 243.75%
1462.5% / 975% / 487.5%
2437.5% / 1625% / 812.5%
[CENTERS]3656.25% / 2437.5% / 1218.75%[/CENTERS]
273% / 182% / 91%
819% / 546% / 273%
1638% / 1092% / 546%
2730% / 1820% / 910%
[CENTERS]4095% / 2730% / 1365%[/CENTERS]
Heaven's Hammer*
vs. 3 Monsters
vs. 6 Monsters
vs. 10 Monsters
vs. 15 Monsters
[CENTERS]199,999[/CENTERS]
[CENTERS]599,997[/CENTERS]
[CENTERS]1,199,994[/CENTERS]
[CENTERS]1,999,990[/CENTERS]
[CENTERS]2,999,985[/CENTERS]
[SIZE="1"]*Heaven's Hammer reduces the monsters's HP down to 1 if they have 200k or less HP. Heaven's Hammer never kills, but it works regardless of ANY conditions.[/SIZE]
[SIZE="6"]History and Revisions[/SIZE]
9/12/2008 v0.00 -- Started writing the guide! Not yet published.
9/15/2008 v0.80 -- Beta stage guide. Primarily published for place-holding reasons until I finish all of the sections, but you can still get a good amount of stuff from it.
9/15/2008 v0.81 -- Wrapped skill tables in spoiler tags. Added a CCF code and the appropriate CCF entry: 2h Sword vs. Stonetooth vs. RK, different warriors.
9/16/2008 v0.82 -- Added two more CCF entries: 2h Sword vs. Stonetooth vs. 1h Sword vs. RK, same warrior; how much STR = 1 wAtk.
9/17/2008 v0.85 -- Finished the skill lists sections, with the exception of 4th job skillbook drops and quests. Added a few minor CCF entries. Corrected a few mistakes.
9/18/2008 v0.87 -- Finished the quests regarding 4th job skills, and I added some flavor text at the beginning of each skill section =P
9/21/2008 v0.93 -- Uploaded a few appendices.
9/24/2008 v0.95 -- Scrapped an appendix. Adding an appendix for weapons and armor (how could I forget this >.<). Finally stopped procrastinating and finished some skill build suggestions.
9/30/2008 v1.00 -- Finished the appendices, but may add more later. Finished the rest of the guide, nit-picked at a few mistakes, and refined the first few topics. Hooray! Some sections are subject to change later.
9/30/2008 v1.01 -- Fixed a critical typo, and made minor adjustments.
10/4/2008 v1.06 -- Discovered and included weapon ranges. Looking further into this subject...
10/21/2008 v1.10 -- Put some boss info down, but it's far from complete. Did equipment update for GMS v.61, fixed a few errors throughout the guide, and added misc. weapons. For HP-washers, look at the Wooden Wand!
10/27/2008 v.1.17 -- Completed the scrolls appendix, but there may be a few scrolls missing or that I'm not aware of. Also, added a CCF entry: INT requirements for complete HP-washing. Delta and Plus Minus symbols were added where appropriate. Please let me know if these don't show up correctly.
11/4/2008 v1.20 -- Completed probability tables for the standard 70%, 60%, 30%, 10% scrolls (100% scrolls are standard too, but they're 100% >_>). The probability for an item to break is rather staggering, even for the 70% scroll o.O
11/6/2008 v1.21 -- Finished probability table for equipment destruction rates when you use dark scrolls. I might not touch the Scrolls Appendix anymore except for the few holes in information. Also, made various minor adjustments.
11/10/2008 v1.26 -- Updated GMS v.61 monsters. The monsters appendix now have a column detailing the Avoid stats for the monsters. Graphs have also been designed and uploaded!
11/17/2008 v1.27 -- Updated GMS v.62 iTCG equipment and the single new monster. Oh, and now I'm displaying current version info at the beginning as well.
11/20/2008 v1.29 -- Added the Max HP/MP plot entry for the CCF. Finalized the Proof for optimizing damage: 100% accuracy in the CCF. Boss entries got a redo, but they only display HP and Exp info atm. Various adjustments and corrections.
12/6/2008 v1.30 -- Miscellaneous work all around. Updated information for the skill Monster Magnet, since I've been playing around with lvl 1 MM. For science.
4/14/2009 v1.35 -- After a hiatus on guide upkeep, I've come back and made updates/changes to the following skills, guaranteed to be accurate as of GMS v.68:
Slash Blast, Threaten, Charge Blow, Fire Charge, Ice Charge, Lightning Charge, Maple Warrior, Heaven's Hammer
5/11/2009 v1.50 -- Since I now have more time, and this guide is falling behind in updates, I'll be working on giving every section my full attention and keep them up to date! Also, the Boss Hunter's Compilation will probably be scrapped due to the fact that it doesn't really relate to Paladins much more than it does to every other class.
[SIZE="6"]Legal Stuff[/SIZE]
Fiel's rights as administrator of southperry.net:
- To delete your guide for any reason (though I will always give you specific warning of a possible guide deletion)
- To move your guide within the forums at my discretion
- To discard any guide that fails to comply with the rules presented in this topic
- This list is not inclusive of all rights guaranteed to me. KajitiSouls' rights as the author:
- To have literary freedom in writing and layout so long as it stays within the RPGW of southperry.net.
- To have the final say in matters regarding criticism.
- To hold copyright and license over this document. You, the readers, are free to reproduce portions of this guide, but I'll ask that you give due credit.
- I can remove this guide from this site for any reason.
- This copy of the guide belongs to http://www.southperry.net. If for whatever reason you find this guide posted elsewhere, please PM me and tell me where this guide is found, and who the perpetrators are.
- This list is not inclusive of all rights guaranteed to me.
[SIZE="6"]Credits[/SIZE]
KajitiSoulz -- For writing up the majority of the guide.
Farooq -- For knowing his swords, math, Warrior equips, and being a good friend.
Perry -- For having been around longer than I have! Oh, and for being on more consistently that some other old-school Khainian friends.
Fiel -- For having been a good friend when he played MapleStory in the older days. I also got a few "hidden" skill features from his Fourth Job Skill Tables. Oh, and I stole that NOPARSE trick and width=num trick from him when I tried to center-align the table cells Last, and definitely the best, three cheers to him for hosting this guide!
AmericAnne -- Mystery person (who is probably Stereo) who gladly shared his/her monster wAtk-to-damage formula. Well, what we could deduce anyways.
Devil's Sunrise -- For showing me a page full of attack times for various weapon speeds.
LazyBui -- For making the said page mentioned above.
MysticHLE -- Suggesting the AFK build.
Butterfli -- For showing where to find the sp.net database's direct extracted content.
Paint.NET -- Freeware mockery of Adobe Photoshop.
southperry.net -- Unique data center and for hosting content.
sauna.gibbed.us -- The old database for extracted data.
global.hidden-street.net -- Database based on user contribution.
perioncorner.com -- Images! Well, before I discovered the raw data images from sp.net...
All of my LOLPALADIN friends and actual Paladins for having supported me and being fun in general =P
YOU, the viewers and critics for making this piece of work feel rewarding. This guide has won 2nd place in the sp.net Maple Guides event!
2008-09-24, 07:52 PM (This post was last modified: 2008-09-24, 08:00 PM by Corn.)
Oh good, we're allowed to post now?
Excavation Site III please (rocky and wooden masks). I think it's better than wild boars. I'm not really sure about the higher level places, though, lacking experience with them.
If you feel as if your guide is too long you could spoiler-crazy like mine :f6:.
If I thought I spent a lot of time on my guide, it's nothing compared to what you did.
2008-10-05, 12:35 PM (This post was last modified: 2008-10-05, 12:51 PM by MysticHLE.)
Pretty nice guide from what I see so far. I would like to suggest an "AFK" build for those warriors who AFK quite a bit...you can tweak the order a bit if you want, but I think this is ideal for leveling speed from past experiences of remaking characters. You may add this to your guide if you see fit, I just thought I'd suggest this since this is what I've been using and I find it extremely convenient.
Swordsman:
Improved HP Recovery (5)
Max Improve Max HP Increase (10)
Max Power Strike (20)
Max Slash Blast (20)
Endure (6)
Page:
Mastery (5)
Booster (4)
Max Mastery (20)
Max Final Attack (30)
Threaten (3)
Max Power Guard (30)
Booster (9) - to synch with 90 seconds of Power Guard. This is the final level of Booster for this build.
Max Threaten (20)
At this point, you should have exactly 12 SP left over...to max out Improve HP Recovery for first job, and also 7 Endure.
White Knight:
Max Fire Charge (30)
Max Ice Charge (30)
Max Charged Blow (30)
Max Thunder Charge (30)
Improved MP Recovery (10)
Max Magic Crash (For Horntail, Pink Bean...if Mages are EVER invited in gMS. >_>)
The 1 SP left over will go towards maxing Endure.
By level 120, this build should yield:
Maxed Improve HP Recovery
Maxed Improve Max HP
Maxed Endure
Maxed Power Strike
Maxed Slash Blast
Maxed Mastery
Maxed Final Attack
Level 9 - 90 seconds Booster - to synch with Power Guard
Maxed 90 seconds Power Guard - to synch with Booster
Maxed Threaten
Maxed Charges
Maxed Charged Blow
10 Improve MP Recovery
Maxed Magic Crash
Again, this build is motivated by the fact that one may want to AFK a lot. This build allows one to easily AFK on ropes at either El Nath or Aqua Road without worrying about Red Bean Porridge or Oxygen Bubbles. Combined with decent defense, you also can AFK in places like the Flyeye Cave or other lower leveled areas...also have to worry less about monster summons (High defense + high HP recovery = harder for monsters to kill you). The only drawback is the 90 seconds Booster. And well, since Holy Charge is the primary charge in 4th job that lasts 300 seconds, a 200 seconds Booster will not exactly work well with it in terms of timing. So I found it easier to synch Power Guard with Booster since we know how essential Power Guard is for a warrior...so might as well synch that and Booster (another essential skill) together.
Also, you might want to make a note for the dexless/low dex builds about upcoming areas. Time Temple mobs have up to 45-49 avoid. Also might want to add in the Horntail Necklace + Egg as a source of accuracy for warriors. =)
Just 3 minor things I noticed
1) Booster says Holy Charge lasts 300s, the skill says it lasts 140s. Either way it's different from maxed Booster, though.
2) Powerguard's maximum "10% of monster's hp" also comes into effect if you're a very high leveled player hunting very low level monsters. For example, I've seen 40+ touch damage on Slimes, and in that case only 5 can be returned.
3) HP/MP Recovery on a chair. Chairs act like you're in the Saunas - if you wear a bathrobe you can gain an additional 150% bonus in regeneration rates. This means 225% regeneration so long as the chair doesn't help that stat by default. I believe my max MP regen gets me to full MP in under a minute due to this, but I'm not certain.
Personally I don't really like all my buffs running out at once so I'm fine with the difference in durations...
MysticHLE Wrote:Pretty nice guide from what I see so far. I would like to suggest an "AFK" build for those warriors who AFK quite a bit...you can tweak the order a bit if you want, but I think this is ideal for leveling speed from past experiences of remaking characters. You may add this to your guide if you see fit, I just thought I'd suggest this since this is what I've been using and I find it extremely convenient....
That's not a bad build suggestion xD I've included it into my guide, since I do see it as having some value, as far as 1st job skills go.
MysticHLE Wrote:Again, this build is motivated by the fact that one may want to AFK a lot. This build allows one to easily AFK on ropes at either El Nath or Aqua Road without worrying about Red Bean Porridge or Oxygen Bubbles. Combined with decent defense, you also can AFK in places like the Flyeye Cave or other lower leveled areas...also have to worry less about monster summons (High defense + high HP recovery = harder for monsters to kill you). The only drawback is the 90 seconds Booster. And well, since Holy Charge is the primary charge in 4th job that lasts 300 seconds, a 200 seconds Booster will not exactly work well with it in terms of timing. So I found it easier to synch Power Guard with Booster since we know how essential Power Guard is for a warrior...so might as well synch that and Booster (another essential skill) together.
I don't like synching skill timers. It just creates huge rebuffing periods. It's mostly up to personal preference I guess (unless it's in the case where you get dispelled or something), but I just like being able to go on the move without having to deal with large rebuffing periods.
MysticHLE Wrote:Also, you might want to make a note for the dexless/low dex builds about upcoming areas. Time Temple mobs have up to 45-49 avoid. Also might want to add in the Horntail Necklace + Egg as a source of accuracy for warriors. =)
I might include future notes in the guide, but for now I'll just leave the guide for the current state of GMS since we don't really know when we'll get future areas such as Time Temple. For all we know it could be over a year later, and I doubt people will wait that long when they consider their dex-less build. More power to them if they prepare though.
MysticHLE Wrote:Also to address Blast vs. Brandish speed:
Both were clocked to be at more or less 80 times/min with Normal (6) swords.
80 seems a bit fast =/ But yes, I've confirmed the speeds of Blast and Brandish since a Hero friend quit and gave his account to me. I haven't updated the guide for this yet though, as I hope to obtain a stop watch for this part of the guide.
Stereo Wrote:Just 3 minor things I noticed
1) Booster says Holy Charge lasts 300s, the skill says it lasts 140s. Either way it's different from maxed Booster, though.
YES! Someone finally mentioned my intentional mistake to see if people really do pay attention xD (it's a copy+paste error in case you're curious though) Your statement about Booster is confusing though.
Stereo Wrote:2) Powerguard's maximum "10% of monster's hp" also comes into effect if you're a very high leveled player hunting very low level monsters. For example, I've seen 40+ touch damage on Slimes, and in that case only 5 can be returned.
Interesting. I've confirmed it, and I'll include this note right away.
Stereo Wrote:3) HP/MP Recovery on a chair. Chairs act like you're in the Saunas - if you wear a bathrobe you can gain an additional 150% bonus in regeneration rates. This means 225% regeneration so long as the chair doesn't help that stat by default. I believe my max MP regen gets me to full MP in under a minute due to this, but I'm not certain.
The thought never occurred to me you could stack robe and chair recovery rates. I've noted the chair recovery rates in the Improved HP/MP Recovery skills though.
Renascentia Wrote:You should put in a leeching build with PG first because thats what alot of people do nowadays and just hump himes/bosses. Nice guide btw
What's the suggested drop off level for leeching? Stop at lvl 80 or so?
Renascentia Wrote:You should put in a leeching build with PG first because thats what alot of people do nowadays and just hump himes/bosses. Nice guide btw
Even though that's what many people do, I wouldn't recommend adding that to one of the most lengthiest greatest page guide ever written. If you put pg leeching up, you might as well put up "from 10x-12x, pay archmages and leeching them at newties while you go watch Bleach and Naruto on youtube" as a 'training spot'.
butterfli Wrote:Even though that's what many people do, I wouldn't recommend adding that to one of the most lengthiest greatest page guide ever written. If you put pg leeching up, you might as well put up "from 10x-12x, pay archmages and leeching them at newties while you go watch Bleach and Naruto on youtube" as a 'training spot'.
So true, so true. I also didn't make it very obvious in the guide (if I did put any reference there, don't remember) because I believe that if you just trained by leeching, then you really don't have a good sense of what it's like to be a Page/WK/Paladin because you really aren't trying the class out if you're just leeching.
2008-10-07, 03:29 AM (This post was last modified: 2008-10-07, 03:33 AM by Serene.)
[COLOR="DeepSkyBlue"]LOLPALADINS jk
loved the guide (the disclaimer made me laugh) completely awsome work with the tables and images very helpful for warriors in general as well
thank you for working on this since i havnt really seen many paladin/wk/page(lol) guides
Edit: i laughed to hard when i read butterfli's post and droped my cereal [/COLOR]
2008-10-10, 04:44 PM (This post was last modified: 2008-10-12, 09:39 PM by KajitiSouls.)
Okay guys, tell me what you think of these map renders of "Cave of Pianus". They have been crafted by me, not Slip (SlipnSlide), since he hasn't responded D= (and the learning process was no walk in the park, but at least I have the experience now)
There are two images. The first one is just the map, no add-ons other than traps and Pianus. The second image is the raw construction of the map.wz, complete with all of Lefty/Righty Pianus's attacks and the red VR boundary (which is only what you see in the first image).
info about how Mondays went, skill-build wise:
All-training:
1 rush
10 acb
20 holy charge
10 maple warrior
30 rush
(30 stance)
30 blast
30 monster magnet
20 maple warrior
30 heaven's hammer
Most efficient build, training-wise. Magnet>HH is confirmed by both me and Paladin (lvl 200 Paladin), rest is the skill-build I will see as the most efficient with current maps and current parties.
2008-11-28, 03:49 PM (This post was last modified: 2008-11-28, 10:40 PM by alwzn4vr.)
Awesome guide Kaj. You compared Stonetooth vs Night Raven but none of the Raven family 2H swords are in the 2H sword table.
Also, minor typo.
"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 mind as well be no-DEX."
I think you meant to say "might as well be no-DEX."
alwzn4vr Wrote:Awesome guide Kaj. You compared Stonetooth vs Night Raven but none of the Raven family 2H swords are in the 2H sword table.
Also, minor typo.
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 mind as well be no-DEX.
I think you meant to say might as well be no-DEX.
Perry
I did say that the Raven's Wing swords aren't going to be found anywhere in my guide other than that one CCF topic, for the main reason that the Raven's Wings have not been found in-game yet. But it's still something to think about as it should be coming along with the CwK updates.
About the "mind" and "might" thing, yeah, I was never too good about that xD
@Devil's Sunrise, I think MM is mostly based on what sort of map you train on. I don't doubt what you say otherwise.