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[Draft] Guide for the Page, White Knight and Paladin
#1
[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 Appendices will still remain outdated, although I will probably throw out items that have expiration dates.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>
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.


[Image: mapleleafsmallro9.png][SIZE="6"]Table of Contents[/SIZE]
  1. [SIZE="4"]Table of Contents[/SIZE]
  2. [SIZE="4"]Introduction[/SIZE]
  3. [SIZE="4"]Getting Started [/SIZE][SIZE="3"]--[/SIZE]Planning now and later
    1. Equipment options
      • [SIZE="1"]Sword vs. Blunt Weapon[/SIZE]
      • [SIZE="1"]One-handed vs. Two-handed[/SIZE]
      • [SIZE="1"]Top/Bottom vs. Overall[/SIZE]
    2. Setting your Dexterity Limit
      • [SIZE="1"]Normal Dex[/SIZE]
      • [SIZE="1"]Low Dex[/SIZE]
      • [SIZE="1"]No Dex[/SIZE]
    3. The Bonus: HP Washing
  4. [SIZE="4"]Training Guide for Pages, White Knights and Paladins[/SIZE] [SIZE="3"]--[/SIZE]Down and dirty with the best of 'em
    1. Warrior Skill Set (Warrior Basics)
    2. Page Skill Set (Page's Path)
    3. WK Skill Set (White Knight's Code)
    4. Paladin Skill Set (Paladin of Light)
    5. 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]
    6. Training Areas
    7. Hunter's Compilation
  5. [SIZE="4"]Calculations, Comparisons, and Formulas[/SIZE] [SIZE="3"]--MATH[/SIZE] [SIZE="2"]MATH[/SIZE] [SIZE="1"]MATH[/SIZE] .... ...
  6. [SIZE="4"]Frequently Asked Questions (FAQ)[/SIZE]
  7. [SIZE="4"]Appendices[/SIZE]
    1. Monster HP/Exp Ratios and Weaknesses Index
    2. Appendix of Damage Values
    3. Appendix of Weapons and Armor, and Their Stats
    4. Appendix of Scrolls
  8. [SIZE="4"]History and Revisions[/SIZE]
  9. [SIZE="4"]Legal Stuff[/SIZE]
  10. [SIZE="4"][COLOR="Black"]Credits[/SIZE][/COLOR]




[FLEFT][Image: mapleleafsmallro9.png][/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.

[SIZE="4"][INDENT]<< << << Disclaimer >> >> >>[/INDENT][/SIZE]
 Spoiler




[Image: mapleleafsmallro9.png][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

[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][Image: iusescroll60uw6.png][/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][Image: twohandsw024tz1.gif][/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][Image: hat253qd0.gif][/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:
  1. 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.
  2. Invest your AP into your Max HP.
  3. Use your AP Resets on your Max MP.
  4. 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.



[Image: mapleleafsmallro9.png][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
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]
[Image: sbwarriorbasicsoa5.gif] SP: 1 from advancement, 60 from levels.
 1st Job Advancement Steps
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!


[Image: simprovedhprecoveryyb8.gif] Improved HP Recovery
Type: Passive
Description: Recover additional HP every 10 sec. while standing still.
Max Level: 16
NOTES:
  • Default HP recovered is 10.
  • You can only recover HP if you're standing still and you're not in a combat stance or doing anything else.
  • Sitting lets you recover 50% more HP (and MP) unless you're using a chair that has a fixed HP recovery rate. The bonus recovery amount stack with any other bonus recovery amounts, such as Sauna Robes.
  • Recent changes to MapleStory allow you to recover HP every 5 seconds instead of 10.
 Improved HP Recovery Table of Skill Variables


[Image: simprovedmaxhpincreasexy1.gif] Improved Max HP Increase
Prerequisite: Level 5 Improved HP Recovery
Type: Passive
Description: This skill boosts up the amount of increase on MaxHP after each Level UP, or AP used on MaxHP.
Max Level: 10
NOTES:
  • Default Max HP gained for Warriors per level up is 24-28.
  • Default Max HP gained for Warriors per AP applied is 20-24.
 Improved Max HP Increase Table of Skill Variables
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.


[Image: sendureez1.gif] Endure
Prerequisite: Level 3 Improved Max HP Increase
Type: Passive
Description: Even when hanging on the rope or ladder, you'll be able to recover some HP after a certain amount of time.
Max Level: 8
 Endure Table of Skill Variables
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.


[Image: sironbodyow2.gif] Iron Body
Prerequisite: Level 3 Endure
Type: Buff
Description: Temporarily increases your weapon defense.
Max Level: 20
 Iron Body Table of Skill Variables
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.


[Image: spowerstrikerv3.gif] 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
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.


[Image: sslashblastcp2.gif] Slash Blast
Prerequisite: Level 1 Power Strike
Type: Attack
Description: Use HP and MP to attack every enemy around you with a sword.
Max Level: 20
 Slash Blast Table of Skill Variables
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]
[Image: sbpagespathkt0.gif] SP: 1 from advancement, 120 from levels.
 2nd Job Advancement Steps
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.


[Image: sswordmasterylv0.gif][Image: sbwmasterygv5.gif] Sword Mastery / Blunt Weapon Mastery
Type: Passive
Description: Increases the sword/blunt weapon mastery and accuracy. It only applies when either a one-handed or a two-handed sword/blunt weapon is in hand.
Max Level: 20
NOTE: Mastery has the largest weight in determining your minimum damage. Default mastery level is 10%. [1W60M]
 Sword Mastery / Blunt Weapon Mastery Table of Skill Variables
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.


[Image: sfinalattackof1.gif][Image: sfinalattackof1.gif] Final Attack : Sword / Final Attack : Blunt Weapon
Prerequisite: Level 3 Sword Mastery / Blunt Weapon Mastery
Type: Passive
Description: With a certain success rate, another attack follows after performing an attacking skill. Only works with a one-handed or two-handed sword/blunt weapon in hand.
Max Level: 30
NOTES:
  • Final Attack increases your attacks/minute. You cannot control the extra attacks, and they occur too fast for you to KB a monster.
  • Final Attack activated by Slash Blast can hit up to 6 monsters, but the initial target receives roughly 200% damage, and subsequent damage for every additional monster you hit becomes exponentially weaker. Due to the damage formula, it's possible to get numbers below 1, which will show up as a "miss".
  • Final Attack only works in conjunction with Power Strike and Slash Blast. Any later attack skills you may earn do not activate Final Attack.
 Final Attack : Sword / Final Attack : Blunt Weapon Table of Skill Variables
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.


[Image: sswordboosterff5.gif][Image: sbwboosterrx0.gif] Sword Booster / Blunt Weapon Booster
Prerequisite: Level 5 Sword Mastery / Blunt Weapon Mastery
Type: Buff
Description: Use HP and MP to temporarily boost up the attacking speed of the equipped sword/blunt weapon. It only applies when either a one-handed or a two-handed sword/blunt weapon is in hand.
Max Level: 20
NOTE: Booster increases your weapon speed by 2. [5B43S]
 Sword Booster / Blunt Weapon Booster Table of Skill Variables
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.


[Image: sthreatenvc2.gif] Threaten
Type: Active
Description: Use MP to temporarily threaten an enemy. Decreases the level of weapon attack and weapon defense of every enemy around the area.
Max Level: 20
NOTE: Monsters that have been Threatened will have an orange mark on them.
 Threaten Table of Skill Variables
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.


[Image: spowerguardcl8.gif] Power Guard
Prerequisite: Level 3 Threaten
Type: Buff
Description: Returns a portion of the damage received from the enemy. Can't return more than 10% of the enemy's Max HP at once, however.
Max Level: 30
NOTES:
  • This skill only works on monster contact damage.
  • In addition to reducing damage, Power Guard reduces KB done to your character.
  • You can only return damage worth up to 10% of the monster's max HP, while you sustain the rest of the damage. Damage returned and damage sustained added together equal the amount of damage you would have received if you didn't have Power Guard on, ± 1.
  • If you return less than 1 damage to the monster, there will be no number at all. It use to say "miss".
  • If you kill a monster with Power Guard, the drops will appear from your location instead of the monster's. This can result in spoils ending up in locations that are unreachable. Proof: Pianus regular kill, Pianus Power Guard kill.
  • Power Guard returns 50% less damage against boss monsters.
 Power Guard Table of Skill Variables
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]
[Image: sbwhiteknightscodeif8.gif] SP: 1 from advancement, 150 from levels.
 3rd Job Advancement Steps
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.


[Image: simprovingmprecoveryqa9.gif] Improving MP Recovery
Type: Passive
Description: Recovering even more MP every 10 seconds.
Max Level: 20
NOTES:
  • Default MP recovered is 3.
  • Sitting lets you recover 50% more MP (and HP) unless you're using a chair that has a fixed MP recovery rate. The bonus recovery amount stack with any other bonus recovery amounts, such as Sauna Robes.
 Improving MP Recovery Table of Skill Variables
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.


[Image: sshieldmasterypu3.gif] Shield Mastery
Type: Passive
Description: Shield Defense increases. However, it does not affect if the character does not equip the shield.
Max Level: 20
NOTE: Shield Mastery only affects the wDef stat of a shield. It does not give you any mDef benefits.
 Shield Mastery Table of Skill Variables


[Image: schargeblowis3.gif] Charge Blow
Type: Attack
Description: Make the enemy stun. You can use this skill only when your combo is charged up.
Max Level: 30
NOTES:
  • You must have an elemental charge buff active when using this, and you'll lose your elemental charge when using this skill. On a very relevant point, this skill by itself is useless.
  • Ice Charge Blow freezes monsters, and it does not stun in the case it fails to freeze monsters. You cannot stun Thanatos with Ice Charge Blow for example.
  • Charge Blow has the same speed as your default attack, and it has extra element animations. Without the element animations, Charge Blow looks identical to the default attack.
  • You cannot stun boss monsters.
  • Level 30 Charge Blow is required for the Paladin's Advanced Charge skill.
 Charge Blow Table of Skill Variables
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.


[Image: sfirechargeswordrq8.gif][Image: sflamechargebwgg9.gif] Fire Charge (Sword) / Flame Charge (BW)
Type: Buff
Description: You can attack with fire power. The skill gets canceled if you use Charge Blow or if the time runs out.
Max Level: 30
NOTES:
  • If you find yourself up against a fire-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow.
  • If you have Fire Charge active, any monsters immune to fire will nullify your damage. In other words, you'll only do 1 damage to them.
  • All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
 Fire/Flame Charge Table of Skill Variables
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%.


[Image: sicechargeswordrp9.gif][Image: sblizzardchargebwjp8.gif] Ice Charge (Sword) / Blizzard Charge (BW)
Type: Buff
Description: You can attack with ice power. The skill gets canceled if you use Charge Blow or if the time runs out.
Max Level: 30
NOTES:
  • Ice Charge freezes monsters briefly. After level 15 Ice Charge, the duration increases a little bit. Ice-resistant and ice-immune monsters, as well as bosses, are immune to freezing.
  • If you find yourself up against an ice-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow.
  • If you have Ice Charge active, any monsters immune to ice will nullify your damage. In other words, you'll only do 1 damage to them.
  • All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
 Ice/Blizzard Charge Table of Skill Variables
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.


[Image: sthunderchargeswordyk3.gif][Image: slightningchargebwpo3.gif] Thunder Charge (Sword) / Lightning Charge (BW)
Type: Buff
Description: You can attack with lightning power. The skill gets canceled if you use Charge Blow or if the time runs out.
Max Level: 30
NOTES:
  • If you find yourself up against a lightning-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow.
  • If you have Lightning Charge active, any monsters immune to lightning will nullify your damage. In other words, you'll only do 1 damage to them.
  • All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
 Lightning/Thunder Charge Table of Skill Variables
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.


[Image: smagiccrashgh8.gif] Magic Crash
Prerequisite: Level 3 Charge Blow
Type: Active
Description: Cancel out enemy's magical defense up skill in a certain rate.
Max Level: 20
NOTE: If you are successful, a little animation symbol will show up above the monster's head.
 Magic Crash Table of Skill Variables
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]
[Image: sbpaladinoflightfr8.gif] SP: 3 from advancement, 240+ from levels.
 4th Job Advancement Steps
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.


[Image: sachillesbl9.gif]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
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.




[Image: sguardiangf9.gif]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
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.


[Image: smaplewarriorez5.gif] Maple Warrior
Type: Party Buff
Description: Increases all players' stats within a party by certain percentage.
Max Level: 30
Skill Drop Locations: 10-"The Warrior's Extreme Path"; 20-Horntail; 30-*Mastery Book does not exist*
 Maple Warrior Table of Skill Variables
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.


[Image: smonstermagnetea8.gif] Monster Magnet
Type: Active
Description: Pulls a monster from afar up close.
Max Level: 30
Skill Drop Locations: 20-Nest Golem, Left Pianus; 30-Right Pianus
NOTES:
  • This skill can be charged up by holding down the assigned key. Charging up the skill determines how many monsters you can target in range, pulling up to as many as six.
  • "Catch!" will appear above a monster which you successfully pull towards you. Caught monsters will be aggravated.
  • Monsters that would have been subjected to Monster Magnet, but you failed to catch, will have "miss" above their heads. These monsters will not be aggravated.
  • Monsters cannot be dragged off of their platforms.
  • Attempts to pull stationary monsters (such as Jr. Newties) automatically fail.
  • Attempts to pull boss monsters automatically fail.
 Monster Magnet Table of Skill Variables
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.


[Image: spowerstancevu2.gif] Power Stance
Type: Buff
Description: Enables one to stay at the same spot after being struck, resisting knock-back effects.
Max Level: 30
Skill Drop Locations: 10-[Storybook] Crimson Balrog's Proposal, dropped by Crimson Balrog; 20-Dark Cornian (unconfirmed), Papulatus, Leviathan; 30-Zakum
NOTE: This skill does not work against obstacles. Sorry, no JQ abuse for you!
 Power Stance Table of Skill Variables
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.


[Image: srushrx8.gif] Rush
Type: Attack
Description: Makes a mad dash forward, pushing off up to 10 monsters.
Max Level: 30
Skill Drop Locations: 10-[Storybook] Indecipherable Book, dropped by Taurospears; 20-Dark Cornian, Left Pianus; 30-Right Pianus
NOTES:
  • Rush pushes up to 15 monsters instead of 10.
  • Rush has a hidden cool-down time of approximately 2 seconds if you successfully hit a monster. This is probably to prevent the skill from being overpowered.
  • You do not go anywhere if you fail to hit a monster with rush. This, and the above bullet point, prevent you from using Rush as a means of fast travel.
  • If Rushing would cause you to go over a platform edge or hit a wall, you'll be stopped prematurely. This mechanism does not work perfectly however, since sometimes you can Rush over a small gap, change elevations, or even fall off a ledge.
  • During a few frames for the rush animation, you'll be invincible (if you hit a monster). You can abuse this to avoid some attacks during training. Evidence that this design is intentional but not bannable is the fix Nexon implemented for rush abusers at Pianus; you can no longer abuse rush to avoid Pianus's attacks when you're on the right-most platform, but you can still do it on the ground floor.
  • Rush works to push back monsters, even if you don't have enough accuracy to hit them (Proof). 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
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.


[Image: sblastla8.gif] Blast
Type: Attack
Description: Strikes a single, tremendous blow to a single monster.
Max Level: 30
Skill Drop Locations: 20-Skelegons/Skelesaurus; 30-Papulatus
NOTES:
  • While the Blast animation looks like a stab, it actually uses the default swing/stab ratio of 3/2.
  • You can only execute this attack if you're using a sword or a BW.
 Blast Table of Skill Variables
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).


[Image: sholychargegu5.gif][Image: sdivinechargeow0.gif] Holy Charge (Sword) / Divine Charge (BW)
Type: Buff
Description: Temporarily adds a holy element to the sword/blunt weapon. The skill gets canceled when the charge blow is used or expires.
Max Level: 20
Skill Drop Locations: 10-"The Holy Knight"; 20-Nest Golem (Sword), Dark Wyvern (BW), Griffey (Both)
NOTES:
  • If you find yourself up against a holy-resistant monster, you can switch your element charge, or you can cancel this buff by right-clicking the buff icon on the upper right corner of your screen. You can also discharge the buff by using Charge Blow if you don't have max ACB.
  • If you have Holy Charge active, any monsters immune to holy will nullify your damage. In other words, you'll only do 1 damage to them.
  • All elemental charges grant additional mAtk. This may have had a use long ago but it serves to do nothing now. These values will not be listed.
 Holy Charge Table of Skill Variables
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.


[Image: sheroswillxy2.gif] Hero's Will
Type: Active
Description: Enables one to shrug off abnormal conditions. The higher the skill level, the more types of abnormal conditions one can nullify.
Max Level: 5
Skill Drop Locations: 10-"Will of a Warrior"
NOTES:
  • Although the game description claims the Mastery Level is 10, you cannot go higher than 5.
  • Hero's Will only nullifies Seduce.
  • You cannot use Hero's Will if you are sealed.
 Hero's Will Table of Skill Variables
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....


[Image: sheavenshammerek7.gif] Heaven's Hammer
Type: Attack
Description: Strikes the ground with a huge hammer to attack up to 15 monsters. The skill works when charged up in a Holy Charge.
Max Level: 30
Skill Drop Locations: 10-"Sayram's Skill"; 20-Zakum; 30-Horntail
NOTES:
  • You only need a weapon (any) to use Heaven's Hammer. You do not need Holy Charge
  • If a monster has 200k HP or less, Heaven's Hammer will reduce its HP down to 1 (unless the monster is specially rigged somehow). This means you can 2-hit any regular monster, including immune targets, with Heaven's Hammer. Proof: HH+PG Pianus
  • 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
[Image: ishieldgellerheadshieldts1.png]
 A Shield's True Power
[Image: ietcstorybookcrimsonbalqa5.png]
 [Storybook
[Image: iusefirmhandhc3.png]
 Will of a Warrior
[Image: ietcsayramsshieldir6.png][SPOILER="Sayram's Skill"]
  1. Talk to Wiz the Librarian, found in the first floor of Helios Tower. He'll give you Sayram's Journal [Image: ietcstorybookindecipherbq2.png], and will ask you to talk to Chief Tatamo.
  2. 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.
  3. Obtain Sayram's Necklace from Griffey. [Image: ietcsayramsnecklacego6.png]
  4. Return Sayram's Necklace to Chief Tatamo. He'll tell you to talk to the Insignificant Being.
  5. 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.
  6. Kill Jr. Balrog for the Key to the Forgotten Shrine. [Image: ietckeytotheforgottenshrg2.png] Alternatively, you can get a Black Sack and summon a Jr. Balrog to kill.
  7. You now have access to the forgotten shrine. Go the Sanctuary Entrance 4 and enter the portal in the middle.
  8. You have 20 minutes in the forgotten shrine. Kill all the Jr. Balrogs inside, then continue on.
  9. 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. [Image: ietcsayramsshieldir6.png]
  10. Return to Wiz the Librarian with the Key to the Forgotten Shrine and Sayram's Shield. You'll be rewarded with Heaven's Hammer.
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[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
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
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
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
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
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
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
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
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
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
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
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
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
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
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:
  1. Does the monster have an elemental weakness?
  2. How often can I hit the monster?
  3. 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


[SIZE="3"]--Slimes[/SIZE]
Ellinia : Dungeon : Southern Forest IV
[Image: melliniadungeonsouthernbu5.png]
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
[Image: mlithharborhpigbeachhr0.png] [Image: mhenesystherainforesteami4.png]
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
[Image: msleepywooddungeonanttumk3.png]
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
[Image: mperionexcavationsiteiigm9.png]
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
[Image: mludibriumterracehalluz3.png]
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
[Image: mludibriumhhiddentowered2.png]
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
[Image: mmulungpracticefieldbegff6.png]
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
[Image: morbiscloudparkivlg6.png]
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
[Image: melnathicycoldfieldcy4.png]
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
[Image: msleepywooddungeonthefovc0.png]
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
[Image: mzipanguvanishedvillagesz0.png]
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
[Image: oopswg4.png]
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
[Image: mmasterialowerascentrz3.png]
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
[Image: melnathicevalleyiibe8.png]
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
[Image: maquaroaddeepseagorgeiiwy4.png]
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
[Image: mleafreskynestiity7.png]
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
[Image: mleafreforestcrossroadsm3.png]
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
[Image: mludibriumhunbalancedtiwv1.png]
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
[Image: mleafreareaofbluekentauwe4.png]
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
[Image: mleafreareaofredkentaurhu0.png]
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
[Image: mludibriumhtwistedtimefn6.png]
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
[Image: mludibriumhforbiddentimbi9.png]
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
[Image: mzipanguencounterwiththtv5.png]
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
[Image: mleafredragonforestiiiaq8.png]
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
[Image: mleafrehredwyvernsnestgv2.png]
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
[Image: mleafrehbluewyvernsnestbs4.png]
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
[Image: mleafredestroyeddragonnwb0.png]
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
[Image: mleafrethedragonnestlefua6.png]
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
[Image: minimapcanvas.png]
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.




[Image: mapleleafsmallro9.png][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"]Base damage formulas[/SIZE][1W60M]
Code:
2h Sword Max Damage -- [(STR * 4.6 + DEX) / 100] * wAtk
1h Sword Max Damage -- [(STR * 4.0 + DEX) / 100] * wAtk
2h BW Max Damage ----- [(STR * 4.8 + DEX) / 100] * wAtk
1h BW Max Damage ----- [(STR * 4.4 + DEX) / 100] * wAtk

NOTE: By default, Mastery is .10.
2h Sword Min Damage -- [(STR * 4.6 * .9 * Mastery + DEX) / 100] * wAtk
1h Sword Min Damage -- [(STR * 4.0 * .9 * Mastery + DEX) / 100] * wAtk
2h BW Min Damage ----- [(STR * 3.4 * .9 * Mastery + DEX) / 100] * wAtk
1h BW Min Damage ----- [(STR * 3.2 * .9 * Mastery + DEX) / 100] * wAtk

2h Sword Avg Damage -- [STR * 2.3 * (.9 * Mastery + 1) + DEX] * (wAtk / 100)
1h Sword Avg Damage -- [STR * 2.0 * (.9 * Mastery + 1) + DEX] * (wAtk / 100)
2h BW Avg Damage ----- [STR * 2.12 * (.9 * Mastery + 1) + DEX] * (wAtk / 100)
1h BW Avg Damage ----- [STR * 1.96 * (.9 * Mastery + 1) + DEX] * (wAtk / 100)

If STR = 768, and DEX = 4,
2h Sword Avg Damage = 27.24256 * wAtk
1h Sword Avg Damage = 23.6944 * wAtk
2h BW Avg Damage =    25.113664 * wAtk
1h BW Avg Damage =    23.221312 * wAtk


[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.

Code:
Total average damage output
[I]y[/I] = [[(STR + [I]x[/I]) * 2.3 * (.9 * Mastery + 1) + (DEX - [I]x[/I])] * (wAtk / 100)] * [(Accuracy - .8 * [I]x[/I]) / [55 * ((Monster Avoid) / 30)]]

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.

Code:
[I]y[/I] = [B][[/B][(STR + [I]x[/I]) * 2.3 * (.9 * Mastery + 1) + (DEX - [I]x[/I])] * (wAtk / 100)[B]][/B] * [B][[/B](Accuracy - .8 * [I]x[/I]) / [55 * ((Monster Avoid) / 30)][B]][/B]
[I]y[/I] = [B][[/B][(2.3 * STR + 2.3 * [I]x[/I]) * (.9 * Mastery + 1) + (DEX - [I]x[/I])] * (wAtk / 100)[B]][/B] * [B][[/B](Accuracy - .8 * [I]x[/I]) / [(11 / 6) * (Monster Avoid)][B]][/B]
[I]y[/I] = [B][[/B][2.07 * STR * Mastery + 2.07 * [I]x[/I] * Mastery + 2.3 * STR + 2.3 * [I]x[/I] + DEX - [I]x[/I]] * (wAtk / 100)[B]][/B] * [B][[/B][Accuracy / [(11 / 6) * (Monster Avoid)]] - [.8 * [I]x[/I] / [(11 / 6) * (Monster Avoid)]][B]][/B]
[I]y[/I] = [B][[/B]2.07 * STR * Mastery + 2.07 * [I]x[/I] * Mastery + 2.3 * STR + 1.3 * [I]x[/I] + DEX[B]][/B] * (wAtk / 100) * [B][[/B][(Accuracy * 6) / (11 * (Monster Avoid))] - [(4.8 * [I]x[/I]) / (11 * (Monster Avoid))][B]][/B]

Finding the derivative by using the Product Rule
dy/dx = [B][[/B]2.07 * STR * Mastery + 2.07 * [I]x[/I] * Mastery + 2.3 * STR + 1.3 * [I]x[/I] + DEX[B]][/B] * (wAtk / 100) * [B][[/B]-[4.8 / (11 * (Monster Avoid))][B]][/B] + [B][[/B]2.07 * Mastery + 2.3 - 1[B]][/B] * (wAtk / 100) * [B][[/B][(Accuracy * 6) / (11 * (Monster Avoid))] - [(4.8 * [I]x[/I]) / (11 * (Monster Avoid))][B]][/B]
dy/dx = [B][[[/B]2.07 * STR * Mastery + 2.07 * [I]x[/I] * Mastery + 2.3 * STR + 1.3 * [I]x[/I] + DEX[B]][/B] * -4.8 + [B][[/B]2.07 * Mastery + 1.3[B]][/B] * [B][[/B]Accuracy * 6 - 4.8 * [I]x[/I][B]]][/B] * (wAtk / (1100 * (Monster Avoid)))
At this point, I'm getting sick of looking at all this clutter. So let's plug in the numbers and see what we get.
Code:
If STR = 768, DEX = 4, and Mastery = .6,
dy/dx = [B][[[/B]2.07 * 768 * .6 + 2.07 * [I]x[/I] * .6 + 2.3 * 768 + 1.3 * [I]x[/I] + 4[B]][/B] * -4.8 + [B][[/B]2.07 * .6 + 1.3[B]][/B] * [B][[/B]Accuracy * 6 - 4.8 * [I]x[/I][B]]][/B] * (wAtk / (1100 * (Monster Avoid)))
dy/dx = [953.856 + 1.242 * [I]x[/I] + 1766.4 + 1.3 * [I]x[/I] + 4] * -4.8 + [(1.242 + 1.3) * (Accuracy * 6 - 4.8 * [I]x[/I])] * [wAtk / (1100 * (Monster Avoid))]
dy/dx = [2724.256 + 1.542 * [I]x[/I]] * -4.8 + [1.542 * (Accuracy * 6 - 4.8 * [I]x[/I])] * [wAtk / (1100 * (Monster Avoid))]
dy/dx = [-13076.4288 - 14.8032 * [I]x[/I] + 9.252 * Accuracy] * [wAtk / (1100 * (Monster Avoid))]
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.

Code:
dy/dx = [-13076.4288 - 14.8032 * [I]x[/I] + 9.252 * Accuracy] * [wAtk / (1100 * (Monster Avoid))]
dy/dx = 0 = -13076.4288 - 14.8032 * 1 + 9.252 * Accuracy
0 = -13091.232 + 9.252 * Accuracy
13091.232 = 9.252 * Accuracy
1414.9623865110246433203631647211 = Accuracy

That is accuracy only Bowmen can even hope for. Let's see what happens when x = -116, which makes the character 652 STR, 120 DEX:

Code:
dy/dx = [-13076.4288 - 14.8032 * [I]x[/I] + 9.252 * Accuracy] * [wAtk / (1100 * (Monster Avoid))]
dy/dx = 0 = -13076.4288 - 14.8032 * (-116) + 9.252 * Accuracy
0 = -11359.2576 + 9.252 * Accuracy
11359.2576 = 9.252 * Accuracy
1227.7623865110246433203631647211 = Accuracy

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.


[SIZE="4"]STR and wAtk ratios[/SIZE][7S01A]
Code:
Assume Mastery = .6.

[U]2h Sword[/U]
Max Damage = [(STR * 4.6 + DEX) / 100] * wAtk

Min Damage = [(STR * 4.6 * .9 * .6 + DEX) / 100] * wAtk
           = [(STR * 2.484 + DEX) / 100] * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
           = [STR * 2.3 * (.9 * .6 + 1) + DEX] * (wAtk / 100)
           = [STR * 2.3 * (1.54) + DEX] * (wAtk / 100)
           = (STR * 3.542 + DEX) * (wAtk / 100)

Compare how much STR is needed to equal one wAtk at any level of STR, DEX, or wAtk.
[I]x[/I] represents how much additional STR is needed to equal 1 additional wAtk.
[(STR + [I]x[/I]) * 3.542 + DEX] * (wAtk / 100) = (STR * 3.542 + DEX) * [(wAtk + 1) / 100]
3.542 * STR + 3.542 * x + DEX = (STR * 3.542 + DEX) * [(wAtk + 1) / wAtk]
3.542 * STR + 3.542 * x + DEX = (STR * 3.542 + DEX) * [1 + (1 / wAtk)]
3.542 * x = (STR * 3.542 + DEX) / wAtk
[color=Blue][B]x = [STR + (DEX / 3.542)] / wAtk[/B][/color]
Below is the summary of STR/wAtk ratios.
Code:
2h Sword : x = [STR + (DEX / 3.542)] / wAtk
1h Sword : x = [STR + (DEX / 3.08)] / wAtk
2h BW : x = [STR + (DEX / 3.318)] / wAtk
1h BW : x = [STR + (DEX / 3.064)] / wAtk
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 SpeedExampleBlasts/MinuteBlast Time (milliseconds)*^
Slower (9)
Slow (8)**Beserker64960ms
Slow (7)**The Beheader900ms
Normal(6)Devil Sunrise, Beserker*72840ms
Fast (5)**Stonetooth Sword, Fraute74810ms
Fast (4)**Red Whip, Red Katana, Devil Sunrise*78750ms
Faster (3)Pumpkin Basket, Stonetooth Sword*, Fraute*86690ms
(2)Red Whip*, Red Katana*, Pumpkin Basket*95630ms
(1)***N/AN/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


[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.
Code:
[U]Regular 2h Sword user[/U]
If STR = 768, DEX = 4, and Mastery = .6,
Max Damage = [(768 * 4.6 + 4) / 100] * wAtk
           = 35.368 * wAtk
Min Damage = [(768 * 4.6 * .9 * .6 + 4) / 100] * wAtk
           = 19.11712 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
           = (35.368 * wAtk + 19.11712 * wAtk) / 2
           = 27.24256 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
                                 = (27.24256 * wAtk) * (5.5 / Blast) * 78 (Blasts / Min)
                                 = [B][color=Blue](11687.05824 * wAtk) / Min[/color][/B]

[U]Stonetooth Sword user[/U]
If STR = 652, DEX = 120, and Mastery = .6,
Max Damage = [(652 * 4.6 + 120) / 100] * wAtk
           = 31.192 * wAtk
Min Damage = [(652 * 4.6 * .9 * .6 + 120) / 100] * wAtk
           = 17.39568 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
           = (31.192 * wAtk + 17.39568 * wAtk) / 2
           = 24.29384 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
                                 = (24.29384 * wAtk) * (5.5 / Blast) * 86 (Blasts / Min)
                                 = [B][color=Blue](11490.98632 * wAtk) / Min[/color][/B]

[U]Red Katana user[/U]
If STR = 768, DEX = 4, and Mastery = .6,
Max Damage = [(768 * 4.0 + 4) / 100] * wAtk
           = 30.76 * wAtk
Min Damage = [(768 * 4.0 * .9 * .6 + 4) / 100] * wAtk
           = 16.6288 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
           = (30.76 * wAtk + 16.6288 * wAtk) / 2
           = 23.6944 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
                                 = (23.6944 * wAtk) * (5.5 / Blast) * 95 (Blasts / Min)
                                 = [B][color=Blue](12380.324 * wAtk) / Min[/color][/B]
Now let's add the touch of reality:
Code:
[U]Regular 2h Sword user[/U]
If STR = (768 + 24), DEX = (4 + 63), and Mastery = .6,
Max Damage = [(792 * 4.6 + 67) / 100] * wAtk
           = 37.102 * wAtk
Min Damage = [(792 * 4.6 * .9 * .6 + 67) / 100] * wAtk
           = 20.34328 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
           = (37.102 * wAtk + 20.34328 * wAtk) / 2
           = 28.72264 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
                                 = (28.72264 * wAtk) * (5.5 / Blast) * 78 (Blasts / Min)
                                 = [B][color=Blue](12322.01256 * wAtk) / Min[/color][/B]

[U]Stonetooth Sword user[/U]
If STR = (675 + 48), DEX = (97 + 23), and Mastery = .6,
Max Damage = [(723 * 4.6 + 120) / 100] * wAtk
           = 34.458 * wAtk
Min Damage = [(723 * 4.6 * .9 * .6 + 120) / 100] * wAtk
           = 19.15932 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
           = (34.458 * wAtk + 19.15932 * wAtk) / 2
           = 26.80866 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
                                 = (26.80866 * wAtk) * (5.5 / Blast) * 86 (Blasts / Min)
                                 = [B][color=Blue](12680.49618 * wAtk) / Min[/color][/B]

[U]Red Katana user[/U]
If STR = (768 + 32), DEX = (4 + 63), and Mastery = .6,
Max Damage = [(800 * 4.0 + 67) / 100] * wAtk
           = 32.67 * wAtk
Min Damage = [(800 * 4.0 * .9 * .6 + 67) / 100] * wAtk
           = 17.95 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
           = (32.67 * wAtk + 17.95 * wAtk) / 2
           = 25.31 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
                                 = (25.31 * wAtk) * (5.5 / Blast) * 95 (Blasts / Min)
                                 = [B][color=Blue](13224.475 * wAtk) / Min[/color][/B]
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.

[U]Regular 2h Sword[/U]
Max Damage = [(652 * 4.6 + 120) / 100] * wAtk
           = 31.192 * wAtk
Min Damage = [(652 * 4.6 * .9 * .6 + 120) / 100] * wAtk
           = 17.39568
Avg Damage = (Max Damage + Min Damage) / 2
           = (31.192 * wAtk + 17.39568 * wAtk) / 2
           = 24.29384 * wAtk
Avg Damage per Minute with Blast = Avg Damage * (Damage/Blast) * (Blast/Min)
                                 = (24.29384 * wAtk) * (5.5 / Blast) * (78 * Blasts / Min)
                                 = [B][color=Blue](10422.05736 * wAtk) / Min[/color][/B]

[U]Stonetooth Sword[/U]
Max Damage = [(652 * 4.6 + 120) / 100] * wAtk
           = 31.192 * wAtk
Min Damage = [(652 * 4.6 * .9 * .6 + 120) / 100] * wAtk
           = 17.39568
Avg Damage = (Max Damage + Min Damage) / 2
           = (31.192 * wAtk + 17.39568 * wAtk) / 2
           = 24.29384 * wAtk
Avg Damage per Minute with Blast = Avg Damage * (Damage/Blast) * (Blast/Min)
                                 = (24.29384 * wAtk) * (5.5 / Blast) * (86 * Blasts / Min)
                                 = [B][color=Blue](11490.98632 * wAtk) / Min[/color][/B]

[U]Regular 1h Sword[/U]
Max Damage = [(652 * 4.0 + 120) / 100] * wAtk
           = 27.28 * wAtk
Min Damage = [(652 * 4.0 * .9 * .6 + 120) / 100] * wAtk
           = 15.2832
Avg Damage = (Max Damage + Min Damage) / 2
           = (27.28 * wAtk + 15.2832 * wAtk) / 2
           = 21.2816 * wAtk
Avg Damage per Minute with Blast = Avg Damage * (Damage/Blast) * (Blast/Min)
                                 = (21.2816 * wAtk) * (5.5 / Blast) * (86 * Blasts / Min)
                                 = [B][color=Blue](10066.1968 * wAtk) / Min[/color][/B]

[U]Red Katana[/U]
Max Damage = [(652 * 4.0 + 120) / 100] * wAtk
           = 27.28 * wAtk
Min Damage = [(652 * 4.0 * .9 * .6 + 120) / 100] * wAtk
           = 15.2832
Avg Damage = (Max Damage + Min Damage) / 2
           = (27.28 * wAtk + 15.2832 * wAtk) / 2
           = 21.2816 * wAtk
Avg Damage per Minute with Blast = Avg Damage * (Damage/Blast) * (Blast/Min)
                                 = (21.2816 * wAtk) * (5.5 / Blast) * (95 * Blasts / Min)
                                 = [B][color=Blue](11119.636 * wAtk) / Min[/color][/B]
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)
Code:
[U]Stonetooth Sword vs. Regular 2h Sword[/U]
(11490.98632 * wAtk) / Min = [10422.05736 * (wAtk + [I]x[/I])] / Min
11490.98632 * wAtk = (10422.05736 * wAtk) + (10422.05736 * [I]x[/I])
1068.92896 * wAtk = 10422.05736 * [I]x[/I]
0.1025641025641025641025641025641 * wAtk = [I]x[/I]
To put this into a better perspective, assume x = 1.
Code:
0.1025641025641025641025641025641 * wAtk = 1
[color=Blue][B]wAtk = 9.7500000000000000000000000000098[/B][/color]
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.
Code:
[U]Regular 2h Sword vs. Regular 1h Sword[/U]
(10422.05736 * wAtk) / Min = [10066.1968 * (wAtk + [I]x[/I])] / Min
355.86056 * wAtk = 10066.1968 * [I]x[/I]
0.035352036828844832439596253472811 * wAtk = [I]x[/I]

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:
Code:
[U]DPS1[/U] * ([U]STR*(c1 - c2)[/U] + 1) - 1 = x
DPS2   (STR*c2 + DEX     )
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 TypeCoefficientC, 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 SwordFast(5) 2h SwordFast(4) 1h SwordNormal(6) 2h SwordFast(5) 1h SwordSlow(7) 2h SwordSlow(8) 2h SwordNormal(6) 1h Sword
Fast(4) 2h SwordInfinite9.5557.0654.5883.8313.5243.1302.562
Fast(5) 2h Sword-10.555Infinite29.9449.7507.0656.1675.1433.867
Fast(4) 1h Sword-8.065-30.944Infinite14.9409.5568.0256.4174.588
Normal(6) 2h Sword-5.588-10.750-15.940Infinite28.28718.50012.0007.065
Fast(5) 1h Sword-4.831-8.065-10.556-29.287Infinite55.36021.5789.750
Slow(7) 2h Sword-4.524-7.167-9.025-19.500-56.360Infinite36.00012.048
Slow(8) 2h Sword-4.130-6.143-7.417-13.000-22.578-37.000Infinite18.611
Normal(6) 1h Sword-3.562-4.867-5.588-8.065-10.750-13.048-19.611Infinite



Fast(4) 1h BWFast(5) 1h BWNormal(6) 2h BWSlow(7) 2h BWNormal(5) 1h BW
Fast(4) 1h BWInfinite9.5567.7155.2454.588
Fast(5) 1h BW-10.556Infinite44.25512.8429.750
Normal(6) 2h BW-8.715-45.255Infinite18.50012.788
Slow(7) 2h BW-6.245-13.842-19.500Infinite43.652
Normal(5) 1h BW-5.588-10.750-13.788-44.652Infinite

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.

Code:
[U]Stonetooth Sword[/U]
If STR = 652, DEX = 120, and Mastery = .6,
Maximum Damage: [(652 * 4.6 + 120) / 100] * 101 = 3150.392
Minimum Damage: [(652 * 4.6 * .9 * .6 + 120) / 100] * 101 = 1756.96368
Average Damage: [652 * 2.3 * (.9 * .6 + 1) + 120] * (101 / 100) = [color=Blue][B]2453.67784[/B][/color]

[U]Night Raven's Wing[/U]
If STR = 687, DEX = 95, and Mastery = .6,
Maximum Damage: [(687 * 4.6 + 95) / 100] * 95 = 3092.44
Minimum Damage: [(687 * 4.6 * .9 * .6 + 95) / 100] * 95 = 1711.4326
Average Damage: [687 * 2.3 * (.9 * .6 + 1) + 95] * (95 / 100) = [color=Blue][B]2401.9363[/B][/color]

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 :
Code:
[U]Stonetooth Sword[/U]

If STR = 652, DEX = 120, and Mastery = .6,
Maximum Damage: [(652 * 4.6 + 120) / 100] * 106 = 3306.352
Minimum Damage: [(652 * 4.6 * .9 * .6 + 120) / 100] * 106 = 1843.94208
Average Damage: [652 * 2.3 * (.9 * .6 + 1) + 120] * (106 / 100) = [color=Blue][B]2575.14704[/B][/color]

[U]Night Raven's Wing[/U]
If STR = 687, DEX = 95, and Mastery = .6,
Maximum Damage: [(687 * 4.6 + 95) / 100] * 100 = 3255.2
Minimum Damage: [(687 * 4.6 * .9 * .6 + 95) / 100] * 100 = 1801.508
Average Damage: [687 * 2.3 * (.9 * .6 + 1) + 95] * (100 / 100) = [color=Blue][B]2528.354[/B][/color]

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.


[SIZE="4"]Monster wAtk-to-Damage Formula[/SIZE][2H54T]
Code:
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.


[Image: mapleleafsmallro9.png][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, [Image: wkhainismallpi6.png] 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.




[Image: mapleleafsmallro9.png][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
60% 10% weapon accuracy
 Scrolls for Increasing Accuracy

 Scrolls for HP-Washing
Earring HP scrolls
 Miscenllaneous Scrolls
Liar Sap, other stuff?
 Special Scrolls


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.
Reply
#3
[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

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.


[Image: i1hsword100spartaqf8.png]
 1h Swords
[Image: i2hsword090devilsunrisenb1.png]
 2h Swords
[Image: i1hbw070thejudgementbq8.png]
 1h Blunt Weapons
[Image: i2hbw080themorningstardk9.png]
 2h Blunt Weapons

 Miscellaneous Weapons


[Image: ihelmet080reddragonbabuhv0.png]
 Hat Armor
[Image: iglove090darkimperialbs1.png]
 Gloves Armor
[Image: imoverall080bluebattlerei8.png][Image: imtb070mithrilplatinelb1.png]
 Male Top/Bottom and Overall Armor
[Image: ifoverall080redbattleemdc0.png][Image: iftb060redicequeenns3.png]
 Female Top/Bottom and Overall Armor
[Image: iboots090darkwargrievesyy0.png]
 Shoes Armor
[Image: ishield070goldancientshwy7.png]
 Shields
[Image: icape050blacknapoleonmp8.png]
 Capes
[Image: iearring070metalsilverehp4.png]
 Earrings
[Image: ipendant030spieglemannntf7.png]
 Pendants
[Image: iface025smilingmaskhd2.png]
 Face Accessories
[Image: ieye070spectrumgoggles.png]
 Eye Accessories


[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.
[Image: firev.notlong.com][Image: icev.notlong.com][Image: lightningv.notlong.com][Image: holv.notlong.com] = Monster is weak vs. element. (1.5x element bonus)
[Image: firer.notlong.com][Image: icer.notlong.com][Image: lightningr.notlong.com][Image: holr.notlong.com] = Monster is strong vs. element. (.5x element bonus)
[Image: firei.notlong.com][Image: icei.notlong.com][Image: lightningi.notlong.com][Image: holyi.notlong.com] = Monster is immune vs. element. All damage results are 1, no matter what level element charge you have.
[Image: smmn.notlong.com] = 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.

Graphs (make sure you are viewing them with at least default zoom for optimum clarity)
Monster Level vs. HP/Exp.
Monster Level vs. Avoid


VulnerableResistantImmune
Fire[Image: firev.notlong.com] = 86[Image: firer.notlong.com] = 74[Image: firei.notlong.com] = 3
Ice[Image: icev.notlong.com] = 40[Image: icer.notlong.com] = 64[Image: icei.notlong.com] = 8
Lightning[Image: lightningv.notlong.com] = 14[Image: lightningr.notlong.com] = 40[Image: lightningi.notlong.com] = 0
Holy[Image: holv.notlong.com] = 52[Image: holr.notlong.com] = 27[Image: holyi.notlong.com] = 2


 List of Monsters and their Weaknesses



[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




[Image: mapleleafverysmallbo0.png][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.




[Image: mapleleafverysmallbo0.png][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.




[Image: mapleleafverysmallbo0.png][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 Rolleyes 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!
Reply
#4
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.
Reply
#5
Hmm, yeah, I knew I forgot something xD

I might remove Wild Boars now that you've mentioned the Mask monsters.

EDIT: This guide can now be considered officially complete! I'll add more to the CCF and Appendices later when I get the materials and yadda...
Reply
#6
It's a nice guide, probably the best paladin guide I've seen so far. It pretty much confirmed my thoughts about the class Smile



Some stupid typo: in Sword vs BW you wrote words instead of swords
Reply
#7
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. =)

Also to address Blast vs. Brandish speed:

Blast: http://www.youtube.com/watch?v=EnDLPqKvfNg
Brandish: http://www.youtube.com/watch?v=NhLyQvpfCSQ

Both were clocked to be at more or less 80 times/min with Normal (6) swords.
Reply
#8
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...
Reply
#9
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:

Blast: http://www.youtube.com/watch?v=EnDLPqKvfNg
Brandish: http://www.youtube.com/watch?v=NhLyQvpfCSQ

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.



Thank you two for the great feedback.
Reply
#10
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
Reply
#11
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?
Reply
#12
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'.
Reply
#13
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.
Reply
#14
[COLOR="DeepSkyBlue"]LOLPALADINS jk Tongue
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 Sad[/COLOR]
Reply
#15
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).

WARNING! THEY'RE HUGE IMAGES!
http://img148.imageshack.us/img148/4835/...nuspp4.png
http://img185.imageshack.us/img185/1669/...ckshm8.png

If these images get approval, then I'll go ahead and work on the bosses section of my guide in full throttle. If not, any suggestions?

EDIT: I finally got Slip's version of the map, and as far as I can tell, it's by far the most accurate thing I've seen. http://2hllwq.bay.livefilestore.com/y1ph...040420.png
Reply
#16
Well, I'm sure the first image is correct, but not too sure about your second image.

And they are not big compared to your guide. I swear it took me 10x less time to load the images than your guide.


I BEG YOU TO HAVE MAJOR SPOILERS!
Reply
#17
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.
Reply
#18
Excellent guide.
Reply
#19
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
Reply
#20
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.


ty for the feedback =)
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