MapleStory Guides


Tuesday, September 15, 2009

Guide for the Page, White Knight, and Paladin

Page, White Knight, and, Paladin Guide4/14/2009 v1.35, for Global MapleStory v.68

What's New?
--Skill descriptions have been adjusted a little bit, and more personal input has been made available. Training areas have also received new entries, as well as anything related to Oblivion 4 from Time Temple. Boss Hunter's Compilation has been scrapped, and in its place are the technical aspects of training in general. Appendices will still remain outdated, although I will probably throw out items that have expiration dates.
[WARNING] It has come to my attention that I haven't taken into consideration BW damage swing vs. stab ratio (thanks Djinn671!), and knowing this, anyone using damage formulas and numbers involving BWs are below the real values. An investigation will soon be under way.

Help on the following is appreciated!
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.


Table of Contents
  1. Table of Contents
  2. Introduction
  3. Getting Started --Planning now and later
    1. Equipment options
      • Sword vs. Blunt Weapon
      • One-handed vs. Two-handed
      • Top/Bottom vs. Overall
    2. Setting your Dexterity Limit
      • Normal Dex
      • Low Dex
      • No Dex
    3. The Bonus: HP Washing
  4. Training Guide for Pages, White Knights and Paladins --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
      • Warrior Skill Builds
      • Page Skill Builds
      • WK Skill Builds
      • Paladin Skill Builds
    6. Training Areas
    7. Hunter's Compilation
  5. Calculations, Comparisons, and Formulas --MATH MATH MATH .... ...
  6. Frequently Asked Questions (FAQ)
  7. Appendices
    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. History and Revisions
  9. Legal Stuff
  10. Credits




Introduction

Why, hello there. This guide is dedicated to all of the people who are playing Paladins, or are planning to start one. For the most part, I'll expect that anyone reading this guide will have at least gotten the basic grasps of MapleStory shown in the Training Camp (that's where you start). It's okay if you don't know what the heck scrolls are or other advanced concepts in MapleStory, I'll explain them when needed.

What's in this guide?
This guide will be dedicated to being a near ultimate resource center for anyone who wants to be a Page, White Knight or Paladin. You can expect to come here and have a VAST amount of info at your fingertips (and ctrl+f function). While this guide will have plenty of detailed information about the Warrior/Page/White Knight/Paladin classes, I'll also make lots of comparison notes between the other two subclasses of the Warrior, especially the Fighter/Crusader/Hero, so you'll be a lot wiser in knowing if you have chosen the right class or not.

However, I do not recommend reading all of this guide in one day, or even one week. MapleStory is a game with dozens of classes, players, skills, monsters, equipment, you name it. It's best if you took the learning curb at your own pace, and play the game for a week or two just so you can get the feel for things. Speaking of time, the in-game economy also changes fairly unpredictably. I will not cover economic aspects except for the most obvious ones, since the economy varies between servers and some merchant guilds could make item prices go out of whack.

How deep does the "rabbit hole" go?
This guide has been structured so that you'll find progressively more adept material the further down you scroll until you hit the FAQ section. The "Getting Started" section has many of the terms explained, and it helps players to get started on the game. Even if you are an experienced White Knight or Paladin, it wouldn't hurt to read "Getting Started" just in case you missed a pointer or two somehow. If you already have experience with Warriors already, you can probably skip straight to topic #4, "Training Guide for Pages, White Knights, and Paladins", where I list the skills, make suggested skill builds, and suggested training areas. Players that really want to be the absolute best and have all the information one can know should take a look at topic #5, "Calculations, Comparisons, and Formulas". I'll bet most of you won't care about 80% of the stuff that's in there since it's mostly research material (or if you're a math/science phobic) but I as well as a few people care, so it's there in case you ever want to take a peek.
If you're ever in doubt about something in this guide, and you see a code string like [8A25G], that means there's something mathematical to back it up. Just do a search for the corresponding code in the "CCF" section and you'll find it (although [8A25G] is just an example, it's fake). Otherwise, read the FAQ and hope it's there, or try to contact me. Please try to look for your answer first though.
About me:
I personally own a normal DEX Paladin that uses two-handed swords, and I have been known to switch to one-handed swords occasionally, albeit mostly for fun. I'm in a guild that does Zruns weekly, and I enjoy doing quests, helping other people (even if it's high school homework) while not trying to promote laziness. I have been playing MapleStory since the start of Bera (by coincidence), although my current character has been around since the start of Khaini. That's ... at least two and a half years? I'll try not to be biased in this guide, while stating the facts as truthfully as possible. Well, except for when it comes to calculations and examples, I'll be using Swords because I'm use to it, and no one likes to deal with ugly numbers from Blunt Weapon calculations. One last thing I should say about myself is that I'm very, very cheap. I don't spend real life money on this game. I don't even go into the Maple Trading System to farm NX for the real life money benefits. So you could do with a little bit of caution when I get around to mentioning Cash Shop items, although I generally know about them since many luxuries of Cash Shop become the talk of the MapleStory crowd.

<< << << Disclaimer >> >> >>
Spoiler





Getting Started

Hopefully you have experienced a little bit of MapleStory and have got a feel for the interface and options. If you haven't yet, you might experience a little difficulty in understanding this guide. I hope you know what the AP is!

You're probably wondering what the Page/White Knight/Paladin job chain is like. Here's a list of features:
PROS
  • Warriors have the best Max HP stat. This is compounded by the fact that Warriors have an easy time HP-washing due to their low Max MP stats and low MP consumption rates. If you don't know what HP-washing is, don't worry about it yet.
  • Warriors in general have high survivability ratings, thanks to their defensive skills and massive HP bank. For practical reasons, not much is fatal, except for too much damage (trying to kill Horntail at level 80 is not a good idea), and instant death. You only need to seriously worry about dying if you're going up against a boss monster.
  • Warriors in general have good, practical mob attack skills.
  • High Weapon Defense (wDef). Good for the early levels, but this advantage fades as you level up due to how the numbers work out, to the point of being insignificant.
  • Pages, White Knights and Paladins can have stable, predictable damage.
  • White Knights and Paladins can use elemental charges to destroy enemies, and have a slight damage advantage.
  • White Knights and Paladins can freeze things!
  • White Knights and Paladins can stun things as well. Redundant with freezing, maybe, but Paladins can be completely cheap and spam a stunning mobbing attack.
  • Solo class! Thanks to freezing and stunning, White Knights and Paladins are fully capable of supporting themselves financially when training solo in the higher levels, even if you don't get any special drops.
Neutral
  • Paladins only have attack skills that hit once, as opposed to six hits when using the Savage Blow attack once (this is a Bandit skill). It is debatable whether monster wDef applies to the attack to the whole skill, or to each individual hit. However, having multiple hits in one attack skill acts as a damage "stabilizer". All damage values from skills are based on your damage range. The probability of dealing the highest possible damage becomes six times harder in the Savage Blow example, but dealing the lowest possible damage has also become six times harder.
CONS
  • Melee attacks. Bowmen and star-using Thieves are at a disadvantage if monsters get too close. On the other hand, Warriors will almost always have to walk up to monsters to bash their skulls in, and this results in a higher chance of touching monsters and receiving contact damage (playfully known as "bump" or "hugging" damage)
  • Contrary to what some people might think, Warriors have the least evasion. They're the only class that doesn't get any mobility skills, and they have the least Avoid, which determines how much a monster misses you with contact damage.
  • Warriors are generally slow.
  • White Knights and Paladins are reliant on elemental charges. They do sub-par damage if they do not have an elemental advantage against a monster.
  • No unique party skills.
  • White Knights and Paladins don't make great bossing classes due to the elemental reliance and lack of party skills. They're resilient, but that's about it.
  • Little Magic Defense (mDef). Then again, only the Magicians have any mDef beyond pitiful. But then again, many of the monsters in the late game have magic attacks, so that's bad.

If you want to continue making a Warrior, then see Dances with Balrog in Perion when you've reached level 10.


Equipment Options

Let's consider the possibilities with the limited unique equipment options first. It's important to consider this step first because, unlike your stats and skills, you can't really control the equipment and scrolls you might find. You'll want to build your stats and consider your options off of something less mutable and more solid.

For the complete list of equipment you can use as a Warrior, see the "Appendix of Weapons and Armor, and Their Stats".

Sword vs. Blunt Weapon
These two weapon types are the primary weapons of choice, considering that the skill sets of the Page, White Knight and Paladin are all built around these two weapons. Unlike the Fighter/Crusader/Hero or Spearman/Dragon Knight/Dark Knight sub-classes of the Warrior, going hybrid by using both weapon types unique to the Paladin class will cripple your ability and damage, one way or another. If you are considering using both the sword and the blunt weapon for one character, you will not find many suggestions for that in this guide.

Swords have more stable damage compared to BWs (Blunt Weapons), while BWs have higher maximum damage, but much lower minimum damage. The mathematical formula even proves that swords are superior to BWs in terms of damage output. However, the catch is that swords are also a preferred weapon of the Fighter/Crusader/Hero subclass. This means the prices of swords will be higher than BWs as well as their related scrolls, because there will be twice as many people looking for swords. Be prepared to spend much more for sword weaponry than BW weaponry if you decide to choose swords as your weapon of preference.

Table of Standard Swords and Blunt Weapons


One-handed vs. Two-handed
You might have noticed that both swords and BWs come in one-handed (1h) or two-handed (2h) styles. There's actually quite a bit of a difference between them.

1h weapons allow you to benefit from the extra defense of a shield (which matters little) and any additional stat benefits the shield may have while any attacks you make are generally quick. To roughly match the DPS (Damage per Second) of a 2h weapon, you must have at least 17 more wAtk. This can come from scrolling your 1h sword and/or your shield for wAtk.
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.
2h weapons are a bit slower, but you'll enjoy more attacking power. Ranges for any weapon in a single category can differ, but generally 2h weapons have longer range than the 1h weapons, which could make the difference between keeping monsters at bay and being run over by them.

Top/Bottom vs. Overall
In general, Warriors have armor that come in sets of Top and Bottom for each level. However, level 30, 80 and 110 armor are Overalls instead. (Please note that the level 110 overall armor is currently not available in the game.) There are a few differences between these two options.

Top and bottom armor sets generally have more defense than overalls, and they both come with 7 slots. You can use these slots to scroll and upgrade your equipment (not just armor, anything that has slots and the appropriate scroll can be upgraded). Top armor can be scrolled for STR, while the bottom armor can be scrolled for DEX or jump. The best you can milk out of each slot, assuming you succeed in scrolling, is 3 of the main stat (4 if you're scrolling for jump) and any other benefits the scroll has. Using a top and bottom armor set is generally taking the middle path between the two stats, but it's also a bit cheaper in that you can purchase one or both armor pieces pre-scrolled from other players.

Overall armor pieces have less defense, but they have 10 slots, and the scrolls for overall armor have quite a bit of potential. Overall armor can be scrolled for STR or DEX, and each slot can be scrolled for up to 5 of the main stat at a time. People either want to scroll an overall for all STR or DEX. The lack of good and great overalls available pre-scrolled makes them very expensive.

Male vs. Female
There are different sets of top/bottom and overall equipment for females than for males. For the large part, the main difference is that there are less females in MapleStory, which makes their armor cheap, yet hard to find. Pre-scrolled female armor is also hard to come by since scrolls are indiscriminate of sex, and again, there aren't many females.

Female armor does have it's advantages though. An early advantage is the level 25 Sky Shark set, which gives 12 speed, and can be helpful for traveling or for weak monster killing. A really late advantage, albeit small, with female armor is that they have a little more stat points than the male counterparts. A Purple Lucida set can give you 10 STR and 6 DEX, while a Blue Neos set gives you 9 STR, 2 DEX, and 5 Accuracy.


Setting your Dexterity Limit

This is the next step in planning for your character. Someone or something, maybe the Warrior job instructor Dances with Balrog, would have told you that Warriors primarily use STR and some of DEX. STR is primarily used for determining your damage with melee weapons, while DEX is used to supplement your accuracy. I would recommend reading the next few subtopics, even if you're only choosing one aspect range of DEX, just so you know much more about controlling your DEX level.

While other job classes in MapleStory may enforce the use of secondary stats by putting stat requirements on equipment, Warrior equipment actually only have a STR requirement. Theoretically, you can be a Warrior that has pure STR and minimal DEX, which is 4. However, Warriors are the class that have the most trouble with accuracy, and DEX is just the stat to help improve accuracy. In fact, accuracy may be the sole reason DEX is the secondary stat for Warriors (it also contributes a little to damage). It pays to give special attention to your accuracy, so you can continue to kill monsters with ease without worrying about not being able to hit them. Once you have enough accuracy to finish off monsters with ease, just put any AP you have into STR.

Equipment can grant any kind of stats, including the detailed ones and other special benefits. When you're browsing equipment and scrolling options, please keep in mind that 1 DEX = .8 accuracy and 1 LUK = .5 accuracy. Some of the best equipment comes with both DEX and LUK. Don't try to scroll for LUK since that's the primary stat for Thieves, and it doesn't really help you much anyways.

Weapons can be used equally amongst any Warriors, with a few exceptions. They generally aren't an issue.

Normal Dex
The range people consider as "Normal DEX" varies anywhere between 40-100. I prefer to think of "Normal DEX" as adding DEX when you need more accuracy, not so much relying on equipment in the long term to help supplement your accuracy.

This build is ideal for people who are just starting in MapleStory or for people who don't have much in funds or friends who will help them. Your damage won't be as great as the no-dex Warriors. On the other hand, you won't have to deal with outrageous prices when trying to obtain DEX scrolls and equipment, which Thieves and Bowmen will also be looking for. While the most logical solution would be to obtain STR equipment to deal as much damage as possible, you can also hoard even more DEX and accuracy equipment, you have some special privileges when taking on exceptionally dodgy monsters, notably Blue Mushmom and Cornians. Of course, that's entirely optional.
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. [2H120S] An alternative to the Stonetooth Sword is the Night Raven's Wing, which requires 95 DEX to use a lvl 90 fast 2h sword.
Currently, there are much less STR scroll options than there are DEX scroll options. You can scroll capes, tops, overalls and shields for STR, whereas you can scroll capes, bottoms, overalls, gloves, shoes, earrings and hats for DEX. You can purchase AP Resets from the Cash Shop in order to convert your DEX into STR in order to become low-DEX or even no-DEX, but that's very expensive. I would seriously advise going low-DEX if you think you can AP reset your DEX to a lower level.

Low Dex
Low Dex is just basically a blend of the two ends of the DEX rainbow. Typically this is defined by players as having 10-60 DEX. Players in this DEX range WILL require seriously scrolled equipment to assist them with hitting high level monsters. Some Warriors can even get a head-start on particularly high level monsters, a luxury that no-DEX Warriors probably can't afford. As low-DEX Warriors progress in levels, they can slowly convert their DEX from equips into STR. [4S40D] You can even AP reset your DEX to lower levels, or even become a no-DEX Warrior.

No Dex
This is one of the most extreme builds you can do with a Warrior, emphasizing pure STR and leeching all of your accuracy/DEX needs from your equipment. Dexterity is typically at 4 for any no-DEX Warriors, although anything close to that might as well be no-DEX. No-DEX Warriors need lots of high-end accuracy equipment in order to hit monsters with 100% accuracy. An extreme build like this needs lots of funding and/or good marketing skills in order to obtain the necessary equipment.
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.
How much accuracy do you need in order to be the best? The magical amount of accuracy you'll want is 147. This covers any monster that has 40 avoid or less, assuming you are at their level or higher. This includes any monsters in final training areas and most any boss monster, notably Papulatus (2nd form has 40 avoid). You do not have to have 147 accuracy from the start, but rather build up the accuracy you have accordingly with the monsters you're faced with.

Some default and basic sources of accuracy:
--4 from having 4 minimum DEX.
--2 from having 4 minimum LUK.
--20 from having maxed the weapon Mastery of your choice.
--10 from a Sniper Pill (comes from the Ludibrium potion shop).
Total: 36

Equipment sources of accuracy:
--A weapon scrolled for accuracy.
--20 from lvl 35 Maple Weapons, 30 from lvl 43 Maple Weapons, or 35 from lvl 64 Maple Weapons.
--An Overall scrolled for DEX.
--Gloves scrolled for DEX. They're cheap because they're usually scrolled for wAtk.
--Cape scrolled for DEX.
--Shoes scrolled for jump or DEX.
--Spieglemann Necklaces.

Expensive sources of accuracy:
--Any of the above, except really good. Spieglemann Necklaces cannot be scrolled for DEX however.
--12 from Tunnelvision Pills (from Dr. Do in Mu Lung, not recommended). They override Sniper Pills.
--25 from Crystal Blade, or 40 from Black Crystal Blade.
--39 from an unscrolled Zhelm, give or take 6 for stat variations.
--21 from Flamekeeper Cordon.
--6-7 from Silver Deputy Star.
--19-24 from Mark of Naricain.
--9-29 from Horntail Pendant. You're pretty hardcore if you can get this.

Alternate sources of accuracy:
--20 from a Cleric/Priest/Bishop's Bless skill. This overrides any buffs that explicitly gives accuracy, including the Sniper Pill. Anything else that gives accuracy can also override the 20 accuracy given from Bless, so they don't stack.
--Maple Warrior skill. This gives you up to an extra 10% of your STR/DEX/INT/LUK based on the base stats of your character. You need at least 10 of a base stat for Maple Warrior to do anything. So if you have DEX reading as 78 (4+74) then Maple Warrior won't give you any accuracy, since you only have 4 base DEX.

The Bonus: HP Washing

HP Washing uses lots of AP Resets in order to boost your Max HP at no real cost to your character's power. This feat requires lots of INT equipment (equipment that's not mage-exclusive tend to be very expensive) and LOTS of real life money to complete however, but at least you can probably stop early because Warriors have the most HP of any class, and with a Spearman's Hyperbody skill, you can hit the 30,000 Max HP limit for the game.

This bonus grows with effectiveness the earlier you start. It probably may have little impact in the earlier levels, but when you're in mid 3rd to 4th job (levels 90-120), that's when it will start paying off, such as when bombs summoned by Papulatus or Pianus explode, doing 8400/11000 damage. My Paladin at level 141 only has 9000 Max HP.

How to HP Wash:
  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.



Training Guide for Pages, White Knights and Paladins

Here's a big chunk of the guide. Advancing jobs is a big shift in power, and it is of paramount importance that you know how to advance. Job tiers are separated by level; specifically, 1st job is level 10-30, 2nd job is level 30-70, 3rd job is 70-120, and 4th job is level 120+. Advancement steps and info will be listed under the title of each job section.

The table for skills will be first, then the proven training grounds will be listed. You'll probably reference this a lot, so it will also be pretty specific when it needs to be.

The skill field entries will be in the following format:
Skill Name
Prerequisite: What skill you need and what level it needs to be.
Type:
  • Passive skills automatically work, provided the correct conditions are met. You cannot turn off passive skills.
  • Active skills require the player to actively declare its use, and they cost MP. You can activate them from either double-clicking the skill icon from the skill menu (not recommended) or assign them to a key on the keyboard. They are skills that usually affect the monster. Otherwise, it is basically a one-shot catch-all category for anything that doesn't fit anywhere else.
  • Attack skills are basically attacks that far exceed your default attack's power. Works just like active skills, only they deal damage. Mob attacks (attacks that hit more than 1 monster) usually cost HP as well as MP.
  • Buffs are supplementary skills that have a cost, a duration, and a benefit. Any active buffs you have appear on the upper-right corner of the screen, and they slowly turn dark until they become completely dark, then they start flashing, then disappear, meaning that the buff has expired. Buffs can also come from other sources, and these types of buffs are usually not subjected to a monster's Dispel ability.
  • Party Buffs are buffs that affect everyone in your party, and these are what make party members more valuable. Unfortunately for Paladins, they only get one party buff for the entire game.
Description: A little text that's copied verbatim from the game, so if there's any grammar or spelling mistakes, or if it's outright wrong, blame it on Nexon. It basically summarizes the skill.
Max Level: How much SP it takes to fully master the skill. This is entirely optional, but usually recommended.
NOTES: These are little quirks and specific details about the skill that are otherwise not immediately apparent. As far as I'm concerned, these should be purely objective.
[Skill Name] Table of Skill Variables have the level-by-level details.

Author Commentary: Stuff that I feel needs to be said goes here. I'll try not to tell anything that's highly disputable. However, it's good to take everything into consideration when looking at skills.

Warrior Skill Set (Warrior Basics)
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!


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



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.


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.


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.


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.


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.


Page Skill Set (Page's Path)
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.


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.


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.


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.


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.


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?).


WK Skill Set (White Knight's Code)
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.


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.


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



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.


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%.


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.


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.


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.


Paladin Skill Set (Paladin of Light)
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.


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.




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.


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.


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.


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.


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.


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).


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.


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 skill is basically a last resort. Seduce is actually pretty deadly, causing you to randomly jump, go left or go right (never a combination of the three), and it disables ALL of your keyboard functions except chat and Hero's Will. That also means you cannot use a potion while Seduced, and it's very possible you can die while Seduced. Fortunately there's only a couple monsters capable of inflicting this disastrous malady.

A good exercise involving proper use of Hero's Will is preparing the stage for killing Lyka in Time Temple, as Lyka isn't incredibly threatening when handled properly (it's rather simple, seriously), and the location is readily accessible once you complete the quests involved.


Advanced Charge
Prerequisite: Level 30 Charge Blow
Type: Passive
Description: Increases the damage incurred when using Charge Blow. With a given success rate, the charge does not expire even after the initial Charge Blow.
Max Level: 10
Skill Drop Locations: 10-Zakum
NOTE: This skill is just an add-on for Charge Blow. Don't freak out if you can't grab this skill icon to put on your keyboard, because you're suppose to use Charge Blow, not Advanced Charge. Just a reminder, you can't use Charge Blow if you don't have an element charge buff active.
Advanced Charge 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....


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

Author Commentary: This is the Paladin's signature attack. Some people also regard it as the Paladin's Ultimate, since it devastates the entire screen (the other two Warrior subclasses lack something this powerful, but they still have a full-screen attack). This ability works best if you're in a party at a multi-platform training map. Heaven's Hammer is an excellent KSing attack when you're killing Crimson Balrogs, if you can ignore the accusations of you hacking; the ignorant people just can't absorb all that awesomeness. Other than the fact that Heaven's Hammer never kills, the other highly annoying downfall is the cool-down time. This skill is also very slow, meaning you're probably better off using more down-to-earth attacks when dealing with small groups of monsters.

Watch out when using Heaven's Hammer around self-destructing monsters, especially Pianus' Bloody Booms. They will self-destruct for having 1 HP and will leave you hurting if you happen to be in range. On the other hand, if they give experience, then Heaven's Hammer will be an excellent attack to use against them. (as of the current GMS version, only Firebombs exhibit this characteristic)

It's been speculated that Heaven's Hammer always does the maximum damage allowed whenever it is used. Of course, it still does not kill monsters, but the results tested on Crimson Guardians before GMS v.68 has always shown an incredibly consistent amount of leftover HP after using Heaven's Hammer on fresh spawn. This begs the question of whether the damage bonus value is even used at all.


Skill Quests
The Warrior's Extreme Path

[Storybook] Indecipherable Book

A Shield's True Power

The Holy Knight

[Storybook] Crimson Balrog's Proposal

Will of a Warrior

Sayram's Skill
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