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Posts Tagged ‘Guide’

Ayumilove Jump Quest Video Guide

17/09/2008 2 comments

Title: Ayumilove Jump Quest Video Guide
Useful Link:

Note
You would need to have FLV Player to watch this videos! Below are the download links: (source)
Kerning Jump Quest 1 – Shumi’s Lost Coin (Level 20)
Kerning Jump Quest 2 – Shumi’s Lost Bundle Of Money (Level 30)
Kerning Jump Quest 3 – Shumi’s Lost Sack Of Money (Level 40)
Sleepywood Jump Quest 1 – John’s Pink Flower Basket (Level 15)
Sleepywood Jump Quest 2 – John’s Present (Level 30)
Sleepywood Jump Quest 3 – John’s Last Present (Level 60)
Ellinia Jump Quest – Sabitrama And The Diet Medicine (Level 25)
Ellinia Jump Quest – Sabitrama’s Anti-Aging Medicine (Level 50)
Zakum Jump Quest

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Kerning Jump Quest 1 – Shumi’s Lost Coin (Level 20)
Note: This quest is repeatable. Victoria Island Quest. (click here for more info)
Procedure
Talk to Shumi outside the Subway Station in Kerning City.
Enter the Subway Station.
Buy a ticket to Construction Site B1 from the worker.
Put the ticket into the machine by double clicking it..
Climb step 1 and 2 of Construction B1.
Double click on the chest at the top.
Return Shumi’s Coin to Shumi.

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Kerning Jump Quest 2 – Shumi’s Lost Bundle Of Money (Level 30)
Note: This quest is repeatable. Victoria Island Quest. (click here for more info)
Procedure
Talk to Shumi of Kerning City.
Purchase the ticket to Construction Site B2.
Complete step 1 and 2 of Construction Site B2.
Get the Shumi’s Roll of Cash from the chest.
Return it to Shumi.

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Kerning Jump Quest 3 – Shumi’s Lost Sack Of Money (Level 40)
Note: This quest is repeatable. Victoria Island Quest. (click here for more info)
Procedure
Talk to Shumi outside the Subway Station in Kerning City.
Enter the Subway Station.
Buy a ticket to Construction Site B3 from the worker.
Put the ticket into the machine.
Climb step 1, 2 and 3 of Construction B3.
Double click on the chest at the top.
Return the Lost Sack of Cash to Shumi.

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Ultimate HP Washing Guide

17/09/2008 31 comments

Abstract
What is HP Washing? HP Washing is the process by which, a character loses MP and gains HP. This works because HP and MP have a common Ability Point (AP) pool. You need to spend a lot of real life money on AP Resets from the Cash Shop in order to HP Wash. MP Washing is the opposite of HP Washing. Why HP wash? To gain more HP so you can survive boss monster (Zakum, Horntail, Grandpa, Anego, etc) attacks that deals more than 3000 damage!

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Pearl Of Knowledge

    It is not recommended to use this technique since it burn your parent’s pocket-money or your salary funds for online games (virtual characters) unless you are rich person who is feeling generous to pay huge sum of money to Nexon/Asiasoft/Wizet. I wonder why MapleStory did not ban/remove this bug or glitch, perhaps a good way to earn more more money from hardcore MapleStory players? *ponders*
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    (Quote from kwanhua) Hp Wash concept was first developed by Tiger from Maplegobal (Slaute all guys) and further tested out and improved by many guys including Tanyia from maplesea (bootes)(Sorry i can’t named one by one there is too much of you guys down there) and me. Hp washing refers to adding it Ap into hp. And then buy ap reset from cash shop. -mp and add the ap into the stats which you want. For eg if you are warrior you will – mp and add it to STR.

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How to HP Wash?
If you have the minumum MP to HP Wash, go for it. If not, keep stockpiling your “extra MP” until you have enough to wash once again. So, once you level up, you are given 5 AP. Below are the step by step guide:
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    Step 1: Calculate your minimum MP
    Let’s assume that you are a Level 200 Thief with 4000 MP
    Use 1 of the formula below to calculate minimum MP that you can channel to HP:
    Min MP Formula for Sperman class = 4 X level + 156
    Min MP Formula for Fighter class = 4 x level +56
    Min MP Formula for Bow/Crossbow job = level x 14 + 148
    Min MP Formula for before 2nd job Thieves = level x 14 – 4
    Min MP Formula for after 2nd job Thieves = level x 14 + 148
    The thief minimum MP that he can’t remove is (200 x 14 + 148) = 2948
    So, this thief could place at least (4000 MP – 2948 MP = 1052 MP) into his/her HP!

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    Step 2: Using AP Reset Cards (NX Cash)
    1. Put 1 AP into HP (1 at a time, not all 5 into HP)
    2. Use AP Reset to reduce 1 point from MP.
    3. Add that 1 point into your primary attribute. (example: If you are a Thief, add to LUK)
    4. Repeat Steps 1 and 2 until all your AP have been used.

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Hp Wash Frequently Asked Question

    What is the maximum hp that one can have?
    MapleStory cap all jobs HP and MP at 30,000 HP and 30,000 MP. (with/without hyperbody)
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    How much do you gain/lose?
    For every point you put into HP, you gain 20 HP (On average) and for every point you take out of MP, you lose 12 MP (On average). On average, at level 120~ people can wash around 13 times. That means, that for the price of 13 AP Resets you gain around 240 HP and lose 156 MP.
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    Reasons to HP Wash for Archers
    3600 HP – You can solo Pianus (The left one I believe) safely.
    3700 HP – Able to safely take a hit from Skelegons (High level Leafre monsters, very good EXP)
    3700 HP – Able to take 2 hits in a row without dying at Himes / Dreamy Ghost / Monglong / Mong
    4100 HP – Able to tank Papulatus’ bombs, enabling solos, or being part of HB-less parties at all bosses.

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How to improve out MP gained Per Level

    How to get the most out of HP Washing? It has been proven that leveling up with INT equips on, increases your MP gained at around 10 extra INT = 1 additional MP on level-up. This is the formula for MP Gain Per Level = 15 + (total int * 0.1) +/- 1. It’s best to start wearing INT items early in the mid 30’s to gain the most out of it.
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    Below is a list of INT items that you can equip when your EXP is at 99.99% before reaching next level!
    The items below are scrolled with White Scroll and 10% Scroll for that specific item. White Scroll is to prevent the 10% scrolling effect from being used up if it failed. Most common players would only get about 50 INT of equipments.
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    Hat
    Zakum Helmet (1) = STR +17, DEX +17, INT +17, LUK +15, Accuracy +23, Avoidability +23
    _
    Overall (10 slots)
    10% Scroll for Overall Armor for INT = Success rate: 10%, INT + 5, magic def. + 3, MaxMP + 10
    Bathrobe for Men/Women (Speed +10) without scroll
    Bathrobe for Men/Women (Speed +10, INT + 50, magic def. + 30, MaxMP + 100) +10 scroll
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    Top
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    Bottom
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    Shoes (7 slots)
    Yellow Snowshoes (DEX +4, INT +3)
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    Gloves (5 slots)
    60% Scroll for Gloves for Magic Att. = Success Rate 60%, magic attack+1, INT+1
    10% Scroll for Gloves for Magic Att. = Success rate 10%, magic defense +1, magic attack +3, INT +3
    Yellow Work Gloves (INT +3) without scroll
    Yellow Work Gloves (magic defense +5, magic attack +15, INT +8) +7 60% scrolls
    Yellow Work Gloves (magic defense +5, magic attack +15, INT +18) +7 10% scrolls
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    Capes (5 slots)
    10% Scroll for Cape for INT = Success rate:10%, INT+3
    60% Scroll for Cape for INT = Success rate:60%, INT+2
    Pink Adventurer Cape (Weapon Attack +5) without scroll
    Pink Adventurer Cape (Weapon Attack +5 INT +10) +5 60% scroll
    Pink Adventurer Cape (Weapon Attack +5 INT +15) +5 10% scroll
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    Shields (10 slots)
    60% Scroll for Shield for Magic Att. = Success Rate 60%, magic attack+2, INT+1
    10% Scroll for Shield for Magic Att. = Success Rate 10%, magic attack+3, INT+2
    Maple Shield (Avoidability +3) without Scroll
    Maple Shield (Avoidability +3 Magic attack+20, INT+10) +10 60% Scrolls
    Maple Shield (Avoidability +3 Magic attack+30, INT+20) +10 10% Scrolls
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    Earrings (5 slots)
    60% Scroll for Earring for INT = Success rate:60%, magic attack +2, INT+1
    10% Scroll for Earring for INT = Success rate:10%, Magic Attack +5, INT +3, Magic Defense +1
    Gold Emerald Earrings (DEX +2, INT +6) without Scroll
    Gold Emerald Earrings (DEX +2, INT +11, Magic Attack +10) +5 60% Scrolls
    Gold Emerald Earrings (DEX +2, INT +21, Magic Attack +25, Magic Defense +5) +5 10% Scrolls
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    Pendant (10 slots)
    Dragon Stone = Weapon Defense +140, Magic Defense +140, Avoidability +15, All Stats +15
    Horned Tail Necklace (STR +07, DEX +07, INT +07, LUK +07, Avoid +24) without scroll
    Horned Tail Necklace (STR +52, DEX +52, INT +52, LUK +52, Avoid +69) Scroll with 3 Dragon Stone
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    Eye Accessory (7 slots)
    Scroll for Eye Accessory for INT = Success rate: 10%, INT +3, Magic Def. +2
    Owl Mask (+3 Accuracy) without scroll
    Owl Mask (+3 Accuracy, INT +21, Magic Def. +14) +7 Scroll
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    Face Accessory (7 slots)
    10% Scroll for Face Eqp. for HP = Success rate: 10%, MaxHP +30
    Doggy Mouth (Avoidability +3) without scroll
    Doggy Mouth (Avoidability +3, Max HP +210) +7 scroll
    _

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Total Int that any warrior/bowman/thief can equip

    Godly Scrolled Items (+7 slots 10% success)
    Zakum Helmet + Bathrobe + Yellow Glove + Pink Cape + Maple Shield + Gold Emerald + Horned Tail Necklace + Owl Mask + Yellow Snow Shoes
    17 + 50 + 18 + 15 + 20 + 21 + 52 + 21 + 3 = 217 INT
    Semi Godly Scrolled Items (+7 slots 60% success)
    Zakum Helmet + Gold Emerald Earrings + Pink Cape + Yellow Glove + Yellow Snow Shoes
    17 + 11 + 10 + 8 + 3 + (Player’s Base 4 INT) = 55 INT
    Conclusion
    So, if each time you wear +50 INT equipment at 99% before next level, you would gain additional 5 MP, and leveling 3 times would get you 15 MP. It would be sufficient for 1 AP Reset since it reduces -12 MP from your Max MP. If you are wearing the 217 INT equipment, you will gain 21 MP per level, and in 3 levels you gain 63 MP (able to use 5 AP Resets! = 5x20HP = 100 HP!!!) In short, every 10 INT gains 1 MP.

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Summary

    It’s best not to reset too much Mp into Hp because it would be a waste of real money if you party with spearman to gain Hyperbody, that increases your Max Mp and HP by +60%. For example, your current Max Hp is 18750. With Hyperbody, it would add another 11250 tons of HP. 1 AP Reset Card cost 6,000 A-Cash (AsiaSoft Cash), 170 resets would be 6000*170=1,020,000. 1 A-Cash Point is 0.00107 SG$, so that would be a sum of 1091.4 Singapore dollars. (Quote from kwanhua) Pride in being the 1st person to wash my hp to 30k in maplesea history – used up to +170 reset cards…

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AsiaSoft MapleStory SEA – A Cash Cards (Source)

    A-Cash Value 05,000 – SG$ 05.35 – RM 12.00
    A-Cash Value 10,000 – SG$ 10.70 – RM 24.00
    A-Cash Value 20,000 – SG$ 21.40 – RM 48.00
    A-Cash Value 30,000 – SG$ 32.10 – RM 72.00

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Reference Source
Sleepywood.net
PlayPark Forum

Thief Throwing Star Guide + Throwing Star Drop List

15/09/2008 22 comments

Title Thief Throwing Star Guide + Throwing Star Drop List

This guide is to introduce to you a list of throwing-stars that can be found by different monsters. It does not drop as frequent bowman arrows. It’s a rare drop like bullets. These stars can be refilled/recharge only in potion shop, some throwing-star recharge cost is different, holds different weapon attack and has different capacity. Throwing star capacity is affected by Claw Mastery (at max level, allows Assassin to hold extra +200 throwing stars)

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    Weapon Attack | Capacity | Refill Cost | Ratio: Cost / Per star | Throwing Star Name
    What’s important in this list? The lower the ratio (cost/per star), it would cost lesser meso to refill your stars (save meso for potions) The ratio is calculated by dividing refill cost with capacity. (refill cost/amount of star) The least cost consumption for throwing star is Subi (0.3). Players commonly use tobi since it is dropped by many low level monster, has good weapon attack and the refill cost is inexpensive.
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    +15 | 500 | $150 | 0.3 – Subi
    +17 | 500 | $200 | 0.4 – Wolbi
    +17 | 800 | $800 | 1.0 – Snowball
    +19 | 700 | $350 | 2.0 – Mokbi
    +19 | 800 | $800 | 1.0 – Wooden Top
    +20 | 1000 | $1000 | 1.0 – Paper Plane (Only rechargable in Showa)
    +20 | 1000 | $1000 | 1.0 – Orange (Only rechargable in Showa)
    +21 | 500 | $350 | 0.7 – Kumbi
    +21 | 800 | $800 | 1.0 – Icicles
    +21 | 800 | $800 | 1.0 – Maple Throwing-Stars
    +23 | 1000 | $600 | 0.6 – Tobi
    +25 | 1000 | $700 | 0.7 – Steely Throwing-Knives
    +29 | 800 | $640 | 0.8 – Ilbi
    +29 | 800 | $800 | 1.0 – Hwabi
    +29 | 800 | $640 | 0.8 – Crystal Ilbi

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    Monster Drop List for Throwing Star
    If the star is dropped by more monster, it will be a common thing since many people would have them, thus the price of that particular throwing star would be cheaper compare to others. For example, Snowball is a rare item so it would be a little more expensive than Wolbi even though they have the same weapon attack!
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    Subi Throwing-Star (common)
    Mano, Jr. Sentinel, Trixter, NPC Shop
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    Wolbi Throwing-Star
    Fire Boar, Leatty, Nospeed, Jr. Cellion
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    Snowball
    Fire Boar, Lupin, Tick
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    Mokbi Throwing-Star (common)
    Rooster, Duck, Crow, Green Trixter, Drum Bunny, Toad, Frilled Muffler, Jr. Wraith, Jr. Pepe, Cold Eye, Jr. Cerebes, Black Porky, Skeledog, Lunar Pixie, Moon Bunny, Zeta Gray, Luster Pixie, Stone Golem
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    Wooden Top
    Dark Axe Stump
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    Paper Plane + Orange
    Zipangu Shop / Orange (Dreamy Ghost)
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    Kumbi Throwing-Star (common)
    Sheep, Chirppy, Cow, Fire Boar, Jr. Lioner, Jr. Grupin, Black Goat, Lupin, Plow Ox, Helly, Chronos, Sand Giant, Drake, Hector, Tippo Blue, Stone Golem
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    Icicles
    Cold Eye, Grupin, Yeti & Pepe
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    Maple Throwing-Stars
    A chance to obtain this item from a GM Event in MapleSEA on the 8th July 2006.
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    Tobi Throwing-Star (common)
    Goat, Chronos, Master Chronos, Dark Cloud Fox, Ultra Gray, Grupin, Hogul, White Fang, Dark Stone Golem, Mixed Golem, Pac Pinky, Wild Cargo, Slimy, Extra D, Dark Yeti & Pepe, Bain, Blue Mushmom
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    Steely Throwing-Knives (common)
    Ghost, Panda, Red Drake, Selkie Jr., Mr. Anchor, Tauromacis, Dark Rash, Dual Beatle, Yeti & Pepe, Dark Klock, Haf, Dual Ghost Pirate, Blood Haf, Boss
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    Ilbi Throwing-Star
    Mushmom, Zombie Mushmom, Lycanthrope, Dual Birk, Spirit Viking
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    Hwabi Throwing-Star
    Zombie Mushmom, Blue Mushmom

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Categories: Guide Tags: , , , ,

Hero Skills + Skill Build

11/09/2008 5 comments

Abstract (back to main page…)
This page consists of 3 parts : hero warrior skill build (4th Job), skill description and pictures. Below is 1 type of common skill build. Saving SP means don’t use them. How to read the skill build? Here is an example: 121 – 123 means level 121 122 and 123. (level 121 to level 123). 120 – 120 basically means just level 120. The guide below is purely a personal recommendation and need not be followed.

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Hero Common Build

    (Quote ryannosaur3) This build is based on the skill book drop scarcity (rare drops). You probably won’t get advanced combo right off the bat, but I’ll still recommend that you get it before level 130. Just ask around to be invited to a zakum party. Or last resort- buy to loot it.
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    120 – 120 : Rush 1, Advance Combo 1, Brandish 1
    121 – 129 : Brandish 3
    130 – 130 : Brandish 2, Advance Combo 1 (Brandish Max!)
    131 – 139 : Advance Combo 3
    140 – 140 : Advance Combo 1, Stance 2 (Advance Combo Max!)
    141 – 146 : Stance 3
    147 – 149 : Maple Warrior 3
    150 – 152 : Rush 3
    153 – 153 : Rush 2, Stance 1
    154 – 156 : Stance 3
    157 – 157 : Stance 2, Maple Warrior 1 (Stance Max!)
    158 – 160 : Maple Warrior 3
    161 – 161 : Maple Warrior 1, Enrage 2 (Maple Warrior Max!)
    162 – 170 : Enrage 3
    171 – 171 : Enrage 1, Rush 2 (Enrage Max!)
    172 – 176 : Rush 3
    177 – 177 : Rush 1, Blocking 2 (Rush Max!)
    178 – 186 : Blocking 3
    187 – 187 : Blocking 1, Achilles 2 (Blocking Max!)
    188 – 196 : Achilles 3
    197 – 197 : Achilles 1, Monster Magnet 2 (Achilles Max!)
    198 – 200 : Monster Magnet 3

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Maple Warrior aka Maple Hero (more info)

    Increase all players’ stats/AP within a party by certain percentage. Some player require extra AP to equip their weapon/armour. Since it boost STR, LUK, DEX and INT, this indirectly increases your damage as well.
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    (Quote ryannosaur3) This skill increases all base stat by 5% at level 10 and 10% at level 20. It’s a good skill to have…especially if you need more dex for equipping a ribgol or if you need more acc. I hear that this only applies to your base stats (without equipment additional stats), so it could give you quite a damage boost as well.

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    Master Level: 20 | Type: Supportive
    Level 1: MP -10, for 30 secs, all stats + 1%
    Level 2: MP -10, for 60 secs, all stats + 1%
    Level 3: MP -10, for 90 secs, all stats + 2%
    Level 4: MP -10, for 120 secs, all stats + 2%
    Level 5: MP -10, for 150 secs, all stats + 3%
    Level 6: MP -20, for 180 secs, all stats + 3%
    Level 7: MP -20, for 210 secs, all stats + 4%
    Level 8: MP -20, for 240 secs, all stats + 4%
    Level 9: MP -20, for 270 secs, all stats + 5%
    Level 10: MP -20, for 300 secs, all stats + 5%
    Level 11: MP -30, for 330 secs, all stats + 6%
    Level 12: MP -30, for 360 secs, all stats + 6%
    Level 13: MP -30, for 390 secs, all stats + 7%
    Level 14: MP -30, for 420 secs, all stats + 7%
    Level 15: MP -30, for 450 secs, all stats + 8%
    Level 16: MP -40, for 480 secs, all stats + 8%
    Level 17: MP -40, for 510 secs, all stats + 9%
    Level 18: MP -40, for 540 secs, all stats + 9%
    Level 19: MP -40, for 570 secs, all stats + 10%
    Level 20: MP -40, for 600 secs, all stats + 10%

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Monster Magnet

    Pulls a monster from afar up close. Useless skill unless you are out to kill ppl at anego. Not useful in training.
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    Master Level: 30 | Type: Active
    Level 1: MP -10, Range 100%, Success rate 42%
    Level 2: MP -10, Range 100%, Success rate 44%
    Level 3: MP -10, Range 100%, Success rate 46%
    Level 4: MP -10, Range 100%, Success rate 48%
    Level 5: MP -10, Range 100%, Success rate 50%
    Level 6: MP -13, Range 100%, Success rate 52%
    Level 7: MP -13, Range 100%, Success rate 54%
    Level 8: MP -13, Range 100%, Success rate 56%
    Level 9: MP -13, Range 100%, Success rate 58%
    Level 10: MP -13, Range 100%, Success rate 60%
    Level 11: MP -18, Range 150%, Success rate 62%
    Level 12: MP -18, Range 150%, Success rate 64%
    Level 13: MP -18, Range 150%, Success rate 66%
    Level 14: MP -18, Range 150%, Success rate 68%
    Level 15: MP -18, Range 150%, Success rate 70%
    Level 16: MP -21, Range 150%, Success rate 72%
    Level 17: MP -21, Range 150%, Success rate 74%
    Level 18: MP -21, Range 150%, Success rate 76%
    Level 19: MP -21, Range 150%, Success rate 78%
    Level 20: MP -21, Range 150%, Success rate 80%
    Level 21: MP -26, Range 200%, Success rate 82%
    Level 22: MP -26, Range 200%, Success rate 84%
    Level 23: MP -26, Range 200%, Success rate 86%
    Level 24: MP -26, Range 200%, Success rate 88%
    Level 25: MP -26, Range 200%, Success rate 90%
    Level 26: MP -25, Range 200%, Success rate 91%
    Level 27: MP -24, Range 200%, Success rate 92%
    Level 28: MP -23, Range 200%, Success rate 93%
    Level 29: MP -22, Range 200%, Success rate 94%
    Level 30: MP -21, Range 200%, Success rate 95%

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Stance

    With great concentration and intestinal fortitude, enables one to stay at the same spot even after monster’s attack. This is especially useful for solo-ing boss and avoid easily being knockback by monster attacks. You might notice 4th job warriors does not get knockback often while receiving damage.
    _
    (Quote ryannosaur3) With a certain success rate, you won’t get knock backed whenever a monster bumps or magic attacks you. At maxed level, this skill prevents KB at a 90% rate. Crazy, huh? Not getting KBed by a monster is key to attacking faster per minute, so this skill is actually very useful.

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    Master Level: 30 | Type: Active
    Level 1: MP -30; For 10secs, prevent from getting knock-backed with success rate 42%.
    Level 2: MP -30; For 20Secs, prevent from getting Knock-backed with success rate 44%.
    Level 3: MP -30; For 30Secs, prevent from getting Knock-backed with success rate 46%.
    Level 4: MP -30; For 40Secs, prevent from getting Knock-backed with success rate 48%.
    Level 5: MP -30; For 50Secs, prevent from getting Knock-backed with success rate 50%.
    Level 6: MP -36; For 60Secs, prevent from getting Knock-backed with success rate 52%.
    Level 7: MP -36; For 70Secs, prevent from getting Knock-backed with success rate 54%.
    Level 8: MP -36; For 80Secs, prevent from getting Knock-backed with success rate 56%.
    Level 9: MP -36; For 90Secs, prevent from getting Knock-backed with success rate 58%.
    Level 10: MP -36; For 100Secs, prevent from getting Knock-backed with success rate 60%.
    Level 11: MP -42; For 110Secs, prevent from getting Knock-backed with success rate 62%.
    Level 12: MP -42; For 120Secs, prevent from getting Knock-backed with success rate 64%.
    Level 13: MP -42; For 130Secs, prevent from getting Knock-backed with success rate 66%.
    Level 14: MP -42; For 140Secs, prevent from getting Knock-backed with success rate 68%.
    Level 15: MP -42; For 150Secs, prevent from getting Knock-backed with success rate 70%.
    Level 16: MP -48; For 160Secs, prevent from getting Knock-backed with success rate 72%.
    Level 17: MP -48; For 170Secs, prevent from getting Knock-backed with success rate 74%.
    Level 18: MP -48; For 180Secs, prevent from getting Knock-backed with success rate 76%.
    Level 19: MP -48; For 190Secs, prevent from getting Knock-backed with success rate 78%.
    Level 20: MP -48; For 200Secs, prevent from getting Knock-backed with success rate 80%.
    Level 21: MP -54; For 210Secs, prevent from getting Knock-backed with success rate 81%.
    Level 22: MP -54; For 220Secs, prevent from getting Knock-backed with success rate 82%.
    Level 23: MP -54; For 230Secs, prevent from getting Knock-backed with success rate 83%.
    Level 24: MP -54; For 240Secs, prevent from getting Knock-backed with success rate 84%.
    Level 25: MP -54; For 250Secs, prevent from getting Knock-backed with success rate 85%.
    Level 26: MP -53; For 260Secs, prevent from getting Knock-backed with success rate 86%.
    Level 27: MP -52; For 270Secs, prevent from getting Knock-backed with success rate 87%.
    Level 28: MP -51; For 280Secs, prevent from getting Knock-backed with success rate 88%.
    Level 29: MP -50; For 290Secs, prevent from getting Knock-backed with success rate 89%.
    Level 30: MP -50; For 300Secs, prevent from getting Knock-backed with success rate 90%.

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Rush

    Makes a mad dash forward, pushing off up to 10 monsters. (Quote from PokeFlute) 1 SP does its magic like its maxed, just the cooldown is a that long. However, the cooldown doesn’t exist if you don’t spam rush. Just rush and buster kill, rush buster kill. Put 11 SP for the slight extra distance. This increases training efficiency. (similar to magician training style: teleport and attack) Rush is to lure monster (mobbing)
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    Master Level: 30 | Type: Active
    Level 1: MP – 22 , Damage 72%, Range 80%
    Level 2: MP – 24 , Damage 74%, Range 80%
    Level 3: MP – 26 , Damage 76%, Range 80%
    Level 4: MP – 28 , Damage 78%, Range 85%
    Level 5: MP – 30 , Damage 80%, Range 85%
    Level 6: MP – 32 , Damage 82%, Range 85%
    Level 7: MP – 34 , Damage 84%, Range 85%
    Level 8: MP – 36 , Damage 86%, Range 90%
    Level 9: MP – 38 , Damage 88%, Range 90%
    Level 10: MP – 40 , Damage 90%, Range 90%
    Level 11: MP – 42 , Damage 92%, Range 95%
    Level 12: MP – 44 , Damage 94%, Range 95%
    Level 13: MP – 46 , Damage 96%, Range 95%
    Level 14: MP – 48 , Damage 98%, Range 100%
    Level 15: MP – 50 , Damage 100%, Range 100%
    Level 16: MP – 52 , Damage 102%, Range 100%
    Level 17: MP – 54 , Damage 104%, Range 105%
    Level 18: MP – 56 , Damage 106%, Range 105%
    Level 19: MP – 58 , Damage 108%, Range 105%
    Level 20: MP – 60 , Damage 110%, Range 110%
    Level 21: MP – 59 , Damage 112%, Range 110%
    Level 22: MP – 58 , Damage 114%, Range 115%
    Level 23: MP – 57 , Damage 116%, Range 115%
    Level 24: MP – 56 , Damage 118%, Range 115%
    Level 25: MP – 55 , Damage 120%, Range 120%
    Level 26: MP – 54 , Damage 122%, Range 120%
    Level 27: MP – 53 , Damage 124%, Range 120%
    Level 28: MP – 52 , Damage 126%, Range 125%
    Level 29: MP – 51 , Damage 128%, Range 125%
    Level 30: MP – 50 , Damage 130%, Range 125%

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Achilles (more info)

    Permanently increases the weapon defense of one’s armor. Works on all physical attacks as well. Yeti/YPP/dark ones’ pounds, Mushmom earthquake, Ahma (aka Anego) slaps, BDA kicks. However, it does not work on magic attacks such as Shark attacks, bonefish heads, Lycan claws, Mong eerie face, Skele lasers.
    _
    Touch any mob, purple number damage will not show visible achilles effect. However, actual HP deducted has achilles factored in. E.G Zakum3 touch damage is roughly 10,000 damage for naked 0 Weapon Defense characters. Purple damage number will show 10k, but actual HP damage received will consider the achilles factor, and will be 8.5k for max achilles.
    _
    2ndary effect. 1/1 nuke reduction. 1/1 has always been referred to as nuke by myself as a simple and easy 1-syllable term.
    When nuked by pap/zak/pianus/grandpa/ht u will get exact HP u have – achilles% left.
    E.g1, 25k maxhp, 25k current hp, lv20 achilles. 1 nuke leaves u with 2.5k hp
    E.g2, 30k maxhp, 20k current hp, lv30 achilles. 1 nuke leaves u with 3k hp
    Basically max hp is of no use. 30k HP is pure overkill and waste of cash IMHO. With Lv20 achilles 24k HP is all you will ever need to tank ANYTHING in maple.
    _
    Achilles affects Power Guard. So if you receive less damage (achilles reduce damage), you will also be dealing less damage through Power Guard.

    .
    Master Level: 30 | Type: Active
    Level 1: Damage taken from enemy -0.5%.
    Level 2: Damage taken from enemy -1%.
    Level 3: Damage taken from enemy -1.5%.
    Level 4: Damage taken from enemy -2%.
    Level 5: Damage taken from enemy -2.5%.
    Level 6: Damage taken from enemy -3%.
    Level 7: Damage taken from enemy -3.5%.
    Level 8: Damage taken from enemy -4%.
    Level 9: Damage taken from enemy -4.5%.
    Level 10: Damage taken from enemy -5%.
    Level 11: Damage taken from enemy -5.5%.
    Level 12: Damage taken from enemy -6%.
    Level 13: Damage taken from enemy -6.5%.
    Level 14: Damage taken from enemy -7%.
    Level 15: Damage taken from enemy -7.5%.
    Level 16: Damage taken from enemy -8%.
    Level 17: Damage taken from enemy -8.5%.
    Level 18: Damage taken from enemy -9%.
    Level 19: Damage taken from enemy -9.5%.
    Level 20: Damage taken from enemy -10%.
    Level 21: Damage taken from enemy -10.5%.
    Level 22: Damage taken from enemy -11%.
    Level 23: Damage taken from enemy -11.5%.
    Level 24: Damage taken from enemy -12%.
    Level 25: Damage taken from enemy -12.5%.
    Level 26: Damage taken from enemy -13%.
    Level 27: Damage taken from enemy -13.5%.
    Level 28: Damage taken from enemy -14%.
    Level 29: Damage taken from enemy -14.5%.
    Level 30: Damage taken from enemy -15%.

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Advance Combo (pic)

    By maximizing the potential of the combo attack, it enables one to charge up the combo counter up to 10, and with a given success rate, the combo counter gets charged twice as fast. The Skill can only be obtained by fully mastered Combo Attack.
    .
    Master Level: 30 | Type: Passive | Pre-requisite: Combo Attack Lv. 30 (3rd Job Combo Skill Max)
    Level 1: Damage + 1% , Max Combo counter 1 , Recharge 2 combo counter with success rate 31%.
    Level 2: Damage + 2% , Max Combo counter 1 , Recharge 2 combo counter with success rate 32%.
    Level 3: Damage + 3% , Max Combo counter 1 , Recharge 2 combo counter with success rate 33%.
    Level 4: Damage + 4% , Max Combo counter 1 , Recharge 2 combo counter with success rate 34%.
    Level 5: Damage + 5% , Max Combo counter 1 , Recharge 2 combo counter with success rate 35%.
    Level 6: Damage + 6% , Max Combo counter 1 , Recharge 2 combo counter with success rate 36%.
    Level 7: Damage + 7% , Max Combo counter 2 , Recharge 2 combo counter with success rate 37%.
    Level 8: Damage + 8% , Max Combo counter 2 , Recharge 2 combo counter with success rate 38%.
    Level 9: Damage + 9% , Max Combo counter 2 , Recharge 2 combo counter with success rate 39%.
    Level 10: Damage + 10% , Max Combo counter 2 , Recharge 2 combo counter with success rate 40%.
    Level 11: Damage + 11% , Max Combo counter 2 , Recharge 2 combo counter with success rate 41%.
    Level 12: Damage + 12% , Max Combo counter 2 , Recharge 2 combo counter with success rate 42%.
    Level 13: Damage + 13% , Max Combo counter 3 , Recharge 2 combo counter with success rate 43%.
    Level 14: Damage + 14% , Max Combo counter 3 , Recharge 2 combo counter with success rate 44%.
    Level 15: Damage + 15% , Max Combo counter 3 , Recharge 2 combo counter with success rate 45%.
    Level 16: Damage + 16% , Max Combo counter 3 , Recharge 2 combo counter with success rate 46%.
    Level 17: Damage + 17% , Max Combo counter 3 , Recharge 2 combo counter with success rate 47%.
    Level 18: Damage + 18% , Max Combo counter 3 , Recharge 2 combo counter with success rate 48%.
    Level 19: Damage + 19% , Max Combo counter 4 , Recharge 2 combo counter with success rate 49%.
    Level 20: Damage + 20% , Max Combo counter 4 , Recharge 2 combo counter with success rate 50%.
    Level 21: Damage + 21% , Max Combo counter 4 , Recharge 2 combo counter with success rate 51%.
    Level 22: Damage + 22% , Max Combo counter 4 , Recharge 2 combo counter with success rate 52%.
    Level 23: Damage + 23% , Max Combo counter 4 , Recharge 2 combo counter with success rate 53%.
    Level 24: Damage + 24% , Max Combo counter 4 , Recharge 2 combo counter with success rate 54%.
    Level 25: Damage + 25% , Max Combo counter 5 , Recharge 2 combo counter with success rate 55%.
    Level 26: Damage + 26% , Max Combo counter 5 , Recharge 2 combo counter with success rate 56%.
    Level 27: Damage + 27% , Max Combo counter 5 , Recharge 2 combo counter with success rate 57%.
    Level 28: Damage + 28% , Max Combo counter 5 , Recharge 2 combo counter with success rate 58%.
    Level 29: Damage + 29% , Max Combo counter 5 , Recharge 2 combo counter with success rate 59%.
    Level 30: Damage + 30% , Max Combo counter 5 , Recharge 2 combo counter with success rate 60%.

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Blocking (pic)

    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.
    _
    (Quote ryannosaur3) This skill is pretty neat. If you use a 1 handed weapon with a shield, you’ll have a chance to completely nullify an enemy’s attack. Plus, you’ll stun it for 2 seconds. Unfortunately the success rate for this skill is only 15%, but it’s still good for a 1 handed user.

    .
    Master Level: 30 | Type: Passive | Requirement: Must be equipped with a shield for this to work!
    Level 1: Block against enemies attack with success rate 0.5%
    Level 2: Block against enemies attack with success rate 1%
    Level 3: Block against enemies attack with success rate 1.5%
    Level 4: Block against enemies attack with success rate 2%
    Level 5: Block against enemies attack with success rate 2.5%
    Level 6: Block against enemies attack with success rate 3%
    Level 7: Block against enemies attack with success rate 3.5%
    Level 8: Block against enemies attack with success rate 4%
    Level 9: Block against enemies attack with success rate 4.5%
    Level 10: Block against enemies attack with success rate 5%
    Level 11: Block against enemies attack with success rate 5.5%
    Level 12: Block against enemies attack with success rate 6%
    Level 13: Block against enemies attack with success rate 6.5%
    Level 14: Block against enemies attack with success rate 7%
    Level 15: Block against enemies attack with success rate 7.5%
    Level 16: Block against enemies attack with success rate 8%
    Level 17: Block against enemies attack with success rate 8.5%
    Level 18: Block against enemies attack with success rate 9%
    Level 19: Block against enemies attack with success rate 9.5%
    Level 20: Block against enemies attack with success rate 10%
    Level 21: Block against enemies attack with success rate 10.5%
    Level 22: Block against enemies attack with success rate 11%
    Level 23: Block against enemies attack with success rate 11.5%
    Level 24: Block against enemies attack with success rate 12%
    Level 25: Block against enemies attack with success rate 12.5%
    Level 26: Block against enemies attack with success rate 13%
    Level 27: Block against enemies attack with success rate 13.5%
    Level 28: Block against enemies attack with success rate 14%
    Level 29: Block against enemies attack with success rate 14.5%
    Level 30: Block against enemies attack with success rate 15%

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Brandish (pic)

    Enables one to attack multiple monsters forward twice. 1-hand sword swinging range is shorter compare to 2-hand sword. This applies to all warrior weapons except spear/polearm. However, Brandish skill allows 1-hand sword to hit longer range, which is equivanlent to 2-hand sword. Most people change from 2-hand sword to 1-hand sword for its fast swinging speed and also being able to equip a shield for extra boost of STR and WA (weapon attack) while activating Blocking skill.
    .
    Master Level: 30 | Type: Active
    Level 1: MP – 16 , Damage 135%, Attack 1 enemy.
    Level 2: MP – 16 , Damage 140%, Attack 1 enemy.
    Level 3: MP – 16 , Damage 145%, Attack 1 enemy.
    Level 4: MP – 16 , Damage 150%, Attack 1 enemy.
    Level 5: MP – 16 , Damage 155%, Attack 1 enemy.
    Level 6: MP – 16 , Damage 160%, Attack 1 enemy.
    Level 7: MP – 16 , Damage 165%, Attack 1 enemy.
    Level 8: MP – 16 , Damage 170%, Attack 1 enemy.
    Level 9: MP – 16 , Damage 175%, Attack 1 enemy.
    Level 10: MP – 16 , Damage 180%, Attack 1 enemy.
    Level 11: MP – 24 , Damage 184%, Attack up to 2 enemies.
    Level 12: MP – 24 , Damage 188%, Attack up to 2 enemies.
    Level 13: MP – 24 , Damage 192%, Attack up to 2 enemies.
    Level 14: MP – 24 , Damage 196%, Attack up to 2 enemies.
    Level 15: MP – 24 , Damage 200%, Attack up to 2 enemies.
    Level 16: MP – 24 , Damage 204%, Attack up to 2 enemies.
    Level 17: MP – 24 , Damage 208%, Attack up to 2 enemies.
    Level 18: MP – 24 , Damage 212%, Attack up to 2 enemies.
    Level 19: MP – 24 , Damage 216%, Attack up to 2 enemies.
    Level 20: MP – 24 , Damage 220%, Attack up to 2 enemies.
    Level 21: MP – 30 , Damage 224%, Attack up to 3 enemies.
    Level 22: MP – 30 , Damage 228%, Attack up to 3 enemies.
    Level 23: MP – 30 , Damage 232%, Attack up to 3 enemies.
    Level 24: MP – 30 , Damage 236%, Attack up to 3 enemies.
    Level 25: MP – 30 , Damage 240%, Attack up to 3 enemies.
    Level 26: MP – 29 , Damage 244%, Attack up to 3 enemies.
    Level 27: MP – 28 , Damage 248%, Attack up to 3 enemies.
    Level 28: MP – 27 , Damage 252%, Attack up to 3 enemies.
    Level 29: MP – 26 , Damage 256%, Attack up to 3 enemies.
    Level 30: MP – 25 , Damage 260%, Attack up to 3 enemies.

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Enrage (pic)

    Temporarily increases the attacking ability by using up the 10 combo counters. (Quote ryannosaur3) +26 weapon attack sounds sweet doesn’t it? However if Vaust is right in that with showa comes 20 attack pots, then this skill pretty much loses all of it’s use. + 6 w. atk for the price of getting a horntail skill book isn’t worth it to me, however you should max this eventually. Basically once you have 10 orbs, you cast this skill and all of your orbs disappear in exchange for 26 w.atk (maxed). Doesn’t stack with rage/pills/etc. There is an 8 minute cool down time after this skill runs out.
    .
    Master Level: 30 | Type: Active
    Level 1: MP – 11 , Weapon attack + 11 for 10secs
    Level 2: MP – 12 , Weapon attack + 12 for 20secs
    Level 3: MP – 13 , Weapon attack + 12 for 30secs
    Level 4: MP – 14 , Weapon attack + 13 for 40secs
    Level 5: MP – 15 , Weapon attack + 13 for 50secs
    Level 6: MP – 16 , Weapon attack + 14 for 60secs
    Level 7: MP – 17 , Weapon attack + 14 for 70secs
    Level 8: MP – 18 , Weapon attack + 15 for 80secs
    Level 9: MP – 19 , Weapon attack + 15 for 90secs
    Level 10: MP – 20 , Weapon attack + 16 for 100secs
    Level 11: MP – 21 , Weapon attack + 16 for 110secs
    Level 12: MP – 22 , Weapon attack + 17 for 120secs
    Level 13: MP – 23 , Weapon attack + 17 for 130secs
    Level 14: MP – 24 , Weapon attack + 18 for 140secs
    Level 15: MP – 25 , Weapon attack + 18 for 150secs
    Level 16: MP – 26 , Weapon attack + 19 for 160secs
    Level 17: MP – 27 , Weapon attack + 19 for 170secs
    Level 18: MP – 28 , Weapon attack + 20 for 180secs
    Level 19: MP – 29 , Weapon attack + 20 for 190secs
    Level 20: MP – 30 , Weapon attack + 21 for 200secs
    Level 21: MP – 31 , Weapon attack + 21 for 205secs
    Level 22: MP – 32 , Weapon attack + 22 for 210secs
    Level 23: MP – 33 , Weapon attack + 22 for 215secs
    Level 24: MP – 34 , Weapon attack + 23 for 220secs
    Level 25: MP – 35 , Weapon attack + 23 for 225secs
    Level 26: MP – 36 , Weapon attack + 24 for 230secs
    Level 27: MP – 37 , Weapon attack + 24 for 235secs
    Level 28: MP – 38 , Weapon attack + 25 for 240secs
    Level 29: MP – 39 , Weapon attack + 25 for 240secs
    Level 30: MP – 40 , Weapon attack + 26 for 240secs

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Awakening (pic)

    Enables one to escape from abnormal conditions. The higher the skill level, the more variety of abnormal conditions one can escape from. Time required between skills: 10 Minutes. This skill is frequently used in Horntail Party Quest (to remove the seduction/seduce)
    .
    Master Level: 1 | Type: Supportive
    Level 1: MP – 30 escape from abnormal condition

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Pictures
Click on the thumbnails below to view the picture larger.

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Reference
http://www.profil3.com/blog/17946/0/Fourth_Job_Guide_Hero.html

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General Notes

    (Quote plummetdown) I heard rush isn’t useful to max?
    (Quote bubu_hero) Rush can be useful if you have the luxury to add. I have level 10 rush and i can deal up to 18k using rush to skele with maxed SE! Some food for your thoughts. Max brandish and AC is a must for heros, next will depends on how you wanna train your char, if you frequent bossing, then max stance. If just pure training, then can consider rush + maple warrior. Don’t worry about achillies yet since we have our beloved Power Guard. Achilles affects Power Guard returned damage. The more damage Achilles reduce, the less damage that Power Guard could return back to the monster.

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Dark Knight Skills + Skill Build

10/09/2008 5 comments

Abstract (back to main page…)
This page consists of 3 parts : dark knight warrior skill build (4th Job), skill description and pictures. Below are 2 type of skill build (late and early berserk). Saving SP means don’t use them. How to read the skill build? Here is an example: 121 – 123 means level 121 122 and 123. (level 121 to level 123). 120 – 120 basically means just level 120. The guide below is purely a personal recommendation and need not be followed.

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Late Berserk Dark Knight Build (for non Hp-wash warrior)

    BHealing = Beholder Healing | Bbuffs = Beholder’s Buff | Stored = Save SP for xxx skill
    If you are level 150 DK, and have less than 15k Hp, you need to wash some AP. This build is useful for all type of Dark Knight. Below is Late Berserk PokeFlute/Pinsy DK Build.

    _
    120 – 120 : Rush 1, Beholder 2
    121 – 122 : Beholder 3
    123 – 123 : Beholder 2, Maple hero 1 – (Beholder Max!)
    124 – 125 : Maple hero 3
    126 – 126 : Maple hero 2, BHealing 1
    127 – 134 : BHealing 3 – (Beholder Healing Max!)
    135 – 137 : Achilles 3
    138 – 138 : Achilles 1, Stance 2
    139 – 144 : Stance 3
    145 – 147 : Achilles 3
    148 – 148 : Achilles 1, Stance 2
    149 – 150 : Stance 3
    151 – 151 : Stance 2, 1 Berserk – (Stance Max!)
    152 – 157 : Berserk 3
    158 – 158 : Berserk 1, Rush 2
    159 – 160 : Rush 3
    161 – 161 : Rush 2, Bbuffs 1 (stored)
    162 – 167 : Bbuffs 3 (stored)
    168 – 168 : Bbuffs 20 (Dump it all in at once), Achilles 1
    169 – 171 : Achilles 3 – (Achiles Max!)
    172 – 172 : Awakening 1 and the rest is up to yourself for now

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Early Berserk Dark Knight Build (for Hp-wash warrior)

    Below is ChewyGoeey Early Berserk DK Build. The drawback of this build is you need to focus as not paying close attention to Hp might kill. (can’t talk while training, as it is risky to get killed by monster)
    _
    120 – 120 : Rush 1, Beholder 2
    121 – 122 : Beholder 3
    123 – 123 : Beholder 2, BHealing 1
    124 – 126 : BHealing 3
    127 – 127 : Berserk 3
    128 – 135 : Berserk 2, BHealing 1 (Berserk Max!)
    136 – 138 : BHealing 3 (BHealing Max!)

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Maple Warrior (more info)

    Increase all players’ stats/AP within a party by certain percentage. Some player require extra AP to equip their weapon/armour. Since it boost STR, LUK, DEX and INT, this indirectly increases your damage as well.
    .
    Master Level: 20 | Type: Supportive
    Level 1: MP -10, for 30 secs, all stats + 1%
    Level 2: MP -10, for 60 secs, all stats + 1%
    Level 3: MP -10, for 90 secs, all stats + 2%
    Level 4: MP -10, for 120 secs, all stats + 2%
    Level 5: MP -10, for 150 secs, all stats + 3%
    Level 6: MP -20, for 180 secs, all stats + 3%
    Level 7: MP -20, for 210 secs, all stats + 4%
    Level 8: MP -20, for 240 secs, all stats + 4%
    Level 9: MP -20, for 270 secs, all stats + 5%
    Level 10: MP -20, for 300 secs, all stats + 5%
    Level 11: MP -30, for 330 secs, all stats + 6%
    Level 12: MP -30, for 360 secs, all stats + 6%
    Level 13: MP -30, for 390 secs, all stats + 7%
    Level 14: MP -30, for 420 secs, all stats + 7%
    Level 15: MP -30, for 450 secs, all stats + 8%
    Level 16: MP -40, for 480 secs, all stats + 8%
    Level 17: MP -40, for 510 secs, all stats + 9%
    Level 18: MP -40, for 540 secs, all stats + 9%
    Level 19: MP -40, for 570 secs, all stats + 10%
    Level 20: MP -40, for 600 secs, all stats + 10%

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Monster Magnet

    Pulls a monster from afar up close. Useless skill unless you are out to kill ppl at anego. Not useful in training.
    .
    Master Level: 30 | Type: Active
    Level 1: MP -10, Range 100%, Success rate 42%
    Level 2: MP -10, Range 100%, Success rate 44%
    Level 3: MP -10, Range 100%, Success rate 46%
    Level 4: MP -10, Range 100%, Success rate 48%
    Level 5: MP -10, Range 100%, Success rate 50%
    Level 6: MP -13, Range 100%, Success rate 52%
    Level 7: MP -13, Range 100%, Success rate 54%
    Level 8: MP -13, Range 100%, Success rate 56%
    Level 9: MP -13, Range 100%, Success rate 58%
    Level 10: MP -13, Range 100%, Success rate 60%
    Level 11: MP -18, Range 150%, Success rate 62%
    Level 12: MP -18, Range 150%, Success rate 64%
    Level 13: MP -18, Range 150%, Success rate 66%
    Level 14: MP -18, Range 150%, Success rate 68%
    Level 15: MP -18, Range 150%, Success rate 70%
    Level 16: MP -21, Range 150%, Success rate 72%
    Level 17: MP -21, Range 150%, Success rate 74%
    Level 18: MP -21, Range 150%, Success rate 76%
    Level 19: MP -21, Range 150%, Success rate 78%
    Level 20: MP -21, Range 150%, Success rate 80%
    Level 21: MP -26, Range 200%, Success rate 82%
    Level 22: MP -26, Range 200%, Success rate 84%
    Level 23: MP -26, Range 200%, Success rate 86%
    Level 24: MP -26, Range 200%, Success rate 88%
    Level 25: MP -26, Range 200%, Success rate 90%
    Level 26: MP -25, Range 200%, Success rate 91%
    Level 27: MP -24, Range 200%, Success rate 92%
    Level 28: MP -23, Range 200%, Success rate 93%
    Level 29: MP -22, Range 200%, Success rate 94%
    Level 30: MP -21, Range 200%, Success rate 95%

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Stance

    With great concentration and intestinal fortitude, enables one to stay at the same spot even after monster’s attack. This is especially useful for solo-ing boss and avoid easily being knockback by monster attacks. You might notice 4th job warriors does not get knockback often while receiving damage.
    .
    Master Level: 30 | Type: Active
    Level 1: MP -30; For 10secs, prevent from getting knock-backed with success rate 42%.
    Level 2: MP -30; For 20Secs, prevent from getting Knock-backed with success rate 44%.
    Level 3: MP -30; For 30Secs, prevent from getting Knock-backed with success rate 46%.
    Level 4: MP -30; For 40Secs, prevent from getting Knock-backed with success rate 48%.
    Level 5: MP -30; For 50Secs, prevent from getting Knock-backed with success rate 50%.
    Level 6: MP -36; For 60Secs, prevent from getting Knock-backed with success rate 52%.
    Level 7: MP -36; For 70Secs, prevent from getting Knock-backed with success rate 54%.
    Level 8: MP -36; For 80Secs, prevent from getting Knock-backed with success rate 56%.
    Level 9: MP -36; For 90Secs, prevent from getting Knock-backed with success rate 58%.
    Level 10: MP -36; For 100Secs, prevent from getting Knock-backed with success rate 60%.
    Level 11: MP -42; For 110Secs, prevent from getting Knock-backed with success rate 62%.
    Level 12: MP -42; For 120Secs, prevent from getting Knock-backed with success rate 64%.
    Level 13: MP -42; For 130Secs, prevent from getting Knock-backed with success rate 66%.
    Level 14: MP -42; For 140Secs, prevent from getting Knock-backed with success rate 68%.
    Level 15: MP -42; For 150Secs, prevent from getting Knock-backed with success rate 70%.
    Level 16: MP -48; For 160Secs, prevent from getting Knock-backed with success rate 72%.
    Level 17: MP -48; For 170Secs, prevent from getting Knock-backed with success rate 74%.
    Level 18: MP -48; For 180Secs, prevent from getting Knock-backed with success rate 76%.
    Level 19: MP -48; For 190Secs, prevent from getting Knock-backed with success rate 78%.
    Level 20: MP -48; For 200Secs, prevent from getting Knock-backed with success rate 80%.
    Level 21: MP -54; For 210Secs, prevent from getting Knock-backed with success rate 81%.
    Level 22: MP -54; For 220Secs, prevent from getting Knock-backed with success rate 82%.
    Level 23: MP -54; For 230Secs, prevent from getting Knock-backed with success rate 83%.
    Level 24: MP -54; For 240Secs, prevent from getting Knock-backed with success rate 84%.
    Level 25: MP -54; For 250Secs, prevent from getting Knock-backed with success rate 85%.
    Level 26: MP -53; For 260Secs, prevent from getting Knock-backed with success rate 86%.
    Level 27: MP -52; For 270Secs, prevent from getting Knock-backed with success rate 87%.
    Level 28: MP -51; For 280Secs, prevent from getting Knock-backed with success rate 88%.
    Level 29: MP -50; For 290Secs, prevent from getting Knock-backed with success rate 89%.
    Level 30: MP -50; For 300Secs, prevent from getting Knock-backed with success rate 90%.

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Rush

    Makes a mad dash forward, pushing off up to 10 monsters. (Quote from PokeFlute) 1 SP does its magic like its maxed, just the cooldown is a that long. However, the cooldown doesn’t exist if you don’t spam rush. Just rush and buster kill, rush buster kill. Put 11 SP for the slight extra distance. This increases training efficiency. (similar to magician training style: teleport and attack) Rush is to lure monster (mobbing)
    .
    Master Level: 30 | Type: Active
    Level 1: MP – 22 , Damage 72%, Range 80%
    Level 2: MP – 24 , Damage 74%, Range 80%
    Level 3: MP – 26 , Damage 76%, Range 80%
    Level 4: MP – 28 , Damage 78%, Range 85%
    Level 5: MP – 30 , Damage 80%, Range 85%
    Level 6: MP – 32 , Damage 82%, Range 85%
    Level 7: MP – 34 , Damage 84%, Range 85%
    Level 8: MP – 36 , Damage 86%, Range 90%
    Level 9: MP – 38 , Damage 88%, Range 90%
    Level 10: MP – 40 , Damage 90%, Range 90%
    Level 11: MP – 42 , Damage 92%, Range 95%
    Level 12: MP – 44 , Damage 94%, Range 95%
    Level 13: MP – 46 , Damage 96%, Range 95%
    Level 14: MP – 48 , Damage 98%, Range 100%
    Level 15: MP – 50 , Damage 100%, Range 100%
    Level 16: MP – 52 , Damage 102%, Range 100%
    Level 17: MP – 54 , Damage 104%, Range 105%
    Level 18: MP – 56 , Damage 106%, Range 105%
    Level 19: MP – 58 , Damage 108%, Range 105%
    Level 20: MP – 60 , Damage 110%, Range 110%
    Level 21: MP – 59 , Damage 112%, Range 110%
    Level 22: MP – 58 , Damage 114%, Range 115%
    Level 23: MP – 57 , Damage 116%, Range 115%
    Level 24: MP – 56 , Damage 118%, Range 115%
    Level 25: MP – 55 , Damage 120%, Range 120%
    Level 26: MP – 54 , Damage 122%, Range 120%
    Level 27: MP – 53 , Damage 124%, Range 120%
    Level 28: MP – 52 , Damage 126%, Range 125%
    Level 29: MP – 51 , Damage 128%, Range 125%
    Level 30: MP – 50 , Damage 130%, Range 125%

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Achilles (more info)

    Permanently increases the weapon defense of one’s armor. Works on all physical attacks as well. Yeti/YPP/dark ones’ pounds, Mushmom earthquake, Ahma (aka Anego) slaps, BDA kicks. However, it does not work on magic attacks such as Shark attacks, bonefish heads, Lycan claws, Mong eerie face, Skele lasers.
    _
    Touch any mob, purple number damage will not show visible achilles effect. However, actual HP deducted has achilles factored in. E.G Zakum3 touch damage is roughly 10,000 damage for naked 0 Weapon Defense characters. Purple damage number will show 10k, but actual HP damage received will consider the achilles factor, and will be 8.5k for max achilles.
    _
    2ndary effect. 1/1 nuke reduction. 1/1 has always been referred to as nuke by myself as a simple and easy 1-syllable term.
    When nuked by pap/zak/pianus/grandpa/ht u will get exact HP u have – achilles% left.
    E.g1, 25k maxhp, 25k current hp, lv20 achilles. 1 nuke leaves u with 2.5k hp
    E.g2, 30k maxhp, 20k current hp, lv30 achilles. 1 nuke leaves u with 3k hp
    Basically max hp is of no use. 30k HP is pure overkill and waste of cash IMHO. With Lv20 achilles 24k HP is all you will ever need to tank ANYTHING in maple.

    .
    Master Level: 30 | Type: Active
    Level 1: Damage taken from enemy -0.5%.
    Level 2: Damage taken from enemy -1%.
    Level 3: Damage taken from enemy -1.5%.
    Level 4: Damage taken from enemy -2%.
    Level 5: Damage taken from enemy -2.5%.
    Level 6: Damage taken from enemy -3%.
    Level 7: Damage taken from enemy -3.5%.
    Level 8: Damage taken from enemy -4%.
    Level 9: Damage taken from enemy -4.5%.
    Level 10: Damage taken from enemy -5%.
    Level 11: Damage taken from enemy -5.5%.
    Level 12: Damage taken from enemy -6%.
    Level 13: Damage taken from enemy -6.5%.
    Level 14: Damage taken from enemy -7%.
    Level 15: Damage taken from enemy -7.5%.
    Level 16: Damage taken from enemy -8%.
    Level 17: Damage taken from enemy -8.5%.
    Level 18: Damage taken from enemy -9%.
    Level 19: Damage taken from enemy -9.5%.
    Level 20: Damage taken from enemy -10%.
    Level 21: Damage taken from enemy -10.5%.
    Level 22: Damage taken from enemy -11%.
    Level 23: Damage taken from enemy -11.5%.
    Level 24: Damage taken from enemy -12%.
    Level 25: Damage taken from enemy -12.5%.
    Level 26: Damage taken from enemy -13%.
    Level 27: Damage taken from enemy -13.5%.
    Level 28: Damage taken from enemy -14%.
    Level 29: Damage taken from enemy -14.5%.
    Level 30: Damage taken from enemy -15%.

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Berserk (pic)

    Berserk only works if your Hp is below N% (percentage). How to activate berserk? (Quote from Ah Jeff) To activate Berserk, from full HP, activate HB > Roar > cancel HB > roar > HB. HB = HyperBody, Roar = Dragon Roar. To cancel a supportive skill, right click HyperBody icon located on the top right corner of your screen.
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    (Quote from PokeFlute) At Level 150 for unwashed DK, you should have a minimum of 15k HP. Anything less, you’re quite screwed. Wash a few SP if possible to make it up. Lv10 berserk will not allow you to train any faster than normal no-berserk mode thus I recommend a late berserk build. However as mentioned above, this is purely my personal recommendation and I do not force anyone to follow. Why? A 13x-14x DK with lv10 berserk cannot train at cornians and skele (which, in any case, you shouldn’t be training there anyway because they can KO you within 2 hits) You will be highly restricted in terms of training and it defeats the purpose of adding berserk early (which is supposed to aid training). Lv30 berserk remains a dream for all dks for now and possibly in the near future, Droprate from HT is so low,
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    (Quote from Ah Jeff) Berserk adds the most damage, both max and min as compared to the other 2… I have 1 SP in Beholder and 1 SP into healing as well. The 1 SP into healing to make maintaining easier since it will ‘neutralise’ HP loss from the Dragon Blood. (Believe me, maintaining 1k ~ 2k HP, every hundred HP counts!) I did this coz I’m a soloer. This route is totally not recommended if training with prz!!! Should go for beholder to increase min dmg instead.

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    Master Level: 30 | Type: Active
    Level 1: When HP falls to 11% and below, damage increases by 113%
    Level 2: When HP falls to 12% and below, damage increases by 116%
    Level 3: When HP falls to 13% and below, damage increases by 119%
    Level 4: When HP falls to 14% and below, damage increases by 122%
    Level 5: When HP falls to 15% and below, damage increases by 125%
    Level 6: When HP falls to 16% and below, damage increases by 128%
    Level 7: When HP falls to 17% and below, damage increases by 131%
    Level 8: When HP falls to 18% and below, damage increases by 134%
    Level 9: When HP falls to 19% and below, damage increases by 137%
    Level 10: When HP falls to 20% and below, damage increases by 140%
    Level 11: When HP falls to 21% and below, damage increases by 143%
    Level 12: When HP falls to 22% and below, damage increases by 146%
    Level 13: When HP falls to 23% and below, damage increases by 149%
    Level 14: When HP falls to 24% and below, damage increases by 152%
    Level 15: When HP falls to 25% and below, damage increases by 155%
    Level 16: When HP falls to 26% and below, damage increases by 158%
    Level 17: When HP falls to 27% and below, damage increases by 161%
    Level 18: When HP falls to 28% and below, damage increases by 164%
    Level 19: When HP falls to 29% and below, damage increases by 167%
    Level 20: When HP falls to 30% and below, damage increases by 170%
    Level 21: When HP falls to 31% and below, damage increases by 173%
    Level 22: When HP falls to 32% and below, damage increases by 176%
    Level 23: When HP falls to 33% and below, damage increases by 179%
    Level 24: When HP falls to 34% and below, damage increases by 182%
    Level 25: When HP falls to 35% and below, damage increases by 185%
    Level 26: When HP falls to 36% and below, damage increases by 188%
    Level 27: When HP falls to 37% and below, damage increases by 191%
    Level 28: When HP falls to 38% and below, damage increases by 194%
    Level 29: When HP falls to 39% and below, damage increases by 197%
    Level 30: When HP falls to 40% and below, damage increases by 200%

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Beholder (pic)

    Summons “Beholder.” With its incredible powers, the mastery of weapon permanently increases. Why add Beholder first? The mastery and stability you gain is priceless. It stacks with weapon mastery (e.g. spear mastery + beholder mastery = 60% + 20% = 80%) Your minimum damage reach closer to maximum damage! Example: A Dk without beholder is used to do in one buster: 3k 4k 5k. With Beholder, they could do like 4k 4k 5k and 5k 5k 6k. Some DK take this to their advantage by adding AP into Hp instead of STR without resetting back.
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    Master Level: 10 | Type: Active
    Level 1: MP -114, summon Beholder for 11 minutes, Mastery + 5%.
    Level 2: MP -108, summon Beholder for 12 minutes, Mastery + 5%.
    Level 3: MP -102, summon Beholder for 13 minutes, Mastery + 10%.
    Level 4: MP -96, summon Beholder for 14 minutes, Mastery + 10%.
    Level 5: MP -90, summon Beholder for 15 minutes, Mastery + 10%.
    Level 6: MP -84, summon Beholder for 16 minutes, Mastery + 10%.
    Level 7: MP -78, summon Beholder for 17 minutes, Mastery + 15%.
    Level 8: MP -72, summon Beholder for 18 minutes, Mastery + 15%.
    Level 9: MP -66, summon Beholder for 19 minutes, Mastery + 15%.
    Level 10: MP -60, summon Beholder for 20 minutes, Mastery + 20%.

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Beholder’s Healing (pic)

    The black spirit periodically restores Dark Knight’s HP. The amount of healing increases as the skill level rises. It’s a great combo (combination) with Berserk as it helps to maintain DK Hp at minimum while reducing the potion cost (less pot consumed while training). It helps DK to train solo without Bishop/Priest/Cleric presence.
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    How beholder healing works? When you are in berserk status, the heal will come if adding the 500hp doesn’t make you lose your berserk status. However, when you are NOT in berserk status, the heal will continue to come until your hp is maxed. Beholder Healing works even when you are hanging/climbing on the rope, you are moving/training and while standing (AFK).
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    (Quote from PokeFlute) The most definite route from a Dragon to Dark knight is steering clear of the the clutches of tag priests. In the road to this freedom, comparing which skills gives better ability to solo kill without a healer behind, BHealing is above all.

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    Master Level: 30 | Type: Active
    Level 1: For every 10 secs, recovers HP + 40.
    Level 2: For every 10 secs, recovers HP + 55.
    Level 3: For every 10 secs, recovers HP + 70.
    Level 4: For every 10 secs, recovers HP + 85.
    Level 5: For every 9 secs, recovers HP + 100.
    Level 6: For every 9 secs, recovers HP + 160.
    Level 7: For every 9 secs, recovers HP + 170.
    Level 8: For every 9 secs, recovers HP + 180.
    Level 9: For every 8 secs, recovers HP + 190.
    Level 10: For every 8 secs, recovers HP + 200.
    Level 11: For every 8 secs, recovers HP + 260.
    Level 12: For every 8 secs, recovers HP + 270.
    Level 13: For every 7 secs, recovers HP + 280.
    Level 14: For every 7 secs, recovers HP + 290.
    Level 15: For every 7 secs, recovers HP + 300.
    Level 16: For every 7 secs, recovers HP + 360.
    Level 17: For every 6 secs, recovers HP + 370.
    Level 18: For every 6 secs, recovers HP + 380.
    Level 19: For every 6 secs, recovers HP + 390.
    Level 20: For every 6 secs, recovers HP + 400.
    Level 21: For every 5 secs, recovers HP + 460.
    Level 22: For every 5 secs, recovers HP + 470.
    Level 23: For every 5 secs, recovers HP + 480.
    Level 24: For every 5 secs, recovers HP + 490.
    Level 25: For every 4 secs, recovers HP + 500.

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Beholder’s Buff (pic)

    Summons “Beholder.” With its incredible powers, the mastery of weapon permanently increases. It only stack damage multipliers (eg. beserk) and skills like Sharp Eyes and Echo of Hero. Does not stack with the following skills: Dragon Blood (+adds Weapon Attack, WA), Bless (+all stats), Iron Wall and Rage. Note : WA = weapon attack, ACC = accuracy, Avoid = avoidability.
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    Why store Beholder Buff? At lower levels its completely useless and will kill you by disabling and covering bless. Those will accuracy problems will cry. Beholder at max level provides WDEF+100, MDEF+100, ACC+25, Avoid+50, Weapon Attack+15. Maxed buffs allows DKs to train without bless. Beholder Buff allows a DK to train at slightly weaker mobs and potentially pot-free training if soloing (e.g dual pirates/kentaurus). The extra accuracy might prompt DKs to go for higher level mobs which have higher avoid. Little did they know, those mobs deal higher damage as well.
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    How does this Beholder’s Buff works? Every 10 sec it will buff one of it randomly. Each buff can last for 80 sec. It does not mean every 10 sec DK get all buffs (weapon def., magic def., accuracy, avoidability and weapon attack ) for 80 secs.

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    Master Level: 25 | Type: Active | Pre-requisite: Beholder Lv. 1
    Level 1: Buff for WA def. on every 58secs for a duration of 20secs.
    Level 2: Buff for WA def. on every 56secs for a duration of 20secs.
    Level 3: Buff for WA def. on every 54secs for a duration of 20secs.
    Level 4: Buff for WA def. on every 52secs for a duration of 20secs.
    Level 5: Buff for WA def. on every 50secs for a duration of 20secs.
    Level 6: Buff for WA def. and magic def. on every 48secs for a duration of 40secs.
    Level 7: Buff for WA def. and magic def. on every 46secs for a duration of 40secs.
    Level 8: Buff for WA def. and magic def. on every 44secs for a duration of 40secs.
    Level 9: Buff for WA def. and magic def. on every 42secs for a duration of 40secs.
    Level 10: Buff for WA def. and magic def. on every 40secs for a duration of 40secs.
    Level 11: Buff for WA def., magic def. and acc on every 38secs for a duration of 60secs.
    Level 12: Buff for WA def., magic def. and acc on every 36secs for a duration of 60secs.
    Level 13: Buff for WA def., magic def. and acc on every 34secs for a duration of 60secs.
    Level 14: Buff for WA def., magic def. and acc on every 32secs for a duration of 60secs.
    Level 15: Buff for WA def., magic def. and acc on every 30secs for a duration of 60secs.
    Level 16: Buff for WA def., magic def., acc and avoid on every 28secs for a duration 80secs.
    Level 17: Buff for WA def., magic def., acc and avoid on every 26secs for a duration 80secs.
    Level 18: Buff for WA def., magic def., acc and avoid on every 24secs for a duration 80secs.
    Level 19: Buff for WA def., magic def., acc and avoid on every 22secs for a duration 80secs.
    Level 20: Buff for WA def., magic def., acc and avoid on every 20secs for a duration 80secs.
    Level 21: Buff for WA def., magic def., acc, avoid and WA on every 18secs for a duration 80secs.
    Level 22: Buff for WA def., magic def., acc, avoid and WA on every 16secs for a duration 80secs.
    Level 23: Buff for WA def., magic def., acc, avoid and WA on every 14secs for a duration 80secs.
    Level 24: Buff for WA def., magic def., acc, avoid and WA on every 12secs for a duration 80secs.
    Level 25: Buff for WA def., magic def., acc, avoid and WA on every 10secs for a duration 80secs.

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Awakening (pic)

    Enables one to escape from abnormal conditions. The higher the skill level, the more variety of abnormal conditions one can escape from. Time required between skills: 10 Minutes. This skill is frequently used in Horntail Party Quest (to remove the seduction/seduce)
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    Master Level: 1 | Type: Supportive
    Level 1: MP – 30 escape from abnormal condition

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Pictures
Click on the thumbnails below to view the picture larger.

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Reference
PokeFlute Dk Thread

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General Notes

    (Quote Ah Jeff) Archilles and Heal works hand in hand with Berserk. Healing helps in maintaining Hp. Archilles help to reduce damage and increase survivability. On the other hand, Stance is more for boss fights.
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    (Quote PokeFlute) Maxing heal and achilles first does not necessarily save pots, instead it increases survivability. Its about time for everyone to realise that Dark Knights will no longer be attackers except at training. And heal + rush is probably the best combo for training. Healing or stance would be a better choice. Go healing for training, stance for bossing.
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    (Quote Isaih) Hp Washing is, once you level, you put the ap into hp. then you reset mp and put into str. it must be done like this. However, there is a cap on how much mp you can reset as u have to have a minimum amount of mp at every level. thus they suggest wearing int equips (adding around 50int+, only then will it increase ur mp everytime you lvl) everytime just before u level (meaning around 99% exp, you change into int equips), so that it adds more mp. (around 4mp more for 50int) Furthermore, it is explained in this guide why you do not add beholder buffs in the beginning. first of all, at low lvls it adds almost nothing. and it totally negates bless. you also probably have Dragon Blood. thus using Dragon Blood and having bless from prz will still be better while you max other skills.
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    (Quote Isaiah) It depends on whether you’re more of a party person or a solo-er. If you always have a priest with you, the 5 acc extra from Beholder’s Buff is not very useful at all. For the weapon attack, it depends also if you’re willing to take up more of your USE slots in carrying the weapon attack pots and spending more money on buying them. Bbuff is recommended at 20.
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    (Quote strikequan)
    Why add Achilles before Stance? stance20 are well hard to get…

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Early Berserk DK Extra Details

    Training
    (Quote PokeFlute) Mongs aka Dreamy Ghost attack too fast for a healthy feasible training with berserk at low levels. Unless you really like to stress your training methods with extreme low HP, I do not recommend it.
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    Why max Berserk 1st?
    (Quote ChewyGooey) Since you HP-washed, you can take advantage of Berserk 1st, compared to an un-washed DK. Healing is useless in the beginning because you won’t be soloing much until you have reached 20 Berserk. By 135, a decently washed Dk should have at least 16k HP. That makes it 4800 HP to activate Berserk. If your damage is decent, you can start 2 hit-ko monsters above level 90.
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    What training slots then?
    Depends on your HP, of course.Practically anywhere if you can tank the damage nicely w/o overpotting. An ideal training place would be :
    Dangerous Sea Gorge II.
    One could see a high influx of BM & XBM there,which is really an advantage, and they are fast killers. 10/20 SE is a boost, and a tip there, party 4th jobbers ONLY, and you could reach as much as 8% per hour (w/o 2 xp).
    Ideal party: DK + BM / XBM + NL + Bishop (attacker).
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    Hold on..everyone’s training at skelegons, and we have to go to sotongs ?!
    As reviewed again and again, we have totally owned the other classes,especially the other warrior classes, during our 3rd job. It is only fair that they have better skills in their 4th jobs. We can only go to skelegons when we are confident of being in berserk mode, and have the ingredients of 2 hit-koing them.
    Of course, you can continue finding slots at mongs, but IMO mongs is boring, and gives me the 3Ps (head pain, eye pain, hand pain). Its based on one personal preferences though.

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