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Posts Tagged ‘Warrior’

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.

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    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.
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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.
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    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.

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    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,
    _
    (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.
    _
    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).
    _
    (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.
    _
    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)
    .
    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.
    _
    (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.
    _
    (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.
    _
    (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.
    _
    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.
    _
    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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MapleStory Accuracy Calculator – How to 100% hit without miss?

03/09/2008 7 comments

Referenced from SeaBlue.

What is accuracy?
Accuracy is used to calculate the chances to hit the monster. The higher chances you have, the less chance the monster is able to avoid your attack. When your hits missed the monster (due to low accuracy) it would allow the monster to recover from knockback and does a counterattack via weapon attack (bumping into you) or cast a spell attack (range offense).

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Pearl of Knowledge
Accuracy plays an important role to all jobs except for Magician. The source of accuracy comes from DEX, LUK, scrolled items (provides pure accuracy, DEX and LUK) and from skills (e.g. weapon mastery / blessing of the amazon / focus / bless). DEX (dexterity) gives 0.8 accuracy for warriors but 0.6 for thief and bowman. LUK (luck) gives 0.5 accuracy for bowman, warrior, thief but 0.3 accuracy for magician.

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What affect amount of accuracy for warrior?
As mentioned above… 1 DEX = 0.8 accuracy and 1 LUK = 0.5 accuracy.
So to calculate your total accuracy for warrior, below is the formula
Accuracy = (DEX*0.8) + (LUK*0.5) + accuracy from mastery and equipment

So if you are a beginner, and you have rolled your dice for warrior,
12 STR
05 DEX
04 LUK
04 INT

Your newbie character would have 6 accuracy… (replace DEX with 5, LUK with 4)
Accuracy = (DEX*0.8) + (LUK*0.5) + (accuracy from mastery and equipment)
Accuracy = (5*0.8) + (4*0.5) + 0 = 6

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How to know how many accuracy you need? (not DEX)
To achieve 100% hit accuracy for a specific monster, use this: (55+2*lvl difference)*mob avoid/15
“Lvl difference” meanss how many level you are below the monster.
Please take note that to train efficiently, you must hit 100% without any misses.
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  • Step 1: Check your character stats and equipments:
  • Let’s assume that you are:
    1) A level 70 pure strength (STR) warrior with base stats of (358 STR, 4 DEX, 4 LUK, 4 INT)
    2) Weapon: Maple Karstan polearm with stats of (89 WA, +3 STR, +39 Accuracy).
    3) Skill: Have maxed mastery (level 20) in 2nd job advancement; provides +20 accuracy
    4) Helmet: Zakum Helm with stats of (+17 STR, +17 DEX, +17 LUK, +17 INT, +20 accuracy)
    Therefore, you would have:
    Accuracy = (DEX*0.8) + (LUK*0.5) + (accuracy from mastery and equipment)
    Accuracy = (21*0.8) + (21*0.5) + (20 accuracy from mastery) + (59 accuracy from weapon)
    Accuracy = 16.8 + 10.5 + 20 + 39 = 86.3

  • Step 2: Check the monster details:
  • This can be done by visiting Hidden-Street.net monster list and check for the monster level and avoidability. For example, you wish to train on Taurospear, so you read up on Taurospear stats, which would be (Level 75, 30 Avoidability)

  • Step 3: Calculate the level difference
  • Since your pure STR warrior is level 70 and Taurospear level is 75
    The level difference is 75 – 70 = 5
    However, if your pure STR warrior is level 75, and Taurospear level is 75,
    The level difference is 75 – 75 = 0
    In short, when your level is higher than the monster, than the level difference is ZERO.

  • Step 4: Calculate the accuracy requirement
  • After collecting all the details, simply add into the formula below:
    (55+2*lvl difference)*mob avoid/15 = (55+2*5)*30/15 = 120 accuracy required for 100% hit

  • Step 5: Compare Accuracy
  • Taurospear requires at least 120 accuracy for 100% hit, however, base on your character stats and equipments, you only have 86.3 accuracy. This means, you need to gather 33.7 accuracy more to achieve 100% hit.

  • Step 6: Improve your Accuracy
  • If accuracy requirement is not met, there are 3 ways to improve your accuracy:
    1) Train until you reach the same level as the monster.
    2) Have a temporary accuracy booster from Cleric Bless or accuracy potion.
    3) Equip with godly scrolled items that provides more accuracy. Check out this eqiupment guide

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    Flash/HTML Accuracy Calculator

  • http://rain.prohosting.com/maoserr/acc/acc.html
  • http://glue.umd.edu/~mdevries/acc.html
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    MapleStory Ultimate EXP Guide: 8 Tips on Leveling Up Quickly

    31/08/2008 62 comments

    Title: MapleStory Ultimate EXP Guide: 8 Tips on Leveling Up Quickly
    Useful Link: MapleStory Monster Exp Report – 10% Exp Par

    Pearl of Knowledge
    “Give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime.”
    This guide will help discover on how to find the best training spot with monster that provides the best EXP/Meso/Drop Rate and other aspects. So, you do not need to rely too much on others to spoon-feed you with answer to the commonly asked question: “Where to Train for [Job] at Level [XXX]”. Bookmark this page to visit this guide when indoubt, refresh on some techniques and to-be-updated! By completing this guide, you can create your own training-spot/leveling guide customized specifically for your job!

    Where is the best training spot to level up quickly?
    How to level up quickly in MapleStory? Where is the best place to train? How to get fast EXP? If you have all of those questions in your mind, you have come to the right place. This is a guide for those who would like to level up faster to achieve 4th job advancement quickly in MapleStory! In this guide, you will discover about the training basic concept and 8 great tips for fast EXP.

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    The basic training concept

    For low level monsters [Monster Level 1 – 40]
    – Close-Combat: 1-2 hit KO
    – Range-Combat: 1 hit KO
    For medium level monsters [Monster Level 41 – 80]
    – Close-Combat: 2-3 hit KO
    – Range-Combat: 1-2 hit KO
    For high level monsters [Monster Level 81 – 140]
    – Close-Combat: 3-4 hit KO
    – Range-Combat: 2-3 hit KO
    For higher level monsters [Monster Level 141 – 200]
    – Close-Combat: 4-5 hit KO
    – Range-Combat: 3-4 hit KO

    Explanation
    For close combat (warriors), they are able to inflict extra hit compare to range-combat because their skill takes the least MP (mana points). Those who inflict more hits to cover up the loss of less damage per hit will consume more MP (waste meso to buy MP potions) and it gives the chance for monster to recover from the attack and hit you. The lesser hit it takes to KO (knockout) a monster, you stand a better chance to clear mobs that come close to you. If you could not clear them as fast as possible, nearby monsters might bump into you and you will lose HP (hitpoints/life). As a result, you waste meso to buy additional HP Potions to cover up the loss. In short, less hit but each hit inflicts lots of damage on your target monster is preferred to achieve the optimum speed to gain EXP quickly.

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    8 Tips to Gain Fast EXP: Switching Training Spots

  • Step 1: Gain more EXP from Higher Level Monsters
  • Let’s say you are a newbie warrior, and you are now training on a monster which is a “Red Snail” that needs 2 hits to KO (knockout) it. Now, try to 2 hit KO a higher level monster that gives more EXP than “Red Snail”, such as “Orange Mushroom”. If you are able to do so, then switch your training target from “Red Snail” to “Orange Mushroom”.

  • Step 2: Map with Higher Spawn Rate
  • Before you train on any map that has “Orange Mushroom”, you will need to determine the spawn rate. Spawn rate means how fast the monsters appear back into the map and within a certain platform. The faster it appears back, it is a good indicator of high spawn rate. Spawn rate relates to map size and party members. Refer to step 3 (for map size) and view 8 Factors to consider a Training Spot (for party members).

  • Step 3: Map with Minimum Distribution
  • You will also need to check out how far is the monster being distributed across the map. If the map is large and has many platforms, chances are, these high spawn rate monsters will be distributes across the map, each monster positioned far from each other. As a result, you will need to walk a lot to get to the monster. The more walking you do, the less time you will get to enjoy to KO monsters quickly. So make sure you get into a map that is small and you do less walking, more KO-ing monsters to level quickly!

  • Step 4: Map with Safe Platform. Protect yourself!
  • Often, many mapler lose EXP (die) due to AFK (away from keyboard) on a platform because they did not know a monster could either spawn there or getting hit by monster spell attack. (range attack) So, try finding a map that has a safe platform for you to rest when you need to AFK (visit the bathroom/help with chores/answering the phone/etc).

  • Step 5: Changing Channels (CC)!
  • Also, you will need to know whether the map supports safe ground if you change channel in the same map. There are cases when a person switches channel within the same map, they will be teleported to a different platform which might be dangerous (bump into monsters) while lagging and your character might die accidentally. Lag means your screen freeze temporarily due to other player’s presence within a map. The more player, the more lag it becomes unless you have a good internet bandwidth to support those connections. Changing channel is great technique to clear the spawn in new map without waiting for them to respawn in the previous map.

  • Step 6: Complete Quest for Additional EXP!
  • Frequently check on your quest log as you level up. There are a variety of quests for each level and each has different requirement. For example, a quest might ask you to collect some “Orange Mushroom” caps. So, visit the NPC that provides this quest and then start collecting/looting those caps given by the “Orange Mushroom” while you are training on “Orange Mushroom”. There are 2 types of quest, repeatable and non-repeatable. So, if the quest is repeatable, you can ask the NPC again for the quest after you have completed the previous one. This will give you a secondary EXP income!

  • Step 7: Join Party Quest (PQ)!
  • There are different party quest which is available in Victoria and Ossyria Island. For example, Kerning Party Quest is available in Kerning City, Victoria Island. Party Quest is a good spot to gain fast EXP. The meso spent versus EXP gained from this quest is much better than normal training. Party Quest also awards players with valuable treasures along with potions/ores; which you can then sell it in freemarket to gain additional meso to payback the meso spent on this quests. This includes Zakum PQ, Ludibrium PQ, Henesys PQ, and others.

  • Step 8: For Hardcore Players – Buy 2 EXP Card!
  • For those who want to level up even faster, you could either buy 2 EXP card with real cash in exchange with MapleStory currency or play during EXP Holiday Seasons. MapleStory occassionally have 2x EXP (double EXP) and 2x DROPS (double chance for a rare item to drop) events.

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    Pearl of Knowledge: EXP Benchmark
    If you gain at least 10% EXP per hour, the training spot you have chosen is alright. However, if you get below that par, that is a signal to change your hunting ground. This includes those who are with 2x EXP effect (card/EXP holiday season). Try to find a hunting ground that is able to give you at 15% or more EXP per hour to level up faster. For example, if you gain 20% EXP per hour, you would need 5 hours to level up in MapleStory. Time is precious, so start exploring places that is good for EXP or check out the recommended maps given by your senior MaplerStory players. (edit 3/8/08: To test new training ground you found, train there for 6 minutes. If you gain 1% within 6 minutes, it is equivalent to 10% within 60 minutes/1 hour.) To my discovery, this concept is applicable to level 140 unless the official MapleStory has come out with new monsters with better EXP Rate.

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    8 Factors to Consider a Good Training Spot
    Assuming that you discovered that a particular monster gives good EXP or decent meso or drop item often, or a monster that gives the things that you need. What’s next? You need to find a map that is populated with that particular monster. Below are some factors to consider before you select a (map/monster) for training/hunting/farming meso.

  • Factor 1: Crowd – How crowded is the map?
  • Popular maps are often crowded on peak hours – during weekend. If the map is too crowded, its best to switch to less crowded maps to avoid KS (Kill Steal). Switching maps does not necessarily mean less EXP/Meso.

  • Factor 2: Map Characteristic – Size, Terrain, Platform, Resting Spot
  • Map Size (Small/Average/Large)
    The larger the map, the more walking you need to do thus slowing down your training pace unless you share the map with a few maplers (party with them). Spawn rate is determined on how fast you can clear the map. If the map is small, the monster you kill will spawn closer to you since a small map have lesser spot to spawn monster. If the map is big, and you kill a monster at 1 spot, it spawn some where else in the map far away from you.
    Terrain (Flat/Bumpy)
    Map with bumpy terrain is not favored for range players since their bullets will be block by high bumpy terrain.
    Platforms (Small/Large)
    Map with many platform is not favored as well since you need to climb on to ropes to get around the map, this consume time too. However, some platforms allow Sniping Positions while being on safe ground. For example, bowman and magician discover some safe spots where they do not get bump by monster while they could attack from far.
    Resting Spot (Rope/Safe-Platform)
    Map without resting spot is dangerous since you can’t AFK (away from keyboard) if you want to go to the bathroom, talk on the phone. (you can go into cash shop, but other players might think there are no one training the map, and they take over your map). Sometimes hanging on rope is dangerous because magical attack from monsters can hit you.

  • Factor 3 : Monster Characteristic – 5 factors to consider
  • EXP/MESO/Valuable Drops
    Some monster drops potion more often then others, some drop more meso, or some gives more EXP but least of others. For example, water goblin drop pure water and mana elixir often but drops little meso. Red Drakes drop decent meso and EXP but very little potion drops.
    Attack Type (Physical/Magical attack)
    Not all range attack from monsters are magical (some are physical). All MapleStory jobs except magician hate monsters with magical attack since they have the least magic defense compare to Magician, so they receive more damage from magic attacks and vice versa. Cleric (Magician Class) have a special skill called Invincible that reduces 30% physical damage received, and warriors (fighter and page) have Power Guard to reduce 40% phsyical damage received. This skill save their HP potion.
    Defense (High or Low magic/weapon defense)
    All classes except magician hate high weapon defense monster and vice versa. For example, warriors bowman pirate and thief have hard time killing Sentinel (high weapon defense but weak magic defense).
    Ability (Stun/Darkness/Sweat)
    Monsters that inflict this status slows down training. Jr Boogie is a good example that is commonly found in SleepyWood dungeon, Golem Temple and some parts of MapleStory world. They do not have strong weapon attack but they cast special skills that reduces your accuracy (non-applicable to Magician), reduces your EXP gain, disable you from jumping, etc. Best to kill them with 1 Hit KO.
    Level and Avoidability (Accuracy needed to hit them)
    If monster too high level, this increases their avoidability, so you tend to miss alot. So players need to train monsters that are not too high level for them, preferably not more than 10 levels difference.

  • Factor 4 : Party Member – (Buff/Party Invitation/Leeching)
  • Supportive Party Skills
    Having party with some people instantly gives everyone a 10% extra bonus EXp for each monster you kill. Some party member can provide you with good buff that aid your training speed (Sharp Eye for Critical Bonus, Bless for Accuracy, Rage for extra weapon attack, Haste for additional movement speed, Hyperbody for extra HP and MP capacity, Holy Symbol for Extra EXP).
    Party Invitation
    Sometimes, you won’t be lucky everyday to find a party member that is able to give you supportive skill (buff) to aid you training (Magician (except Cleric), Pirate, Bowman have the least supportive skill). However, if they are pretty strong in character (able to kill fast with their solo-ing skill), they should be invited into your party to speed up the monster spawn rate, particulary in a large map. Range attackers shines in large map since they cover the map faster than melee players.
    Leeching
    However if you party with someone too high level, you will get lesser EXP, the higher level party member would get the most since they require more EXP to level up (compensation). However, this can turn to a good benefit for those low levelers, if high level kill a monster that gives millions of EXP, its much faster for low levelers to level up. High leveler kills faster because they are stronger and have better mobbing skills. One good example is Gapped (Pirate in Khaini) who leeched EXP from Boss (BigFoot/Pianus/etc) all the way to reach 4th Job in 5 days! Super Power Leveling!

  • Factor 5 : Combat – Range vs Melee Players
  • Take a look on “The basic training concept” to get a basic overview. Ranger players could handle bigger maps compare to melee players. Melee players need to walk more to reach to the other monster (consume time). Melee players prefer confine maps with mobs around them. Range players dislike small maps that gives them little space to shoot (assassin/bowman)

  • Factor 6 : Character Stats
  • The monster listed in GOTS (Guide on Training Spot), does not depend on what level your character, but more accurately, how much damage you can inflict to the enemy.
    To clarify: a low level pure STR (strength) warrior could inflict massive amount of damage similar to a high level normal warrior. Therefore, pure STR warrior does not train on the same level of monster with Normal warrior. Here is a useful damage calculator from Hidden-Street.net You might be interested to read this Monster EXP Report 10% Par

  • Factor 7 : Job Skill Build (Single Target / Mob)
  • Sometimes different set of skill build is applied for different training ground, for example: Gunslinger (Pirate 3rd Job) that max both FlameThrower and Ice Splitter is able to train effectively in mob area since this skill kills 3-6 mobs faster than Burst Fire (Rapid Fire). Another good example is Fire/Poison Mage (Magician 3rd Job) who max Poison Myst first before Explosion (different style of training) and cast it to the whole map, and once he cycles through the map back, he just 1 hit KO them. Poison Technique works best on higher level monsters, so Poison Magicican level up faster than ordinary training (killing 1 monster at a time).

  • Factor 8 : Decent Scrolled Weapon and Equipments
  • MapleStory players could not train effectively if they solely rely on stats (Pure STR/INT/LUK) and skill build. They will also need to be equipped with decent scrolled weapon and armour to boost their raw damage to kill monster quickly. Refer to “The basic training concept” for more information (located right after Pearl of Knowledge)

    Recommended Training Spot – [Fast EXP / Good Meso / Decent Drops]
    The links below help you to find area for [Fast EXP / Earn Meso / Hunt Rare drops / Spam Less Potion]
    Click one of the link below base on the job you are pursuing.
    Warrior | Bowman | Thief | Magician | Pirate

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    Extra Reading on 10% Exp Par Research

    Minor Updates: 10/8/2008:
    After conducting a research on monster Exp, the concept of 10% Per hour could only be applied till level 140 (based on the most powerful non-boss monster on MapleStory: “Duku” that provides 5000 exp) with the assumption of a player could kill 1 of this monster in every 2 seconds without 2X Exp card. Apart from that, I realised that monster is good for training only for 5 levels before it reaches below 10% per hour (without 2X Exp Bonus). The 5-level-rule concept applies from 2nd job (level 30-70) to 4th job (level 70-140). Leveling 1 – 30, and 35 – 50 might be faster than the one shown below if you do party quest since rewards better Exp compare to training unless (party members are experience and no-queue for party quest)

    Exp Reports 10/8/2008 (without 2X Exp effect)
    Level 1 to 30 – Takes approximately 1.25 days (30 hours non-stop)
    Level 1 to 70 – Takes approximately 14 days / 2 weeks (336 hours non-stop)
    Level 1 to 120 – Takes approximately 29.94 days (718.63 hours non-stop)
    Level 1 to 200 – Takes approximately 179.26 days (4302.14 hours non-stop)

    Performance Report on Harcore Player’s Leveling speed
    Assumption: 8 hours training per day with 2x Exp Effect.
    Level 1 to 30 – Takes approximately 1.875 days (45 hours)
    Level 1 to 70 – Takes approximately 21 days / less than 1 month (504 hours)
    Level 1 to 120 – Takes approximately 44.91 days / 1 month + 2 weeks (1077.84 hours)
    Level 1 to 200 – Takes approximately 268.89 days / less than 1 year or 9 months (6453.36 hours)

    Conclusion (Advice/Recommendation)
    For those who do not want to waste their time (spending at least 6453.36 hours of their life on level grinding / killing monsters) to reach level 200 or players who would like to try all the class skills/specialities, its best to play on a private server (just a recommendation) because they could provide better Exp and Meso rate. (e.g. 100X Exp Rate + 100X Meso Bonus sounds good?) With that rate, reaching level 200 would be easy, which only takes 3 weeks (training 2 hours per day!) Being high level, you could explore dangerous places and boss quest often! This also help players to feel accomplished when they reach XX levels quickly, probably bored them awhile, and indirectly they would do something else. (e.g. going outdoors / homework / shopping / etc). Private servers has other benefits like scrolling item (100% success on 10% scrolls?) This helps player to get the best stats item with little effort/meso and this includes cash items (there is no need to spend pocket money given by parents/salary for NX cash). However, private servers are not reliable compare to the official since most are not 24 hours online, might be laggy and encounter a few minor-major bugs.

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    Extra Information
    Usually (in forum), newbie people would ask senior MapleStory players 3 things:
    1) What monster to train for my job level?
    2) Where are these monster located ? (the map should be small, fast spawn rate, spawn in mobs)
    3) How many levels should you stay there before switching training ground?

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