Page and White Knight Guide By Marselino aka MachineMade Version 1.8 TABLE OF CONTENTS (1) Introduction (2) Advantages/Disadvantages (3) Choice of Weapon (4) Skill List (5) Builds (6) White Knight Calculations (7) Training Grounds (8) FAQs and other General Questions Disclaimer: Please do not steal ideas or use any information as your own from this guide without permission. It took a while to make this guide. Thank you. ================================================== ============ (1) Introduction ================================================== ============ Hello, this guide was created to introduce new and experienced MS players about the classes Page and White Knight. I am/was a L10X White Knight currently, although I do not play Maple Story anymore, and was asked by many people to collaborate my ideas and thoughts about his class and create a guide. I played in Broa and started in September 2005 and ended in April 2005. There has been many guides before about Pages and White Knights but with the release of third jobs and Ludibrium, most of these guides have become obsolete and thus unreliable. This guide will clarify, accurately and exactly the aspects of this class. My goal is to keep this guide updated as much as possible with newfound information and opinions. Nevertheless, I hope this guide will be the first to finally compile the world of Pages and White Knights, and clear up preconceptions and misconceptions. ================================================== ============ (2) Class Descriptions ================================================== ============ The Page This is a defensive class. It relies on reducing enemy attack, enemy defense and damage taken. Pages are able to use swords or blunt weapons. They are average for leveling up, yet are a solid class that shows off warrior power well. They are not a weak class whatsoever. Pages get no HP bonus at 2nd job but get 100-200 more MP. The White Knight This is a mage-warrior hybrid class. They use the ability to imbue ice, fire, or lightning elementals into their weapons. They are one of the strongest classes in the game. Using their defensive page skills in addition to ice's ability to freeze almost all monsters, White Knights are the ultimate all-around character, and is definitely the most versatile class in the game. You do not get any HP/MP bonus at third jobs. ================================================== ============ (3) Choice of Weapons ================================================== ============ ****1H Weapon vs. 2H weapons**** - 1H weapons are weak. ATT 70 1H weapon is weaker than a ATT 60 2H weapon. This is because the damage calculation for 1H and 2H weapons are different. - Most 1H weapons are one level of speed higher than 2H weapons. - 1H weapons are drastically cheaper than 2H weapons. You do not feel as bad when scrolling does not work out well with 1H weapons. - 1H weapon scrolls are much cheaper than 2H weapons scrolls. - 1H weapons have short attack reach, you need to be near the monster to attack them. 2H handed weapons have long reach. - 1H weapon use provides extra defense by the use of shields. Many shields add STR, DEX and/or MDEF, which is a plus. - 1H weapon users are more unique and shields are awesome looking. ****Swords vs. Blunt Weapon (BW)**** - Swords have the highest AVERAGE attack of all weapons in the game. BW has a lower average, even though BW have higher maximum and lower minimum damage. - Swords have longer attack reach than BW. - Swords are extremely expensive compared to BW, you need to save up a lot to afford L60+ swords. - Sword scrolls are expensive, and commonly inflated, compared to BW scrolls. - All swords up to Level 90 have been released. All BW except Level 80 and 90 2H BW have been released/found. - Most swords are one level faster than the equivalent BW. - BW warriors are more unique. ================================================== ============ (4) Skill List ================================================== ============ This is not a re-hash of other site's descriptions. This is an explanation of the skills. Active skills require you to spend HP/MP/meso and activate. Passive skills are permanent and occur without any cost in HP/MP/meso. ****PAGE SKILLS**** Sword/BW Mastery (Max Level 20): Passive skill. Increasing mastery will increase your minimum damage. This is will cause your damage to be very stable. As a bonus, adding points into this skill adds much-needed accuracy. Final Attack Sword/BW (Max Level 30): Passive skill. Placing points into this skill will allow you to do another attack, at twice the speed, after doing a Power Strike or Slash Blast. Higher levels in this skill will increase the chance that this “final attack” will occur, which is capped at 60%. Note. A “final attack” followed by a Power Strike will invoke another Power strike. A “final attack” followed by a Slash Blast will invoke an attack similar to a Slash Blast, except the closest enemy will take the majority of the damage and the farthest enemy will take little damage. This helps in killing monsters that are closest to you first. Sword/BW Booster (Max Level 20): Active skill. This skill costs both HP and MP to increase the attack speed of the weapon by one level. For example, Slow weapons will be Normal speed, Normal weapons will be Fast, etc. Higher levels of this skill will decrease the HP/MP cost and increase the duration of the effect. Threaten (Max Level 20): Active skill. This skills costs MP to reduce the enemy physical defense by a certain number of points and decreasing the enemy’s physical attack by a certain percentage, of all enemies nearby. Higher levels of this skill will decrease the MP cost and increase the duration of the effect on monsters. At maximum level, enemy defense will decrease by 20 points but enemy attack will decrease by 20% or 20 points. Note: The debate on whether this skill is truly percent based or not still exists and hopefully will conclude soon. I will put up the results here. Power Guard (Max Level 30): Active skill, requires Level 3 Threaten. This skill costs MP to reduce the touch damage taken by monsters a certain percentage. In addition, this damage value is reflected back onto the monster. Higher levels of this skills will reduce the MP cost, increase the duration of the effect, and increase the percentage of the damage reduced/reflected up to 40%. In addition, Power Guard decreases the knock back effect upon touching a monster by a large amount, making Jump Quests much easier. For example, if a monster touches you with non-magical attack and does 100 damage to you, with Power Guard maxed, you will only take 60 damage. The monster will take 40 damage for touching you. ****WHITE KNIGHT SKILLS**** Improved MP Recovery (Max Level 20): Passive skill. This skill increases the amount of MP regenerated every 10 seconds to up to 30 MP more than normal. Higher levels of this skill will increase the amount of MP regenerated. The amount of meso saved due to this skill is calculated below. Shield Mastery (Max Level 20): Passive skill. This skill increases the defense of the shield when equipped, to a maximum of double the defense of the shield. Higher levels of this skill will increase the defense by a higher percentage. Fire/Flame Charge (Max Level 30): Active skill. This skill uses MP to imbue the Fire element into the weapon. When used, damage is boosted automatically by a certain percentage. If the enemy is weak to fire, the damage is boosted again. The charge applies to all normal attacks, Power Strikes, Slash Blasts, Charge Blow, and Final Attacks. Higher levels of this skill increases the duration of the effect, increases the MP cost, and increases the damage dealt to monsters weak to fire. Ice/Blizzard Charge (Max Level 30): Active skill. This skill uses MP to imbue the Ice element into the weapon. When used, damage is boosted automatically by a certain percentage. If the enemy is weak to ice, the damage is boosted again. The charge applies to all normal attacks, Power Strikes, Slash Blasts, Charge Blow, and Final Attacks. In addition, most monsters can be frozen using these attacks. Higher levels of this skill increases the duration of the effect, increases the MP cost, and increases the damage dealt to monsters weak to ice. At Level 16+, this skill freezes monsters for 2 seconds instead of the normal 1 second. Lightning/Thunder Charge (Max Level 30): Active skill. This skill uses MP to imbue the Lightning element into the weapon. When used, damage is boosted automatically by a certain percentage. If the enemy is weak to lightning, the damage is boosted again. The charge applies to all normal attacks, Power Strikes, Slash Blasts, Charge Blow, and Final Attacks. Higher levels of this skill increases the duration of the effect, increases the MP cost, and increases the damage dealt to lightning weak monsters. Charge Blow (Max Level 30): Active skill. This skill can be only used during a charge. It uses HP and MP to attack up to 6 monsters (similar to Slash Blast, but much stronger) with a maximum of 250% damage. This skill also applies the element of the current charge. Using this skill however will end the current charge. As a bonus, this skill has a certain chance to stun the hit monsters up to a maximum chance of 90%. Higher levels of this skill will increase the damage dealt, the HP/MP cost, the stun success rate, and the stun duration (maximum of 4 seconds). Magic Crush (Max Level 20): Active skill, requires Level 3 Charge Blow. This skill uses MP to cancel out any Magical Defense Spells that monsters use. Higher levels of this skill will increase the success rate of the cancellation up to 100% chance. ================================================== ============ (5) Builds ================================================== ============ ****PAGE BUILDS**** There aren’t many ways to build a Page, I’m pretty sure everyone uses this same build. Level 30 - 1 Mastery Level 31 - 4 Mastery Level 32 - 7 Mastery Level 33 - 10 Mastery Level 34 - 13 Mastery Level 35 - 16 Mastery Level 36 - 19 Mastery (Note: NOT MAXED, explained below) Level 37 - 3 Booster Level 38 - 6 Booster Level 39 - 3 Final Attack Level 40 - 6 Final Attack Level 41 - 9 Final Attack Level 42 - 12 Final Attack Level 43 - 15 Final Attack Level 44 - 18 Final Attack Level 45 - 21 Final Attack Level 46 - 24 Final Attack Level 47 - 27 Final Attack Level 48 - 30 Final Attack (MAXED) Level 49 - 3 Threaten (Required for Power Guard) Level 50 - 3 Power Guard Level 51 - 6 Power Guard Level 52 - 9 Power Guard Level 53 - 12 Power Guard Level 54 - 15 Power Guard Level 55 - 18 Power Guard Level 56 - 21 Power Guard Level 57 - 24 Power Guard Level 58 - 27 Power Guard Level 59 - 30 Power Guard (MAXED) Level 60 – 6 Threaten Level 61 - 9 Threaten Level 62 - 12 Threaten Level 63 - 15 Threaten Level 64 - 18 Threaten Level 65 - 20 Threaten (MAXED), 7 Booster Level 66 – 10 Booster Level 67 - 13 Booster Level 68 - 16 Booster Level 69 - 19 Booster Level 70 - 20 Booster (MAXED), 20 Mastery (MAXED), 1 point left over Final Skills: 20 Mastery 20 Booster 30 Final Attack 30 Power Guard 20 Threaten 1 Point for any 1st Job skill (Imp. HP Recovery or Endure) - Mastery is maxed first in order to stabilize damage and add the much-needed accuracy. It is left at L19 as it is more beneficial to begin on other skills than maxing it to L20, which would just add 1 more accuracy. Thus, Mastery is completely maxed after completion of all the other skills. - Six points of Booster helps make Final Attack, Power Strike, and Slash Blast noticeably faster. - Final Attack is maxed next to increase the damage output. - Three points are put in Threaten to begin Power Guard, which is maxed next. This is perfect time for Power Guard as you will be fighting harder monsters. - Threaten is maxed next instead of Booster as high level of Threaten decrease enemy strength. One can live on 6 Booster without problem until Level 65, where Booster is maxed. - Mastery is also maxed and one left over point can be added to any 1st job skill of your choice, probably Imp. HP Recovery or Endure. ****WHITE KNIGHT BUILDS**** There are many ways to build White Knights. But their builds can be subdivided from levels 70-83 (primary builds) and 84-120 (final builds) and an offensive/solo build (alternate build). PRIMARY BUILD #1 (PB1) Level 70 - 1 Ice Charge Level 71 - 4 Ice Charge Level 72 - 7 Ice Charge Level 73 - 10 Ice Charge Level 74 - 3 Fire Charge Level 75 - 6 Fire Charge Level 76 - 9 Fire Charge Level 77 - 12 Fire Charge Level 78 - 15 Fire Charge Level 79 - 18 Fire Charge Level 80 - 21 Fire Charge Level 81 - 24 Fire Charge Level 82 - 27 Fire Charge Level 83 - 30 Fire Charge (Maxed) PRIMARY BUILD #2 (PB2) Level 70 - 1 Fire Charge Level 71 - 4 Fire Charge Level 72 - 7 Fire Charge Level 73 - 10 Fire Charge Level 74 - 13 Fire Charge Level 75 - 16 Fire Charge Level 76 - 19 Fire Charge Level 77 - 22 Fire Charge Level 78 - 25 Fire Charge Level 79 - 28 Fire Charge Level 80 - 30 Fire Charge (Maxed), 1 Ice Charge Level 81 - 4 Ice Charge Level 82 - 7 Ice Charge Level 83 - 10 Ice Charge PB1 takes advantage of White Knight’s freezing ability right away. Using this build you are an aid/substitute for Ice Mages in parties. You can solo at monsters that other classes will not be able to do for 20-30 levels (for fun or training), such as Bains, Death Teddies, Gate Keepers, etc. In addition, this build gives you 2 charges early on, allowing you to become versatile, particularly differentiating you from other classes. However, this build is slower training than FB2 although it will not hurt your bank account. In general this build is more oriented to White Knights who prefer to party, and sacrifice training speed for saving money. PB2 maxes fire charge first thus you will be hitting high damage Power Strikes very early on. This build is ideal if you want to hunt Yeti and Pepe, for Doombringer and other good drops, immediately after becoming a White Knight. You can move on to Pirates at the late 70s, however this build limits training to mostly fire-weak monsters. However, this build forces you to solo train although it allows you to level up faster than FB1. In the end, your bank account may get hurt, but the fast EXP, high damage will make up for it. FINAL BUILD #1 (FB1) Level 84 - 3 Charge Blow Level 85 - 6 Charge Blow Level 86 - 9 Charge Blow Level 87 - 12 Charge Blow Level 88 - 15 Charge Blow Level 89 - 18 Charge Blow Level 90 - 21 Charge Blow Level 91 - 24 Charge Blow Level 92 - 27 Charge Blow Level 93 - 30 Charge Blow (MAXED) Level 94 - 3 Lightning Charge Level 95 - 6 Lightning Charge Level 96 - 9 Lightning Charge Level 97 - 12 Lightning Charge Level 98 - 15 Lightning Charge Level 99 - 18 Lightning Charge Level 100 - 21 Lightning Charge Level 101 - 24 Lightning Charge Level 102 - 27 Lightning Charge Level 103 - 30 Lightning Charge (MAXED) Level 104 - 13 Ice Charge Level 105 - 16 Ice Charge Level 106 - 19 Ice Charge Level 107 - 22 Ice Charge Level 108 - 25 Ice Charge Level 109 - 28 Ice Charge Level 110 - 30 Ice Charge (MAXED), 1 Imp. MP Recovery Level 111 - 4 Imp. MP Recovery Level 112 - 7 Imp. MP Recovery Level 113 - 10 Imp. MP Recovery Level 114 - 13 Imp. MP Recovery Level 115 - 16 Imp. MP Recovery Level 116 - 19 Imp. MP Recovery Level 117 - 20 Imp. MP Recovery (MAXED), 2 Magic Crush Level 118 - 5 Magic Crush Level 119 - 8 Magic Crush Level 120 - 11 Magic Crush (NOT MAXED) FINAL BUILD #2 (FB2) Level 84 - 3 Lightning Charge Level 85 - 6 Lightning Charge Level 86 - 9 Lightning Charge Level 87 - 12 Lightning Charge Level 88 - 15 Lightning Charge Level 89 - 18 Lightning Charge Level 90 - 21 Lightning Charge Level 91 - 24 Lightning Charge Level 92 - 27 Lightning Charge Level 93 - 30 Lightning Charge (MAXED) Level 94 - 3 Charged Blow Level 95 - 6 Charged Blow Level 96 - 9 Charged Blow Level 97 - 12 Charged Blow Level 98 - 15 Charged Blow Level 99 - 18 Charged Blow Level 100 - 21 Charged Blow Level 101 - 24 Charged Blow Level 102 - 27 Charged Blow Level 103 - 30 Charged Blow (MAXED) Level 104 - 13 Ice Charge Level 105 - 16 Ice Charge Level 106 - 19 Ice Charge Level 107 - 22 Ice Charge Level 108 - 25 Ice Charge Level 109 - 28 Ice Charge Level 110 - 30 Ice Charge (MAXED), 1 Imp. MP Recovery Level 111 - 4 Imp. MP Recovery Level 112 - 7 Imp. MP Recovery Level 113 - 10 Imp. MP Recovery Level 114 - 13 Imp. MP Recovery Level 115 - 16 Imp. MP Recovery Level 116 - 19 Imp. MP Recovery Level 117 - 20 Imp. MP Recovery (MAXED), 2 Magic Crush Level 118 - 5 Magic Crush Level 119 - 8 Magic Crush Level 120 - 11 Magic Crush (NOT MAXED) FB #1 maxes Charged Blow early on, thus allowing you to solo monsters with ease when the skill is nearly maxed. However, this build is very flexible since you can still party train with your maxed fire. FB #2 is maxes Lightning Charge early on, thus allowing you to hit harder as soon as possible. This build is oriented for eithier people who want to party or solo (particularly at Vikings), but it is not as efficient as FB1. ALTERNATE BUILD #1 (AB1) Level 70 - 1 Fire Charge Level 71 - 4 Fire Charge Level 72 - 7 Fire Charge Level 73 - 10 Fire Charge Level 74 - 13 Fire Charge Level 75 - 16 Fire Charge Level 76 - 19 Fire Charge Level 77 - 22 Fire Charge Level 78 - 25 Fire Charge Level 79 - 28 Fire Charge Level 80 - 30 Fire Charge (Maxed), 1 Charge Blow Level 81 - 4 Charge Blow Level 82 - 7 Charge Blow Level 83 - 10 Charge Blow Level 84 - 13 Charge Blow Level 85 - 16 Charge Blow Level 86 - 19 Charge Blow Level 87 - 22 Charge Blow Level 88 - 25 Charge Blow Level 89 - 28 Charge Blow Level 90 - 30 Charge Blow (MAXED), 1 Lightning Charge Level 91 - 4 Lightning Charge Level 92 - 7 Lightning Charge Level 93 - 10 Lightning Charge Level 94 - 13 Lightning Charge Level 95 - 16 Lightning Charge Level 96 - 19 Lightning Charge Level 97 - 22 Lightning Charge Level 98 - 25 Lightning Charge Level 99 - 28 Lightning Charge Level 100 - 30 Lightning Charge (MAXED), 1 Ice Charge Level 101 - 4 Ice Charge Level 102 - 7 Ice Charge Level 103 - 10 Ice Charge Level 104 - 13 Ice Charge Level 105 - 16 Ice Charge Level 106 - 19 Ice Charge Level 107 - 22 Ice Charge Level 108 - 25 Ice Charge Level 109 - 28 Ice Charge Level 110 - 30 Ice Charge (MAXED), 1 Imp. MP Recovery Level 111 - 4 Imp. MP Recovery Level 112 - 7 Imp. MP Recovery Level 113 - 10 Imp. MP Recovery Level 114 - 13 Imp. MP Recovery Level 115 - 16 Imp. MP Recovery Level 116 - 19 Imp. MP Recovery Level 117 - 20 Imp. MP Recovery (MAXED), 2 Magic Crush Level 118 - 5 Magic Crush Level 119 - 8 Magic Crush Level 120 - 11 Magic Crush (NOT MAXED) ALTERNATE BUILD #2 (AB2) Level 70 - 1 Fire Charge Level 71 - 4 Fire Charge Level 72 - 7 Fire Charge Level 73 - 10 Fire Charge Level 74 - 13 Fire Charge Level 75 - 16 Fire Charge Level 76 - 19 Fire Charge Level 77 - 22 Fire Charge Level 78 - 25 Fire Charge Level 79 - 28 Fire Charge Level 80 - 30 Fire Charge (Maxed), 1 Lightning Charge Level 81 - 4 Lightning Charge Level 82 - 7 Lightning Charge Level 83 - 10 Lightning Charge Level 84 - 13 Lightning Charge Level 85 - 16 Lightning Charge Level 86 - 19 Lightning Charge Level 87 - 22 Lightning Charge Level 88 - 25 Lightning Charge Level 89 - 28 Lightning Charge Level 90 - 30 Lightning Charge (MAXED), 1 Charge Blow Level 91 - 4 Charge Blow Level 92 - 7 Charge Blow Level 93 - 10 Charge Blow Level 94 - 13 Charge Blow Level 95 - 16 Charge Blow Level 96 - 19 Charge Blow Level 97 - 22 Charge Blow Level 98 - 25 Charge Blow Level 99 - 28 Charge Blow Level 100 - 30 Charge Blow (MAXED), 1 Ice Charge Level 101 - 4 Ice Charge Level 102 - 7 Ice Charge Level 103 - 10 Ice Charge Level 104 - 13 Ice Charge Level 105 - 16 Ice Charge Level 106 - 19 Ice Charge Level 107 - 22 Ice Charge Level 108 - 25 Ice Charge Level 109 - 28 Ice Charge Level 110 - 30 Ice Charge (MAXED), 1 Imp. MP Recovery Level 111 - 4 Imp. MP Recovery Level 112 - 7 Imp. MP Recovery Level 113 - 10 Imp. MP Recovery Level 114 - 13 Imp. MP Recovery Level 115 - 16 Imp. MP Recovery Level 116 - 19 Imp. MP Recovery Level 117 - 20 Imp. MP Recovery (MAXED), 2 Magic Crush Level 118 - 5 Magic Crush Level 119 - 8 Magic Crush Level 120 - 11 Magic Crush (NOT MAXED) AB1 is the ultimate offensive/solo build. It begins with Fire Charge, which is excellent for YnP and Pirates. It continues to Charge Blow, which can be used effectively for soloing. Lightning charge is maxed next in order to go to Vikings as early as possible. This build is IDEAL if you like to solo a lot more than partying. AB2 is ideal for those who want to do the most damage as early as possible. It requires massive, improbable amount of accuracy to train on YnP, Death Teddies, Pirates in the 70s, Grims in the early 80s, and Vikings in the late 80s and onwards. This build is not very effective since you don't have ice or Charged Blow until late, hurting your bank account heavily. SUMMARY - If you are an hardcore soloist OR want to train as fast as possible, choose AB1. - If you prefer soloing instead of partying, choose PB2 and FB1. - If you prefer to party with priests OR would like to sacrifice training speed for money, choose PB1 and FB1. - If you are extremely rich and want to do the most damage possible, choose AB2. - If you are moderately rich and want to do the most damage possible, choose PB2 and FB2. ****Please note that these builds are only suggestions, you don't need to follow them to have fun, but it's a good idea to see the possibilites before buying expensive SP reset scrolls**** ****NOTES**** Magic Crush was not maxed, while Imp. MP Recovery is maxed. Although Imp. MP Recovery maxed saves you ~200K meso per level, there is no need to max Magic Crush. At level 11 Magic Crush, the removal rate of Magic Defense Spells is 64%. You should only need to use Magic Crush once or twice to remove the spells. Anything higher than Level 11, especially maxing Magic Crush would be a waste of SP. No matter what build you choose, you should have the following skills by L120. 30 Fire Charge (MAXED) 30 Ice Charge (MAXED) 30 Lightning Charge (MAXED) 30 Charged Blow (MAXED) 20 Imp. MP Recovery (MAXED) 11 Magic Crush (NOT MAXED) ================================================== ============ (6) White Knight Calculations ================================================== ============ ****Damage Calculations**** Previous guides assumed that White Knights would receive 150% elemental advantage as soon as they placed 1 point into a charge. This was incorrect. Later guides assumed that White Knights have a growing elemental advantage, but the maximum never reaches 150%. This is only partially correct. The real answer is that elemental advantage does grow with higher levels of charge, but it will indeed become exactly 150% at maximum levels of a charge. To calculate how much damage you can do result of Elemental Advantage, use this formula. Elemental Advantage Bonus (as a percent) = (10 + Level*3)/2 + 100 If you have Level 16 Fire charge, (10 + 16*3)/2 + 100 = 129%. On non-elemental weak monsters, you can do 116% more damage (as seen from HS.net), but on elementally weak monsters, you will do 116% X 129% = 149.6% your base damage. If you have max Level fire charge (Level 30), (10 + 30*3)/2 + 100 = 150%. On elemental weak monsters, you will do 120% X 150% = 180% more damage. The maximum damage normal damage is listed below with the maximum damage dealt with a Power Strike. Ice = 157.5% = 409.5% (= 260% X 157.5%) Fire = 180% = 468% Lightning = 187.5% = 487.5% For Charge Blow, when maxed it gives 250% damage. Max Charge blow damages are listed below. Ice = 393.75% Fire = 450% Lightning = 468.75% This indicates that with Maximum Fire charge, White Knights are very strong early on and continue to be. Many White Knights (including me) commonly hit 10k damage at L82-83 using max fire on ice monsters if you use sword, and even earlier if you use BW (early as 80). ****Imp. MP Recovery Calculations**** This skill when maxed, regenerates 33 MP every 10 seconds. If the average WK takes 8 hours to level, that means one will be training for 28,880 seconds (8 x 60 x 60). Therefore you will regenerate MP 2800 times during training. For those 2880 times, you will 33 MP back everytime, thus the total MP recovered is (2880 x 33) 95040 MP. How many mana elixirs do you save? 1 Mana Elixir gives 300 MP. Therefore you save exactly 317 (94040/300 rounded up) mana elixirs. One mana elixir costs 589 meso at Ludibrium. The total amount of money you save PER level is (317 x 589) = 186,713 meso. Add a little more or take away a little less, depending on the player. ================================================== ============ (7) Training Grounds ================================================== ============ L30-34: Ant Tunnel I/II (Zombie Mushroom), Tree Dungeon: Forest Up North II (Green and Horned Mushroom), The Pig Beach (Pig and Ribbon Pig) L35-39: The Land of Wild Boars (Wild Boar) L40-49: Garden of Green I (Jr. Grupin), Dangerous Valley I (Copper Drake), The Entrance of Golem's Temple (Stone Golem). Note: The early 40s should be spent at Jr. Grupins. Once you are confident enough, move to Copper Drakes and Stone Golems. At Copper Drakes, party with 2 other people and 1 cleric. The cleric should wait in the middle and people should come up/down for healing. At Golems, party with a Fighter (near your level) and Cleric (6-8 levels lower than you). Tell the cleric to handle the blue mushrooms on the bottom to increase Golem spawn rate. L50-59: Cloud Park VI (Luster Pixie), Watch Out for Icy Path I (Jr. Yeti), Drake’s Meal Table/DMT (Cold Eye, Wild Cargo, Drake) Note: At Jr. Yeti, party with a Fighter (near your level) and an Assassin (anyone near your level with max Haste). The Fighter/You should take the top left or bottom right. The assassin should take the bottom left and the warriors come for haste. Mob the Jr. Yeti into groups and Slash Blast them. Go to Luster Pixies only when you can kill one before the Pixie attacks you. The Luster Pixie exchange quest can yield valuable rewards. At DMT, party with a fighter and split up the map. A cleric here is optional. L60-69: Cold Field I (Hector, White Pang), Forest of Dead Trees I-IV (Coolie Zombie), Icy Cold Field (Jr. Yeti, Yeti). Note: You can solo zombies for a few levels until it slows down massively. Then the fastest leveling is done by partying with a Fighter (near your level), Assassin (near your level, max haste), Priest (anyone with Holy Symbol). Find two empty channels in the same map, 2 people should share each map and as soon as Holy Symbol runs out, someone should call “regroup”, meet in the Priest’s channel for Holy Symbol again, and then return to your channel, and repeat. This is commonly known as the Zombie HS party. If you get bored, head to Icy Cold Field and share the map with someone. The Hector map should be circulated to maximize spawn. L70-74: Ice Valley II (Yeti and Pepe, Yeti, Jr. Yeti, White Pang), Icy Cold Field (Jr. Yeti, Yeti), Cursed Sanctuary II (Cold Eye, Tauromacis), Dangerous Cliff (Dark Yeti and Pepe, Dark Yeti, Dark Jr. Yeti), The Garden of Darkness I/II (Lucida) If you did Ice first: At Dangerous Cliff, kill all the Dark Yeti and Pepe and then switch channels, and circulate all 20 channels. You can solo or join a Holy Symbol priest at Buffoons. At Lucida, group them and freeze/Slash Blast them. You can go solo Tauromacis if you get bored. If you did Fire first: Party at Icy Cold Field or Ice Valley II with a Priest who has Holy Symbol. You can also go solo Tauromacis if you get bored, killing the Cold Eyes will be a breeze. L75-79: Warped Path of Time III (Ghost Pirate), Forgotten Path of Time III (Death Teddy), Ice Valley II (Yeti and Pepe, Yeti, Jr. Yeti, White Pang) Ice: Go to Death Teddy and party with one Priest (L75-85) with Holy Symbol. Circulate the map clockwise, always freezing, and group the monsters to the bottom left. The Priest will find spots to heal without being damaged. Fire: You can try solo/party at Yeti and Pepe and Ghost Pirates. Go to Death Teddy (once you can hit them almost always) and party with one priest (L85+ and some ER) with maxed Holy Symbol. Use same tactic as above but the Priest, since he/she has Elemental Resistance will not need to Freeze. L80-84: Warped Path of Time III (Ghost Pirate), Unbalanced Time (Dual Pirate), Forgotten Path of Time III (Death Teddy) Note: You can continue to solo/party at Ghost Pirates or party at Death Teddies. At Dual Pirates, you should have enough Fire Charge now so party a Priest (L80+) with Holy Symbol and move through the map. The Priest should find the spots where he/she cannot be touched and heal as you attack. L85-89: Unbalanced Time (Dual Pirate), Forbidden Time (Grim Phantom Watch), Warped Path of Time IV (Spirit Viking) Note: You can continue to party at Dual Pirates. Soloing Dual Pirates is fast EXP but very expensive without Charged Blow. If you have high accuracy, try partying a Priest or a DK and freeze the Vikings. The EXP here is equivalent to Dual Pirates, but the drops are much better. If your EXP is fantastic, go to Grim Phantom Watches, the single best EXP source in the game. Party with a Priest (L85+) and destroy them with fire. L90-99: Unbalanced Time (Dual Pirate), Forbidden Time (Grim Phantom Watch), Warped Path of Time IV (Spirit Viking), Twisted Time (Gigantic Spirit Viking) Note: You can continue to solo or party at Dual Pirates. If you have maxed Charge Blow, you can kill Vikings with your nearly-maxed lightning charge. If you have lightning charge, you can solo there but it's still costly without maxed Charged Blow. Grim Phantom Watches are always great EXP. Try soloing them if you have maxed Charged Blow. L100+: Forbidden Time (Grim Phantom Watch), Warped Path of Time IV (Spirit Viking), Twisted Time (Gigantic Spirit Viking) Note: You should be able to solo Vikings. Grims is still great EXP, if you solo or party with Priest. ================================================== ============ (8) FAQs and other General Questions ================================================== ============ 1. Do White Knights have the same 150% elemental advantage like mages do? Yes, when you have L30 (max) of any charge, you will have 150% elemental advantage. Lower levels will have less elemental advantage. 2. What does Threaten do? When maxed, Threaten will decrease enemy physical attack by 20% (percent) or 20 points and enemy physical defense by 20 points or 20%. Whether it is percent or points is still under debate. 3. Does Ice Charge freeze monsters like Ice mage powers? Yes, it does. It will freeze monsters for 1 second up to L15 ice charge, and 2 seconds for higher levels. It has been rumored that in JMS the freeze time has been extended to 5-8 seconds. 4. What is the strongest warrior class? There is no way to define the strongest class since there are so many ways to effectively kill monsters. But White Knights are arguably the most versatile class. 5. Should I use BW or sword? You may think that this is a obvious answer, however since the highest level BW are not released and we have no clue when they will be. It is not advisable to go BW at this moment. 6. Should I max fire or ice first? Read guide. 7. Can White Knights KS? Although it’s not a good practice, it’s very easy to get 140 speed. With your ultra-high damage at later levels, WK can KS many classes. I suggest you don’t though. 8. Are pages good for party? Not really unfortunately, however once you become a White Knight you’ll be a popular party choice. 9. Why should I be a White Knight: Crusaders can do 20000+ damage easily and Dragon Knights can tear up mobs better than any class? White Knights are somewhat in the middle. They do almost the same damage, if not more, as a Crusader will do with five Power strikes + Panic. White Knights have the advantage of not having to charge up to do that damage. Dragon Knight’s are best at mobs, and only mobs. One-on-one, WK will be the winner when fighting an elementally weak monster. Although, if you have a some godly equipment, many WK have been known to hog the exp from DKs. However, I highly believe all three classes are useful in their own way. White Knights however are the biggest minority, thus you will receive more respect and fame. In addition, White Knight’s name is arguably the best class name. 10. What about Improved MP Recovery and Shield Mastery? Even if you are a 1H sword user, Shield Mastery is a waste of points. There are just too many other skills that need maxing in order to for you to be a strong character. Improved MP Recovery is also unadvisable until the last few levels as a White Knight. There more important skills to max first. 11. Does Magic Attack affect White Knight damage? An earlier guide proposed that the magic attack that was boosted in the stat screen reflected the percent of elemental advantage, we now know that is incorrect. Furthermore, it now known that Magic Attack and INT have no influence on the damage dealt by Charges. 12. Does Charge Blow freeze if you had Ice Charge? So does Charge Blow freeze AND stun? Yes, it does freeze if you had ice charge and no it doesn not stun when used with ice charge. 13. Should I max Magic Crush or Imp. MP Recovery? Imp. MP Recovery maxed saves you around 186k meso per level. If you feel this is crucial, go ahead and max it, other wise find a balance between the two skills. 14. What kind of damage do White Knights do? Personally, I hit 10k at level 83, and maxed out at 13.1k at level 101 with an average damage of 10k per hit. Using Jymbo's damage calculator my damage per second was near 18-20k, higher than any class. 15. When can I be expected to hit 10k as a White Knight? Most White Knights who use 2H swords hit 10k from Level 83 to Level 88. BW users can hit early as Level 77-78. At Level 100, you're damage should AVERAGE at 10k! 16. Are you coming back to Maple Story? Not in this lifetime. Thanks for everyone who urged me to create this guide and share my knowledge. I hope everyone now has a clean slate in their minds about White Knights. To all those who knew me, met me, heard of me or even sensed me in the forums or in game, I don't play Maple Story anymore and never will again. I leave this guide as my legacy for my involvement in this game from September 2005 to April 2006 in BROA. May this guide serve you well.
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