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    Defense Page/Knight Guide by Free_Play

    Version: 1.3 | Updated: 06/02/07 | Printable Version | Search This Guide

    Defense Page / White Knight FAQ              version 1.3
    Written by Shassia (Laurie Jones), Windia server.
    
    === I. Table of Contents ================================================
    
       I. Table of Contents
      II. Version History
     III. Overview FAQ
      IV. Getting Started: Ability Points and Beginner Skills
       V. Warrior Skills and Point Allocation
      VI. Page Skills and Point Allocation
     VII. White Knight Skills and Point Allocation
    VIII. Equipment and Scrolling
      IX. Fighting Style and Techniques
       X. Appendix of Silly Arguements
      XI. A Final Note
     XII. Acknowledgements
    XIII. Legal Disclaimer
    
    === II. Version History =================================================
    5-13-07 v0.1 Finished basic template.
    5-14-07 v0.2 Completed FAQ and ability/skill sections, excluding detailed 
                 WK skill descriptions.
    5-15-07 v0.3 Fully finished the guide. Waiting to be proofread before 
                 distribution.
    5-17-07 v0.4 Spelling and minor errors corrected, WK allocation adjusted.
    5-20-07 v1.0 First complete version ready for distribution.
    5-23-07 v1.1 More elaborate explanations for some equipment choices.
                 Adjusted Table of Contents and adjusted the formatting.
    5-29-07 v1.2 Last tweaking of WK Allocation and added Appendix.
    6-02-07 v1.3 Numerous small clarifications. Added Final Note.
    
    === III. Overview FAQ ===================================================
    
    Q: What is a Defense Page?
    A: It is exactly what it sounds like. Traditionally, Warriors sacrifice 
    defense for any means possible to improve their attack power. A Defense 
    Page is more of a tank, striving for a competitive damage output 
    while taking only a fraction of the damage that other character builds 
    take. If you are serious about learning about how this works, PLEASE read
    the entire guide. People approach me in-game quite regularly, asking me
    questions that have all been answered here. Do not expect to just skip to
    the skill point allocation sections and know what this build is like.
    
    Q: Taking a lot less damage sounds nice, but how much power do you give up?
    A: Not as much as people think, but there are sacrifices to be made. It is 
    hard to put it into concrete numbers, but if you still want some ball-park 
    figures, then expect about a 20% drop in your max damage numbers. This does 
    not take into account that you will be swinging faster (Fast, sometimes 
    Faster attack speed), with more accuracy than many other builds, and does 
    not account for the extra damage done by Power Guard. It is not a surprise
    that people tend to have a preconceived notion that Defense Pages do
    grossly inferior damage to other builds. Done correctly, the people you
    meet and party with won't know the difference.
    
    Q: What do you get in return? I had always thought that extra WDEF didn't 
       do much.
    A: Again, there are many factors, most importantly your level, your equips, 
    and the attack power of the monster you're facing. Going by prior 
    experience, many monsters that are considered appropriate to your level, 
    the same ones that do triple-digit damage to others, will do 1 point of 
    touch damage to you. Higher attack monsters that get over 1 point of damage
    (what I like to call your "attack threshold") will still do a fraction of 
    the damage that it otherwise would. For example, in your 40s at Drake's 
    Meal Table, Wild Cargos will be doing less damage to you than Cold Eyes do 
    to someone else at the same level. You'll be invulnerable to Cold Eyes. 
    More to the point, you will be able to defeat creatures that others 
    wouldn't dare to try, let alone be successful against. The trend will be 
    that whatever list you see for monsters to train against for your level, 
    you will be able to do so ten to twenty levels earlier than other builds. 
    With preparation, you will be able to defeat creatures up to thirty levels 
    sooner than many of your counterparts. Defense Pages often wander around 
    areas that they have no business being in just because they lose their fear
    of dying. You become impossible to kill under normal circumstances. It is
    a good partying build, but an absolute soloing powerhouse.
    
    Q: We've been talking about WDEF, but what about enemies that use strong 
       magic attacks?
    A: If you are on top of an enemy touching it with your Power Guard while 
    meleeing, then their magic strikes and other special attacks won't connect. 
    This is a much different build than most are accustomed to, so your 
    fighting strategy has to change with it. Please see section VI, "Fighting 
    Style and Techniques."
    
    Q: Is this build expensive for those that are unfunded? Can I improve 
       performance if I am funded?
    A: This is another nice trait about this build. One-handed weapons, 
    especially Blunt Weapons, are as cheap as they come. Scrolls adding Weapon 
    Defense are also as cheap as they come. Because you are taking a lot less 
    damage, you will spend far less on potions. So for unfunded characters, I 
    can't think of a less expensive build. For those that are funded, WDEF 
    scrolls can be purchased at a reasonable price even for low-level equipment.
    Scrolling low-level gear makes you an impenetrable beast right from the 
    start.
    
    Q: So, why a Page? Why not any Warrior?
    A: Despite having Hyper Body, Spearmen don't use shields and don't have 
    Power Guard, making them ill-suited for this build. Fighters are a more 
    reasonable alternative, having Power Guard and later Shield Mastery just 
    like Pages, along with useful abilities as a Crusader that stun groups of 
    mobs, but Rage reduces Defense, if only by ten points. Pages instead get 
    Threaten, which is often the difference between taking some damage and no 
    damage at all. White Knights can render groups of enemies helpless with 
    area stun or freeze, with a repeatable six-monster area-effect 90%-stun 
    250%-base-damage element-infused attack. So while I'd love to see a Defense 
    Fighter in action, I feel that Pages lend themselves a bit better for this 
    build, and will concentrate on them exclusively.
    
    Q: I'm still not sold on this idea. Doesn't effective training revolve 
       around killing mobs as quickly as possible?
    A: This build allows you to hunt tougher monsters and reap the greater 
    experience point rewards that come with them. Not dying as often (or at all) 
    as well as a reduced need to restock your health potions further increases 
    your training efficiency. This guide is not about convincing anyone that 
    this build is better than any other. Rather, it is to offer a fun, 
    effective, distinctive alternative to what is currently out there. I've 
    done it, made FRAPS movies about it, performed demonstrations of it, and it
    works. Period. Any gaps in my knowledge were filled in by high-level White 
    Knights. This guide will explain in detail every reason behind the 
    strategies involved, but I refuse to lace every part of it with 
    defensiveness. The bottom line is, if your mantra is that the best defense 
    is a good offense, look elsewhere.
    
    *******If there's anything you learn from this guide, learn this:********
    *                                                                       *
    * In a traditional Warrior build, a little extra defense won't do much. *
    *   But when you have a LOT of defense, it makes a LOT of difference!   *
    *                                                                       *
    *************************************************************************
    
    === IV. Getting Started: Ability Points and Beginner Skills ============
    
    Ability Points:
    At character generation, attempt to get your INT and LUK as close to 4 as 
    possible, just like any other Warrior. STR and DEX will not matter as much, 
    since you level so fast early in your career that you can even things out 
    in no time. As you level, allocate points so that your DEX is twice your 
    level, and put STR into everything else. Continue doing this until at least
    level 40 when you have 80 base DEX. Increasing it more is based on personal 
    preference, but I find this to be more than enough. You don't want any less 
    because one of the big plusses of this build is the ability to take on 
    creatures many, many levels above you... but what good is being able to 
    withstand their attacks if you can't hit it and kill it? On the other hand,
    putting much more than that will compromise your damage totals even further
    against all creatures, not just ones that are hard to hit. Breaking out 
    +accuracy equipment and using sniper pills as needed is preferable to 
    nerfing your damage against everything.
    
    Beginner Skills:
    Same old story here, and not worth fussing over. All three skills are useful 
    early in your career, but become forgettable rather quickly. I recommend 
    Recovery because it's useful early even if the amount is laughable, and 
    Nimble Feet can help you catch boats on time.
    
    === V. Warrior Skills and Point Allocation =============================
    
    Improving HP Recovery: A passive skill that adds hit point regeneration 
    when you're standing still. Everyone has 10 hp base regen; this skill adds 
    to that. At the max level of 16, you would regen 10 + 50 = 60 hp per ten 
    seconds, which is better than sitting in any chair. Regardless, compared to
    your other skills this is of minimal importance. When you have thousands of
    hit points, no one wants to stand around for ten minutes waiting to heal. 
    You'll be using potions. Regardless, five levels are needed as a 
    prerequisite for Improving Max HP Increase.
    
    Improving Max HP Increase: A passive skill that at max level 10 gets you 40 
    extra hit points when you level up. Max level also grants you 30 extra hit 
    points if you choose to raise your hit points upon level-up instead of STR 
    or DEX, though only HP Warriors do that.
    
    Endure: Normally you do not regenerate hit points while on a ladder or rope. 
    Endure is a passive skill that allows you to do so at whatever your current 
    standing regen amount is. At level 1, you will regen once every 31 seconds;
    at max level 8 you regen at the normal standing rate of 10 seconds per 
    increment. Three levels are needed as a prerequisite to put points into 
    Iron Body.
    
    Iron Body: This is a skill that you have to activate. Each level adds two 
    to your Weapon Defense, and adds more duration to the effect. Max level 20 
    gives you 40 extra Defense and lasts for five full minutes.
    
    Power Strike: An active attack skill that increases the strength of your 
    normal swing, at the cost of magic points. Max level 20 is 260% of your 
    base damage, so if your swing would have done 1000 damage, then it gets 
    increased to 2600. Eventually you will be weaning yourself off normal 
    attacks and using this as your default swing.
    
    Slash Blast: An active attack skill that hits multiple creatures in a line
    that starts just behind you and stretches forward a few paces. It is weaker
    than Power Strike against single creatures, maxing out at 130% damage at 
    level 20, but it becomes far more effective when you find yourself 
    surrounded by foes. Best used if you are able to hit three or more enemies
    with it.
    
    Note: This build goes on the assumption that you are unfunded. If you are
    funded, you can spend money on stacks of Pain Relievers instead of putting
    points into Iron Body so soon. They are found only in Omega Sector, cost
    1200 meso each, last a half hour and raise your WDEF by 30. The costs are
    obviously prohibitive to new players, but for those with a lot of money to
    throw around, it's another tool in your early-career arsenal.
    
    First point: Improving HP Recovery 
                 (prerequisite for Improving Max HP Increase)
    Level 11: 3 points to Improving HP Recovery (total: 4)
    Level 12: 1 point to Improving HP Recovery (total: 5), 
              2 points to Max HP Increase
    Level 13: 3 points to Max HP Increase (total: 5)
    Level 14: 3 points to Max HP Increase (total: 8)
    Level 15: 2 points to Max HP Increase (total: maxed at 10), 
              1 point to Slash Blast 
    Level 16: 3 points to Endure (prerequisite for Iron Body)
    Level 17: 2 points to Power Strike, 
              1 point to Iron Body
    Level 18: 2 points to Power Strike (total: 4), 
    	  1 point to Iron Body (total: 2)
    Level 19: 2 points to Power Strike (total: 6), 
              1 point to Iron Body (total: 3)
    Level 20: 2 points to Power Strike (total: 8), 
              1 point to Iron Body (total: 4)
    Level 21: 2 points to Power Strike (total: 10), 
              1 point to Iron Body (total: 5)
    Level 22: 2 points to Power Strike (total: 12), 
              1 point to Iron Body (total: 6)
    Level 23: 2 points to Power Strike (total: 14), 
              1 point to Iron Body (total: 7)
    Level 24: 2 points to Power Strike (total: 16), 
              1 point to Iron Body (total: 8)
    Level 25: 2 points to Power Strike (total: 18), 
              1 point to Iron Body (total: 9)
    Level 26: 2 points to Power Strike (total: maxed at 20), 
              1 point to Iron Body (total: 10)
    Level 27: 2 points to Slash Blast (total: 3), 
              1 point to Iron Body (total: 11)
    Level 28: 2 points to Slash Blast (total: 5), 
              1 point to Iron Body (total: 12)
    Level 29: 2 points to Slash Blast (total: 7), 
              1 point to Iron Body (total: 13)
    Level 30: 2 points to Slash Blast (total: 9), 
              1 point to Iron Body (total: 14)
    
    For more than forty levels, starting with level 17, your skill points will 
    be used to improve your defense AND your offense at every level. First, you 
    have to put points into Max HP Increase as early as possible or it will 
    haunt you for the rest of your career in the form of having lower hit point
    totals. All builds should start this way.
    
    I grant you that having to waste an early level to spend points on Endure
    looks wrong, at first. I personally think Endure is the worst skill in the
    game. However, getting Iron Body started early works better than you might
    think. You get to see noticeable damage reduction every single level, not 
    just the levels where you can get new gear. Power Strike only gets started 
    one level late and finishes four levels late by doing this. 
    
    One point is allocated early to Slash Blast purely as a way to clear out
    groups of weak creatures, and will be finished up along with Iron Body
    during your second job. Pausing Slash Blast at skill level 9 is a good 
    spot, as it only costs 10 hit points and 8 magic points for 85% damage.
    This is more than sufficient for the occasions that you will need it. 
    Notice that we are and will continue to stagger Slash Blast at the "sweet
    spot" levels where they cost no more to use than at the previous level but
    do more damage. See the Appendix in section ten for further explanation,
    if you wish for one.
    
    === VI. Page Skills and Point Allocation ==============================
    
    Sword Mastery: A passive skill that increases the base damage and accuracy 
    while using a sword. At max level 20, your base damage is increased 60% and
    you will have +20 accuracy. Although swords are generally fine weapons, and
    offer more stable damage, I discourage them for the use of this build 
    because you will not have access to the Maple Doom Singer or the Tubes
    unless you go hybrid (maxing both sword and blunt weapons). Going hybrid 
    spends many, many more points for minimal benefit, while the loss of being
    able to use Doom Singers for their added accuracy effectively will negate 
    any advantage you have against high-level creatures with a lot of avoidance.
    Swords are more common, making them easier to find in the Free Market, but
    also making them more expensive as the demand is higher. The same can be 
    said for the scrolls, too. 
    
    Blunt Weapon Mastery: The passive skill that increases the base damage and 
    accuracy while using blunt weapons. This also maxes out at level 20 with 
    60% increased base damage and +20 accuracy. Blunt weapons have a larger 
    damage spread than swords, meaning that they have lower minimum damage and
    higher maximum damage. As explained earlier, they are less common but 
    cheaper to buy and scroll than their sword counterparts. There is also a
    far better selection of one-handed blunt weapons than there are swords. For
    the purposes of this guide, we will assume that you are choosing the blunt
    weapons route.
    
    Final Attack Sword: We won’t be using swords, so let's skip to the blunt
    weapon version, below.
    
    Final Attack Blunt Weapon: Final attack is an automatic follow-up to either
    Power Strike or Slash Blast. At its best at max level 30, it goes off 60% 
    of the time, at 250% of your base damage. Note that this does not combine 
    with your original skill; this second attack uses its own, separate 
    modifier. Slash Blast is calculated a bit differently, as the damage from
    Final Attack is divided between the number of creatures that you hit. An 
    attack skill plus Final Attack is faster than two separate attacks, and it
    uses no extra magic points. It is useful in many Warrior builds, but not 
    this one. More on this later.
    
    Sword Booster: Huh? What are swords?
    
    Blunt Weapon Booster: A skill that needs to be activated. It kicks up your
    weapon speed by one notch, so slow becomes normal, normal becomes fast, and
    fast becomes faster. Adding extra points increases its duration and 
    decreases the hit point and magic point cost. At the max level of 20, it 
    costs ten hp and mp, and lasts for three minutes and twenty seconds.
    
    Threaten: An active skill that affects all creatures in a circular radius
    around you. It lowers both their attack power and their defense. Whether 
    this is by a straight amount or a percentage continues to rage on as a 
    debate to this very day, but either way the difference is noticeable. At 
    the max level of 20 it lasts for a full minute, and the radius of effect 
    gets larger as you level it too, something not mentioned in the description.
    The common perception is that Pages do not have a party skill. Well, by 
    increasing everyone's damage done and decreasing their damage taken, that 
    is most definitely a valuable skill for everyone in your party. It looks 
    cool, too. Nothing screams, "I'm a Page!!" more than using this.
    
    Power Guard: This skill is the foundation of our build. It is not just 
    damage reduction; it is damage reflection. At max level 30, 40% of any 
    damage that you would have taken instead strikes the creature. If that 
    weren't enough, it greatly reduces the distance you get knocked back after
    getting hit, allowing you to stay close to your target. HP Warriors use 
    this skill as their main form of attack. Defense Pages use this to augment
    their weapon damage, further reduce their own damage, and stick to their
    enemies like glue.
    
    First Point: Blunt Weapon Mastery
    Level 31: 2 points to Blunt Weapon Mastery (total: 3), 
              1 point to Iron Body (total: 15)
    Level 32: 2 points to Blunt Weapon Mastery (total: 5), 
              1 point to Iron Body (total: 16)
    Level 33: 2 points to Blunt Weapon Mastery (total: 7), 
              1 point to Iron Body (total: 17)
    Level 34: 2 points to Blunt Weapon Mastery (total: 9), 
              1 point to Iron Body (total: 18)
    Level 35: 2 points to Blunt Weapon Mastery (total: 11), 
              1 point to Iron Body (total: 19)
    Level 36: 2 points to Blunt Weapon Mastery (total: 13), 
              1 point to Iron Body (total: maxed at 20)
    Level 37: 2 points to Blunt Weapon Mastery (total: 15), 
              1 point to Threaten (prerequisite for Power Guard)
    Level 38: 2 points to Blunt Weapon Mastery (total: 17), 
              1 point to Threaten (total: 2)
    Level 39: 2 points to Blunt Weapon Mastery (total: 19), 
              1 point to Threaten (total: 3)
    Level 40: 2 points to Slash Blast (total: 11), 
              1 point to Power Guard
    Level 41: 2 points to Slash Blast (total: 13), 
              1 point to Power Guard (total: 2)
    Level 42: 2 points to Slash Blast (total: 15), 
              1 point to Power Guard (total: 3)
    Level 43: 2 points to Slash Blast (total: 17), 
              1 point to Power Guard (total: 4)
    Level 44: 2 points to Slash Blast (total: 19), 
              1 point to Power Guard (total: 5)
    Level 45: 1 point to Slash Blast (total: maxed at 20), 
              2 points to Power Guard (total: 7)
    Level 46: 3 points to Power Guard (total: 10)
    Level 47: 3 points to Power Guard (total: 13)
    Level 48: 3 points to Power Guard (total: 16)
    Level 49: 3 points to Power Guard (total: 19)
    Level 50: 3 points to Power Guard (total: 22)
    Level 51: 3 points to Power Guard (total: 25)
    Level 52: 3 points to Power Guard (total: 28)
    Level 53: 2 points to Power Guard (total: maxed at 30), 
              1 point to Blunt Weapon Mastery (total: maxed at 20)
    Level 54: 3 points to Threaten (total: 6)
    Level 55: 3 points to Threaten (total: 9)
    Level 56: 3 points to Threaten (total: 12)
    Level 57: 3 points to Threaten (total: 15)
    Level 58: 3 points to Threaten (total: 18)
    Level 59: 2 points to Threaten (total: maxed at 20), 
              1 point to Booster
    Level 60: 3 points to Booster (total: 4)
    Level 61: 3 points to Booster (total: 7)
    Level 62: 3 points to Booster (total: 10)
    Level 63: 3 points to Booster (total: 13)
    Level 64: 3 points to Booster (total: 16)
    Level 65: 3 points to Booster (total: 19)
    Level 66: 1 point to Booster (total: maxed at 20), 
              2 points to Improving HP Recovery (total: 7)
    Level 67: 3 points to Improving HP Recovery (total: 10)
    Level 68: 3 points to Improving HP Recovery (total: 13)
    Level 69: 3 points to Improving HP Recovery (total: maxed at 16)
    Level 70: 3 points to Endure (total: 6)
    
    I mentioned earlier that this build totally forgoes Final Attack. Now we
    explore why: First of all, you will be using one-handed weapons which are
    fast to begin with, let alone when we start putting points into Booster. 
    Second, Final Attack is inconsistent and uncontrollable. It goes off when
    it feels like it, and when our strategy is to stay on top of a monster 
    using touch damage to avoid being pounded by long range or magic attacks,
    randomly being unable to move due to Final Attack going off is a bad thing,
    especially if said creature is already dead and there are more ready to put
    a hurt on you. Final Attack is not useless, but leaving it half-baked is a
    detriment to your damage output, slowing your training considerably. You 
    could put 30 into into Final Attack and not max Booster, but again, you 
    will be left open for a pounding at crucial times. Also, at the time of 
    this writing, the fourth jobs that are available in other versions have new 
    attack skills that are incompatible with Final Attack. HP Recovery, Endure,
    and a maxed Booster, as nominally useful as they are, will at least be as
    fully functional at level 120+ as they are at level 70. The same can not be
    said for Final Attack.
    
    As for the order of the other skills, we are continuing the trend of 
    improving both your offense and your defense at every level. Mastery is 
    developed earliest, as it helps your damage output considerably, both in 
    raw damage increase and improved accuracy. Finishing up the useful Slash 
    Blast is next. Following that, we work on Power Guard, as its damage 
    reflection and knockback reduction is essential to this build's fighting 
    style. Threaten is raised afterwards, because at lower levels Power Guard
    will do more for you. Threaten is a targeted skill used only against the 
    big fellas that need to be kicked down a notch, while Power Guard will 
    always be on and the less you have to keep refreshing it and the more 
    damage it can reflect, the better. Booster is next, making your fast weapon
    even faster (especially if you chose to use a Tube), and then the last few
    levels are pretty much throwaways. Well, at least from now on just standing
    will get you better hit point recovery than using a Relaxer to sit on.
    
    === VII. White Knight Skills and Point Allocation ======================
    
    Increased MP Recovery: Magic Points replenish at a base of 4 per ten 
    seconds when sitting, 3 elsewise. This passive skill adds to that, but 
    there are diminishing returns after level 10. Up until then, you get an 
    extra +2 mp per tick. From level 11 on, you get another +1. This skill will
    save you millions upon millions of mesos over the long haul.
    
    Shield Mastery: A passive skill that adds 5% to the weapon defense of your
    shield per level, effectively doubling its defense at the max level of 20.
    At level 90 you can, with scrolling, definitely add 80+ defense, and with 
    luck even add 90+. That's a sizeable difference. It stands to reason that
    they will release higher level, better shields in the future, as well.
    
    Charge Blow: For this skill to work, you need to be charged with any 
    element. Activating it "blows" your charge... you will have to recharge 
    after... but in the process it will damage up to six enemies, and often 
    stunning them as well. At max level 30, it costs 25 hp and 26 mp, has a 
    250% damage modifier (10% short of a Power Strike but against multiple 
    enemies!), PLUS any elemental weakness modifier, and stuns 90% of the time
    for a duration of four seconds. Yes, by this point you will be able to 
    keep your enemies stun-locked as you recharge. Yes, this is as awesome as
    it sounds.
    
    Fire Charge: A skill that adds a fire element to swords, whatever those are.
    
    Flame Charge: Adds fire element to your blunt weapons and all your attacks.
    Its duration (max of three minutes and twenty seconds), damage modifier, 
    and effectiveness against creatures weak to fire increases with each level.
    There are other guides that can tell you the exact calculations, but here's
    the gist of it. Let's use max Power Strike and max Flame Charge as an 
    example: Power Strike is 260% base damage. Level 30 Fire Charge starts out
    as a 120% modifier, just as the description says, regardless of what their
    weakness is, which alone makes your Power Strike 312% base. But if the 
    creature is weak against fire, there is a modifier to your 120% modifier... 
    it starts at 106.5% at level 1, and climbs 1.5% per level until it reaches
    150% at level 30. So now your 120% modifier to Power Strike becomes a 180%
    modifier to Power Strike, which now makes it 468% damage to creatures weak
    against fire.
    
    Ice Charge: Adds ice element to swords, if we used them. We would if we
    could, but we can't so we won't!
    
    Blizzard Charge: Adds an ice element to all your attacks with blunt weapons.
    While the raw damage is less than fire charge (max base modifier of 105%,
    with the same elemental weakness progression of max 150% as the other 
    charges, making the Power Strike we used in the last example 409.5% damage
    at charge level 30 against creatures weak to ice), there is an added 
    benefit. Most creatures, whether they are weak to ice or not, are frozen 
    for a random amount of time, but for a minimum of one second, increasing to
    a minimum of two seconds at level 16, and up to a maximum of six seconds.
    Remember, this can be used in conjunction with Slash Blast to continually
    keep a group of enemies on ice as you pummel them. This is also as awesome
    as it sounds. One thing worth noting: if you Charge Blow your Blizzard 
    Charge, the freeze effect overrides stun. That's okay, though, since they
    amount to the same thing.
    
    Thunder Charge: Those crazy sword-users! Such kidders!
    
    Lightning Charge: Adds a lightning element to all your attacks. Although 
    its max level 30 base modifier is the highest of the elements at 125%, 
    making it the best choice for elementally neutral attacks (neither weak nor
    strong), the list of mobs that you can train on during your third job that
    are weak to lightning is shockingly short at this time. Well, it's 
    basically limited to Spirit Vikings. But hey, your Power Strike does 487.5%
    damage to them at charge level 30.
    
    Magic Crash: Some creatures, such as Grim Phantom Watches (often called 
    Grims for short), as well as some bosses like Zakum cast Magic Defense Up
    buffs on themselves. This is an active skill that removes it. Increasing 
    the skill level both decreases the mp cost of using it, as well as 
    increasing the likeliness that it will work. Max level 30 costs 7 mp and 
    will work 100% of the time. Note that this is only going to be used in 
    parties, as we don't cast offensive magic, and sparingly at that. This 
    build ignores it completely in favor of stronger skills.
    
    First Point: Blizzard Charge
    Level 71: 3 points to Flame Charge (total: 3)
    Level 72: 3 points to Flame Charge (total: 6)
    Level 73: 3 points to Flame Charge (total: 9)
    Level 74: 3 points to Flame Charge (total: 12)
    Level 75: 3 points to Flame Charge (total: 15)
    Level 76: 3 points to Flame Charge (total: 18)
    Level 77: 3 points to Flame Charge (total: 21)
    Level 78: 3 points to Flame Charge (total: 24)
    Level 79: 3 points to Flame Charge (total: 27)
    Level 80: 3 points to Flame Charge (total: maxed at 30)
    Level 81: 3 points to Charge Blow (total: 3)
    Level 82: 3 points to Charge Blow (total: 6)
    Level 83: 3 points to Charge Blow (total: 9)
    Level 84: 3 points to Charge Blow (total: 12)
    Level 85: 3 points to Charge Blow (total: 15)
    Level 86: 3 points to Charge Blow (total: 18)
    Level 87: 3 points to Charge Blow (total: 21)
    Level 88: 3 points to Charge Blow (total: 24)
    Level 89: 3 points to Charge Blow (total: 27)
    Level 90: 3 points to Charge Blow (total: maxed at 30)
    Level 91: 3 points to Lightning Charge
    Level 92: 3 points to Lightning Charge (total: 6)
    Level 93: 3 points to Lightning Charge (total: 9)
    Level 94: 3 points to Lightning Charge (total: 12)
    Level 95: 3 points to Lightning Charge (total: 15)
    Level 96: 3 points to Lightning Charge (total: 18)
    Level 97: 3 points to Lightning Charge (total: 21)
    Level 98: 3 points to Lightning Charge (total: 24)
    Level 99: 3 points to Lightning Charge (total: 27)
    Level 100: 3 points to Lightning Charge (total: maxed at 30)
    Level 101: 3 points to Blizzard Charge (total: 4)
    Level 102: 3 points to Blizzard Charge (total: 7)
    Level 103: 3 points to Blizzard Charge (total: 10)
    Level 104: 3 points to Blizzard Charge (total: 13)
    Level 105: 3 points to Blizzard Charge (total: 16)
    Level 106: 3 points to Blizzard Charge (total: 19)
    Level 107: 3 points to Blizzard Charge (total: 22)
    Level 108: 3 points to Blizzard Charge (total: 25)
    Level 109: 3 points to Blizzard Charge (total: 28)
    Level 110: 2 points to Blizzard Charge (total: maxed at 30), 
               1 point to Shield Mastery
    Level 111: 3 points to Shield Mastery (total: 4)
    Level 112: 3 points to Shield Mastery (total: 7)
    Level 113: 3 points to Shield Mastery (total: 10)
    Level 114: 3 points to Shield Mastery (total: 13)
    Level 115: 3 points to Shield Mastery (total: 16)
    Level 116: 3 points to Shield Mastery (total: 19)
    Level 117: 1 point to Shield Mastery (total: maxed at 20), 
               2 points to Increased MP Recovery
    Level 118: 3 points to Increased MP Recovery (total: 5)
    Level 119: 3 points to Increased MP Recovery  (total: 8)
    Level 120: 3 points to Increased MP Recovery (total: 11) 
    
    This part of the build is actually not all that radical. The first point we
    will put into Blizzard Charge, because its ability to freeze an enemy is 
    far more useful than any tiny damage boost that you get from level 1 Flame
    Charge. We just got promoted to White Knight, and Charges are cool, but 
    let's face it: they only last for 12 seconds at this point, so you won't be
    using it all the time. So why are we learning the skills in this order? Why
    not Blizzard Charge first? It is the most defensive of the three Charges,
    after all, and we are now Defense Knights!
    
    Well, you actually could do Blizzard first, but know this: You will level a
    lot slower. There is just no way around this fact. Despite its useful 
    freezing effect, Blizzard Charge has inferior damage, and an inferior list
    of enemies that are weak to it when compared to Flame Charge. One of our
    goals, remember, is to remain competitive damage-wise with other builds. 
    Without maxing Flame Charge first, we will be left too far behind, unless
    you want to be fighting Red Drakes, Bains, and Death Teddies (who are not
    ice-weak but can be frozen) for forty levels or more. Whenever the maps for
    Zipangu are available, this may change because of the better Bain maps 
    found there, but for now Flame Charge is your best bet.
    
    Charge Blow is next. You will find the stunning effect to Charge Blow to be
    invaluable. The vast majority of the high-level White Knights that I have 
    talked to that put off learning Charge Blow in favor of learning other 
    elements first have regretted their decision. Your maxed Flame Charge will
    have to tide you over for a while, as Charge Blow is not terribly useful at
    a low level. Once maxed, it is a beast of a skill.
    
    The reason Lightning is not learned first has already been explained: The
    list of training-calibur enemies that are weak to Lightning is short. Well, 
    there's only one: Spirit Vikings, an enemy you certainly won't be facing as
    a new Knight. However, by learning this second, you'll have it maxed for 
    when you are finally ready.
    
    You can actually learn Lightning Charge and Blizzard Charge in either order.
    Really, you can't go wrong. You may also optionally take Blizzard to 16,
    and then max out Lightning, then return to max out Blizzard. What you choose
    will make a difference in where your most effective hunting spots are, but
    either way you will not have a lack of places to go.
    
    The passive skills are learned last. If for some reason you chose to be a
    2-handed Defense Knight (kind of a contradiction but hey, it could happen)
    then substitute Increased MP Recovery for Shield Mastery and save Magic
    Crash for last.
    
    
    === VIII. Equipment and Scrolling =======================================
    
    The quality of equipment that you wear will greatly affect your 
    effectiveness. There is really no need to go into detail for every ten 
    levels as to what you should be wearing. Instead, lets instead prioritize
    what we are looking for in our armor, piece by piece.
    
    Note: One thing that is commonly done in other multiplayer RPGs but not so
    common in MapleStory is to have different sets of gear. Yes, this is more
    expensive, and if you can't afford it, or are not willing to spend the
    money for it... well then, you'll manage. But at all times throughout
    your Mapling career, there will be some monsters that you will be facing
    where you will need more accuracy to hit. Or maybe they are easy to hit
    but they hit hard so you will need more defense. Or maybe you slice
    through them like warm butter, meaning you can go with STR and attack gear.
    The more options you give yourself through differently scrolled equipment,
    the more effective and efficient you will be no matter what situation you
    are faced with. I have my normal defense plus accuracy gear, and my power
    gear. At times we will be diverting from our everyday gear to look at
    some backup choices.
    
    In general: Our focus is on WDEF, accuracy, and avoidability. STR and DEX
    are more than welcome, with DEX being more important as a Page and STR 
    becoming more and more important as you make the transition to White Knight
    and start making your march toward level 100. The difference in level 
    between you and the monster is the single greatest factor in determining 
    how often you hit something. As you level, you will get a good feel as to 
    what you can and cannot hit. As a Page, I often found my magic number to be
    40. If the monster's avoidance plus the amount of levels higher he was than
    me reached 40, then I would start to miss, but it would be manageable 
    (sites such as BasilMarket or HiddenStreet will have this information for
    you). The higher that difference got, the harder it got for me to make up
    the difference. So in other words, if you love hunting the big guys, nudge
    your DEX a little higher. If you are content with your current capability,
    by all means choose STR instead. One last thing: do your quests! Lots of 
    great armor and weapons are obtained through questing.
    
    Tops, Bottoms, Hats, and Shields: You can rely on store-bought items early
    in your career. If you are funded, go ahead and 100% WDEF scroll everything
    as it makes a humongous difference in the early stages. These scroll 
    sellers are found in the swamp outside Kerning, the forest outside the 
    northern part of Ellinia, and in Orbis Tower. If you are using the Free 
    Market or an auction site like Basil, be sure to be aware of what the 
    average WDEF, STR and DEX is for each item. Extra STR and DEX usually cost
    a lot of money; WDEF does not. Using 100% scrolls on new armor as you get
    it continues to work well until later when the armor stores don't carry
    anything for your level anymore. At this point you will be switching to 60%
    scrolls. If you have a duplicate piece of armor, go ahead and try a 10% or
    two. If they fail, you can NPC it, but if one works then you can continue
    with 60%s to be safe, or more 10%s if you're feeling lucky. As cursed
    (dark) scrolls become more readily available, then we can scroll some gear
    for our power set, as well.
    
    Gloves: If you want to have an attack-scrolled Warrior Glove for when you
    don't need the extra accuracy, then be my guest, especially early in your
    career if you're funded. But as you move on, you'll want to keep regular
    Warrior gloves updated, and scroll for DEX rather than attack. The extra
    accuracy helps greatly for the big-game monsters that we like to hunt, and
    the small amount of avoidability that comes with the DEX helps, too. Not
    to mention that DEX scrolls are far cheaper than attack scrolls! As for
    finding gloves in the first place, keep checking the Free Market or Basil,
    because making them on your own is a losing proposition monetarily.
    
    Shoes: As we have discussed before, whether you want STR, DEX, or a little
    of each is up to you and depends on what else you have on. As for scrolling,
    DEX scrolls again play to our strengths here, adding more accuracy and 
    avoidability than Jump scrolls at a lower price. If you can afford shoes
    scrolled with Speed for your power gear, go ahead. No, it won't make you
    do extra damage, but moving faster increases your training speed.
    
    Capes: Your choices are limited early. Old Raggedy Cape will be your first
    at level 25 via a quest. It has 10 avoidability which is perfect; scroll 
    for WDEF or DEX, your choice. I took the WDEF route. Your next cape will
    also come via a quest at level 42. The Icarus Cape comes in three different
    versions. You want version (1) with 15 avoidability. If you don't get it 
    initially, trade until you do. From 50 onward the capes you will be using
    are straight WDEF/MDEF capes from quests and monster drops. Keep in mind 
    that the black capes often have more defense than other versions. Since we
    already have Tubes at our disposal if you like Fast weapons, your best bet
    is to go ahead and get the +5 STR cape like every other Warrior does at 
    level 60 after completing the Goblin quest in Korean Folk Town. Go ahead 
    and scroll it with STR, and that will make it your offense-oriented cape
    for when you don't need the extra defense.
    
    Earrings: Keep your earrings updated for the extra Magic Defense. At the
    time of this writing, Gachapon-only DEX scrolls are just becoming available,
    but they are horribly expensive due to them being so new, and thus rare.
    
    Weapons: Keep your weapons updated and scroll with 60%s as soon as possible.
    If you have the money, always strive to make a better version of what you
    have. At level 43 you will absolutely need a Maple Doom Singer and its +30
    accuracy for big-game hunting, but one-handers will continue to be your 
    default weapon of choice.
    
    Okay, about Tubes: They are more rare and expensive than your normal, run-
    of-the-mill blunt weapon. They are usually (but not always) a little
    weaker, too. However, they are Fast weapon speed, which becomes Faster when
    combined with BW Booster. This is very, very useful and the crazy attack
    speed will spoil you for other weapons. They also come with various other
    handy bonuses depending on which version you get. At level 70, the Colorful
    Tube is more powerful than The Judgement mace, and it's the sole reason why
    I discourage BW users from choosing the Goblin Bat after doing the three
    Goblin quest. Tubes are expensive! But oh, so worth it.
    
    === IX. Fighting Style and Techniques ===================================
    
    Until you get Power Guard, your way of going about engaging mobs won't be
    much different than your typical warrior. You'll just take a lot less 
    damage, and occasionally have to swing one extra time to finish something
    off as compared to a more traditional build.
    
    At level 40 is where you will start making your metamorphosis with this
    build. At level 40 you will have your first few levels of Threaten and 
    first get Power Guard. At 43, your Power Guard will be a bit stronger and
    you will be able to equip your big-game specialist, the Maple Doom Singer.
    You will have a few different ways of going about your business, depending
    on your situation.
    
    Against normal, easy to hit enemies with no strong magic attacks you will
    stick with your 1-handed weapon plus shield configuration. Threaten will
    not be necessary for these easier enemies, and Power Guard is really only
    used for it's very nice reduced knockback effect.
    
    For enemies that are easy to hit but have ranged magical attacks, stay with
    the same equips but keep bumping into them with Power Guard as you attack.
    Jumping at the mobs will allow you to get in closer without stopping your
    weapon swings. Purposely getting hit with touch damage plays right into 
    your strength, and you will reflect damage right back at them as added 
    damage. When you are hit, you are temporarily invincible, represented by 
    your character blinking. During this time, offensive magic and any other 
    special attacks will go harmlessly through you. Make sure that when the 
    blinking wears off that you are in contact with the creature again, and 
    repeat this process until it dies. This technique that I call the bump n'
    melee is essential to master.
    
    For the big nasty creatures that are far above you in level and impossible
    to hit with your normal setup, you need your survival kit. This includes 
    your Doom Singer, any extra DEX and accuracy gear you can get a hold of to
    replace STR gear with, and Sniper, Warrior, and Dexterity pills from 
    Ludibrium. Use Threaten before engaging the enemy and charge in jump-
    swinging. These are battles of attrition whereby you will slowly wear them
    down with Power Guard and hopefully the more-than-occasional weapon hit.
    These battles are too expensive and laborious to be used as efficient 
    training, but they can be done to fulfill quest requirements or used just 
    for bragging rights. It is vitally necessary that you continue to use the 
    bump n' melee technique to avoid taking any more damage than you should be.
    Because of all your defense, you are safe from dying unless you do 
    something suicidal such as attacking a Bone Fish at level 40 or something,
    but obviously if you still have 0% accuracy then you are in over your head
    and should retreat. But let's put it this way. At level 56 I went exploring
    for fun, cutting a path from El Nath all the way to Zakum's doorstep. There
    was not one creature that I couldn't defeat, and most I beat handily. This
    includes both versions of Yeti & Pepe, Werewolves, Lycanthropes, Cerebus 
    and Bains. Bains were the only mobs that gave me much trouble at all; I 
    pretty much had to wear it down with Power Guard, which I did just to
    complete my grand tour. Never did I feel like I was in any imminent danger 
    of dying, and that, my friends, is the true beauty of a Defense Page.
    
    === X. Appendix of Silly Arguements =====================================
    
    As I said in the beginning, I would explain everything that went into the
    choices made for this build, but I would not lace this guide with
    defensiveness. 
    
    Well, I saved that for this part, haha! 
    
    I have gotten a ton of support, guidance, and constructive criticism in 
    assembling this build, and this guide. But then there are those who 
    instead just tend to blindly claim that their way is the one best
    way, and this isn't it. They will drone on about "proven" methods and
    belittle other approaches to training without really listening to new,
    effective methods. I've heard it all, and if you choose to be a Defense
    Page/Knight, you will too. Here's what you can say to them, if they're
    worth talking reason to. Otherwise, just smile, nod, and go on with
    your awesome self.
    
    "I'd rather do more damage than use a few less potions."
    That's fine, but I get to spend all that potion money on better equipment.
    Or optionally, use my potions on harder monsters that give better
    experience points.
    
    "Why bother with a Defense build when all Warriors are tanks."
    That's like saying that Hyundais and Porsches are both fast; these
    statements are half-truths. Traditional Warrior builds get smacked around
    like everyone else; they just have more hit points. What does big damage
    to them, making some monsters untrainable on, are scratches to us.
    
    "Extra defense is only worth it if it saves you from being one-shot KO'd"
    I've heard this a few times, and it isn't even logical. What percentage
    of your deaths are from being killed in one hit? It almost never happens.
    
    "I never die anyway."
    That's great! By the way, "seldom" does not mean "never".
    
    "Your damage is gonna suck."
    It just doesn't. Will we get outdamaged by other Warrior builds? Usually.
    Especially low/no-DEX Warrior builds, which is to be expected even over
    traditional Warrior builds. But cmon, I was just back at the Lycanthropes
    today at level 71, and they die in less than ten seconds. I two-hit zombies
    just like every other warrior, except I do it at Faster attack speed. I 
    hunt Ghost Pirates now, too. Which leads to the next statement:
    
    "I can kill all the stuff you can and do more damage too."
    Yes, other Warriors can kill high level mobs, but no, it's not worth it
    to them because they take way too much damage. This is exactly what I try
    to get through to the critics. They say, "I can do that too but its stupid,
    other stuff is easier." They don't get what I've been trying to say: the
    harder stuff to you IS our easy stuff. If I want to wade into a group of
    Dark Yetis and Pepes at 71, I can, and be not much worse for the wear. A lot
    of Warriors spend level upon level upon level upon LEVEL at Field of Golem.
    Who the heck wants to stay there for thirty freaking levels? Maybe someone
    else enjoys that, but I sure don't. There are literally twenty other places
    I can go to get comparable or better experience. One Ghost Pirate is worth
    five Golems, that's all I gotta say. This is not conceit; it's just the
    truth.
    
    "With this build you're going to level really slow."
    It took me exactly two months to reach Knighthood. That's not slow.
    
    "Why don't you max out Slash Blast? I don't get that at all."
    This is a very commonly asked question. First of all, it is eventually
    maxed out. Secondly, you should be using Power Strike unless you have three
    or more enemies you can hit, even if Slash Blast is maxed out, or you are
    compromising your damage output and wasting potions. Slash Blast is a
    great skill. Slash Blast is a necessary skill. But Slash Blast should be
    generally taking a backseat to Power Strike in most situations, even if
    you love sitting in densely spawned areas like the Ant Tunnel and Field of
    Golem for most of your career. For these minority of situations where you
    do have a line of creatures to line up and hit all at once, the levels
    you have in this skill are sufficient to suit your needs. Now... in a
    perfect world, I'd love to have supreme tanking ability and outdamage
    everyone else simultaneously. But as we all know, that is not possible. The
    first sacrifice Defense Pages make is having to waste a level putting
    points into a worthless skill like Endure just to get Iron Body going. The
    second sacrifice is that Slash Blast levels slower. When all is said and
    done, your extra durability will be far more noticible than your half-
    levelled Slash Blast.
    
    === XI. A Final Note=====================================================
    
    Understandably, a new build in any MMORPG (online RPGs like MapleStory) is
    met with a certain amount of skepticism. Being a veteran of such games
    since their birth in the mid-90's, and a player of numerous MUDs before
    then, the ranges of public reaction to such new strategies are very
    familiar to me. People often have very strong opinions about the "right 
    way" of doing things.
    
    The tiniest fraction of new character builds (or whatever new strategies
    are involved) gain immediate acceptance. Most require elaborate, prolonged
    demonstration that they work. Even if being a tank isn't your cup of tea,
    let me assure you that this build works as advertised. Your damage will,
    all other factors being equal, be a little lower. But the discrepancy is
    slight enough that very few (if any) people will take notice. The reward is
    that you are invulnerable to all enemies that are listed in guides as being
    appropriate for a Warrior of your level. You can either choose to follow
    these hunting guide locations and take your 1 point of touch damage from
    mobs, or do what I did and spend your potions like everyone else but use
    them fighting tougher, more rewarding creatures.
    
    My last comment has less to do with this guide and more to do with the
    Mapling community at large. Many people bemoan the general population as
    being obnoxious, immature, and generally stupid. Of course, this never
    seems to apply to the person complaining.
    
    I encourage everyone to contribute to their community, both in Maple and
    out in the real world, by spending a little time each week helping or
    mentoring someone who needs a hand. Not only will it improve the world
    around us, but it also creates some very special moments that you will
    treasure forever. 
    
    === XII. Acknowledgements ===============================================
    
    I'd like to take the time to thank all the members of my guild, Transcend,
    for their support and wisdom as I trekked along this path less travelled.
    In particular, I'd like to give special thanks to Patrick (Piaculus) and
    Chris (OminousArrow) for the time they spent with me both discussing game
    mechanics and adventuring alongside me.
     
    Special thanks also to the following people:
    Louise (Coquille) for the extra proofreading.
    Stephan (Hiarch) for reminding me that using Pain Relievers are better than
                     using a low-level Iron Body skill. 
    
    I'd like to thank the members of the Basil community, especially TmanTrex
    and LordRaid from Bera, and zashim4 from Khaini who most graciously 
    answered questions regarding certain White Knight skills.
    
    Finally, at the risk of sounding trite, I'd like to thank you, the reader.
    Seeing more people be open-minded about how MapleStory can be enjoyed makes
    me happy.
    
    === XIII. Legal Disclaimer ==============================================
    
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited. The 
    ONLY websites that have this permission currently are basilmarket.com and
    gamefaqs.com. The author is in no way affiliated with Wizet or Nexon, the
    companies responsible for MapleStory.
    
    Copyright 2007, Laurie Jones.