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Saturday, December 22, 2007

Page/White Knight Guide


==>Warrior Guide List <==




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.


==>Warrior Guide List <==

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