Pre-Big Bang Defense Page / WK / Paladin FAQ              version 2.2
Written by Shassia (Laurie J.), Windia server.

=== I. Table of Contents ================================================

   I. Table of Contents
  II. Version History
 III. Overview FAQ
  IV. Why Become a Page?
   V. Getting Started: Ability Points and Beginner Skills
  VI. How Much Base DEX Should I Have?
 VII. One-Handed Weapons or Two-Handed?
VIII. Swordman Skills and Point Allocation
  IX. Swords or Blunt Weapons?
   X. Final Attack or no Final Attack?
  XI. Page Skills and Point Allocation
 XII. White Knight Skills and Point Allocation
XIII. Paladin Skills and Point Allocation
 XIV. Equipment and Scrolling
  XV. HP Washing
 XVI. Where to Level Up
XVII. Random Tricks of the Trade
XVIII. List of Monsters with Elemental Weaknesses
 XIX. 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.
8-23-19 v2.0 FAQ revamp to address the fact that we are talking Classic MS.
8-31-19 v2.1 Fixed some typos. Thanks for the positive response so far!
            Added Page introduction, Elemental Weaknesses, Hunting Spots.
9-02-19 v2.2 Fleshed out Equipment more, added Tricks of the Trade

=== III. Overview FAQ ===================================================

Q: Wait, this used to be a Defense Page FAQ. What happened?
A: It still is, but needless to say, a lot has happened to MapleStory since
I started playing in 2006. To better serve new Pages, White Knights and
Paladins that play in a classic environment, an update was badly needed.
And since I wanted this to be as comprehensive as possible, I've included
every popular Page build from the golden age of MapleStory.

Q: Classic environments? What do you mean?
A: After Big Bang, so many game mechanics were changed that MapleStory
effectively became a different game. Now that we are a decade removed from
then, it's currently unrecognizable from the game it once was. That being
said, gamers have been craving nostalgic gameplay and the return of classic
content. Many popular MMOs, like World of Warcraft or Runescape for example,
have instituted classic servers. Someday, MapleStory will follow suit and
this guide hopes to aid new Pages in their endeavors. If it never happens,
then this just becomes a historical account of sorts and I'm fine with that.

Q: Oh, there alread...
A: Sorry, can't hear you. But anyway, there may be many different ways Nexon
may institute classic gameplay, but this guide will be written with an
environment in mind from about 2005-2009, which would be about version .78
and earlier.

Q: I'm trying to tell you, there alr...
A: Let's get started!!

=== IV. Why Become a Page? ==============================================

So, you want to make a Warrior but aren't sure which job to pick. You've
noticed that Pages are the rarest type to see, and the general consensus is
that they're the weakest class of the three. But White Knights use elemental
charges which sounds awesome, so what's the deal?

The fact is that Pages do indeed start off slowly. Our second job skill
Threaten compares unfavorably to a Fighter's Rage skill. And White Knights
don't get an attack to replace Power Strike during third job like a Dragon
Knight's Crusher and Fury attacks.

So second job is definitely the most grueling, because Pages are literally
just a Fighter without the useful attack boost that comes from Rage. But
what we do have once we reach third job is our elemental buffs, which
is not just one damage multiplier, but two. The first is the base bonus
much like Combo Attack does for Crusaders. The second is in the form of
monsters that have elemental weaknesses. Because all these bonuses multiply
together, we can pump out the most damage of any Warrior...

..as long there's elemental weaknesses to exploit. And therein lies the
distinction. Because if we're forced to attack something like Zakum's body
that isn't weak to any of our elemental charges, then our damage kinda
sucks, and you can see the other Warrior classes outdamage us easily. It
also limits our training spots, because we're forced to grind on monsters
with weaknesses, or at least the ability to be frozen...

..but at the same time, our training speed on those monsters are really
fast. We can use fire-weak mobs for fast xp and then turn to freezable
enemies when we need to conserve mesos. Then when we become Paladins, we
go into overdrive! Heaven's Hammer, Advanced Charged Blow and Rush combine
into a screen-clearing powerhouse. Holy Charge widens an already large array
of enemies that we can exploit. And we are also armed with a handful of good
defensive skills so we are as sturdy as they come.

So basically if you can endure the Page hell levels from 50 to your early
70s, then you'll start to see your dedication pay off. It's wonderful when
at level 80 you can equip that well-scrolled Morningstar with a now fully
leveled Fire Charge and start going to town on Ghost Pirates. Rawr!

=== V. Getting Started: Ability Points and Beginner Skills ==============

Starting Gear: Oddly enough, the Wooden Club has better attack than the
Sword, so you may as well choose it for a tiny damage boost. The rest
doesn't matter, go with what looks good to you.

Ability Points:
At character generation, accept any result where LUK and INT are 4. As you
level up, put in enough DEX where it is twice your level, and the rest into
STR. Doing this, you will have more than the 35 STR that you need to become
a Warrior. As to when you stop putting points into your base DEX each level,
please see the next section.

Beginner Skills:
Doesn't matter, and not worth fussing over. All three skills are somewhat
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.

=== VI. How Much Base DEX Should I Have? ================================

There are four questions that all new pages have to ask themselves, and this
is the first and foremost one of them all. DEX, what do?!

This is also the most complicated issue at hand, because it depends on many
different factors. You will have to strike a balance. With too much base DEX,
you will hit for less damage than you should, because each point of STR is
many times more effective at dealing damage than a point of DEX. But with too
little, you risk missing monsters and/or being forced to use accuracy gear in
place of attack gear, both of which hampers your damage even worse than
surplus DEX does. Depending on your play environment, the answer to how much
base DEX you should have could be anywhere from 20 to 80 or even more if
you're basically going it alone. That's a big range! So this is what you need
to ask yourself, and be honest!

For each "NO" answer to these questions, your base DEX should go higher!
1) Do you already own an accuracy glove or is it easily obtainable?
2) As such, are accuracy weapons like Maple Weapons easily obtained?
3) Is a Zakum Helm easily obtained shortly after turning 50? *IMPORTANT*
4) Is the economy robust enough to dependably find scrolls and scrolled gear
  to purchase from other players?
5) Are you well-funded in general where mesos is not much of an issue?
6) Are you playing in a higher than 1x droprate environment for drops?
7) Is using Stonetooth Sword (requires 120 total DEX) out of the question?
8) Are AP resets difficult and/or expensive to come by?
9) Are you prepared to struggle, missing training mobs for dozens of levels
  if you've been too optimistic about all these things?

Less than 40 DEX: DEXless to low DEX. You answered virtually all of the
above questions above with 'YES'. You have played Warriors before and are
supremely confident that gear will never be an issue.

Between 40 and 60 DEX: average DEX. You answered most of the above
questions with 'YES'. You have some gear and/or a good economy to support
you, and Zakum Helms are obtainable.

Between 60 and 80 DEX: high DEX. You answered most of the above questions
with 'NO'. You're unfunded and gear is a massive pain to get. You might not
have a Zakum Helm for a long time, if at all.

over 80 DEX: very high DEX. You answered virtually all the above questions
with 'NO'. You're prepared to grind for everything you get on your own, and
are prepared to use AP Resets later on, if need be.

=== VII. One-Handed Weapons or Two-Handed? ==============================

This is the second question you will have to decide on, although it is the
least pressing one since you can switch freely between the two. Still, it
requires discussion.

Two-Handed weapons have a much larger attack range, and have higher attack
values. Not only do they usually start with higher atk, but the damage
formulas are different and favor two-handers, so even when comparing a
1-hander and 2-hander with the same atk, the 2-hander will still do more
damage.

One-Handed Weapons are significantly faster than 2-handers, and allow you to
wear a shield. How good shields are depends entirely on your environment:
in early versions, STR scrolls don't even exist for shields, let alone
weapon attack. This usually makes 2-handers the better choice.

However, if attack shields exist, that can be a game changer, even more so
if your version has chaos and white scrolls. Combined with Lunchboxes and
Crushed Skulls, there are versions where one-handers have a clear edge in
the damage department. Every once in a while you might still need a
2-hander for the reach, however.

=== VIII. Swordman Skills and Point Allocation ==========================

To become a Swordman, the first job that all Warrior classes sprout from,
go to Perion. Phil in Lith Harbor will give you a 90% discount to get there
quickly since you're still a Beginner. Talk to Dances with Balrog in the
building all the way to the top right of Perion, and as long as you're
level 10 and have 35 base STR, he will allow you to become a Swordman.
Which you are. So he will.

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 a Relaxer. 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, used primarily for a procedure called HP washing which we will
explain later.

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 up to six 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. Unlike Power Strike, this skill comes at the cost of
health as well as mana, which may surprise new, underfunded Warriors with
how much it drains your resources.

Your first Skill points will be assigned like this, regardless of build:

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 Power Strike (prerequisite for Slash Blast)

This is because you will permanently lose maximum HP if you do not take
Max HP Increase right away. Do NOT forget to spend those first skill
points as you level. Next, you will have a minor choice to make. You
will be maxing both Power Strike and Slash Blast next, but it's up to
you what order to do them in. Slash Blast is arguably more useful, but
it can be expensive if you overuse it relative to your funding level.
My example uses Slash Blast first but go ahead and do what you want.
Like I said, you'll max both, anyway.

Level 16: 3 points to Slash Blast (total: 3)
Level 17: 3 points to Slash Blast (total: 6)
Level 18: 3 points to Slash Blast (total: 9)
Level 19: 3 points to Slash Blast (total: 12)
Level 20: 3 points to Slash Blast (total: 15)
Level 21: 3 points to Slash Blast (total: 18)
Level 22: 2 points to Slash Blast (total: maxed at 20),
         1 point to Power Strike (total: 2)
Level 23: 3 points to Power Strike (total: 5)
Level 24: 3 points to Power Strike (total: 8)
Level 25: 3 points to Power Strike (total: 11)
Level 26: 3 points to Power Strike (total: 14)
Level 27: 3 points to Power Strike (total: 17)
Level 28: 3 points to Power Strike (total: maxed at 20)
Level 29: 3 points to Endure (total: 3, prerequisite for Iron Body)
Level 30: 3 points to Iron Body (total: 3)

I've defaulted to preparing for the Defense Page build here, but if you're
going the Old-School or Hybrid route, feel free to use your level 30 points
on Endure, instead. Details just ahead.

=== IX. Swords or Blunt Weapons? ========================================

Now that you're a Page, it's time to make the third major choice of your
career. Should you focus on swords, blunt weapons, or a little of both as
a hybrid?

The case for using Swords: On average, they do a bit more (2%-8%) damage
overall once you take into account all the variables. This is because even
though swords have lower atk values, they are faster and do more consistent
damage. By consistent damage, we mean that it has a higher minimum
(worst result) damage amount, and also, swords have the same damage
modifier while swinging or poking. This is great because you'd rather be
able to one-shot your target mob 100% of the time rather than wield a
blunt weapon and one-shot them 80% of the time, but occasionally overkill
them by a large amount. And if your environment has Stonetooth swords
available from Black Crow, that's a brokenly good, badass weapon that has
the potential to keep up with BW users using a Crushed Skull and an
attack shield.

The case for using Blunt Weapons: But who wants to be mistaken for a
Fighter? When people see you wielding your giant hammer of infinite
justice, they'll know you're a Page, dammit. Okay, blunt weapons are
usually slower and definitely inconsistent in their damage (because
thrusting animations have a damage penalty) but you do get to see some
real purdy high damage numbers on dem swings. Plus, if your environment
has attack shields then there are really crazy good one-handers your
whole career, ranging from Pig Illustrated to all the Tubes to the
overpowered Crushed Skull that's better than any Reverse weapon. In
versions .38 and before a Morningstar will keep up with any sword. It
should also be mentioned that blunt weapons and their scrolls are much,
much cheaper to purchase from other players than anything related to
swords. So, it kind of depends on what level you are and what sort of
environment you're playing in, but even when blunt weapons fall behind
(which isn't always), it's still not by that much. And style points
matter!

The case for going Hybrid: Why not do both?! Let's face it, there are a
lot of second and third job skills which aren't that great, so you have
plenty of points available. Even if you abandon the Hybrid theme in third
job, advocates will tell you this speeds up their training because they
can use the best weapons of both sides as they level. It's perfectly
valid to continue the build into third job though by doubling up on just
Fire charges. You're using Fire most of the time, anyway, so it's no big
deal that you're not getting both versions of Ice and Lightning. But hey,
in environments without fourth jobs, you actually CAN get both versions
of every charge, why the hell not? With fourth jobs available, you can
get your second version of Holy Charge during fourth job quite easily
as it requires only twenty extra skill points and you have eighty levels
to work with.

=== X. Final Attack or no Final Attack? =================================

Aaaaand the fourth question you will have to answer. Should you get the
skill Final Attack or not?

So, back in the day, this wasn't even a question, because there's always
'only one right way to make a character' even though that 'common knowledge'
seemed to change from year to year. Of course you get Final Attack. You do
more damage. Why wouldn't you get Final Attack? What can you get that's
better? It's stupid not to get Final Attack. Everybody gets Final Attack!

The case for Final Attack: You will do more damage using Power Strike,
which is invaluable until Blast takes over several levels into fourth job.
These extra attacks cost no mana or health resources, and although they
aren't instant, they do resolve faster than two seperate skills would.
So if your dps is better especially when bossing, and the attacks save
you potions, case closed right? Right?

The case against Final Attack: On paper this all sounds great, but in
practice it's annoying as hell. Problem number one: it's uncontrollable
(a toggle to turn it on or off would come much later) and even at max it
only goes off 60% of the time. Sometimes it goes off, sometimes it doesn't.
Sometimes it helps finish a monster off, but more often it's already dead
and leaves you swinging at air. Or you could of used it to finish
something off, but it didn't work, leaving you to attack with Power Strike
again. Oh good, NOW it triggers on that second attack, leaving you swinging
at air again.

This is more than just merely being annoying; this slows down your training
speed. Without Final Attack you are in full control of your character, you
know how much damage you do and can get into a groove, roaming the map and
killing monsters with the exact number of strikes you expect to need. But
with Final Attack it's like you have a spastic third arm that has a mind of
its own and keeps you from moving to your next target as it flails at
nothing at all most of the time. It's maddening.

And I haven't even brought up how it works with Slash Blast. It's god awful.
Sure, the extra attack doesn't cost health or mana, but the damage is
significantly reduced to the point where you'd rather just use another
Slash Blast if you need it. And by 'significantly reduced damage' I mean
that a Slash Blast that would normally do 1000 1000 1000 1000 1000 1000
damage to six creatures now does something like 700 550 400 250 150 50 or
something crappy like that. And as before, it wastes your time triggering
when it isn't needed, and when talking damage this bad, it's never needed.

Sometimes when I explain this, people still don't understand, replying,
well, it's a free attack though, isn't it? But it's not free, you stand
there for an extra second using the weaponized equivalent of harsh
language instead of using an actual second Slash Blast that can actually
kill things. Yes, my friends, by taking Final Attack, your Slash Blast,
which you use as much as any attack skill during the course of your
career, gets WORSE.

Oh, and even better, Final Attack isn't compatible with any fourth job
skills anyway, so even if you find that you like the damn thing, it
becomes useless once you start using Blast and Advanced Charged Blow.

So yeah, I've never been a big fan. But even I have to grudgingly admit
that it's not totally useless, especially if you play in an environment
without fourth jobs. But it's up to you now to decide whether the bonus
Power Strike damage is worth the annoyances.

=== XI. Page Skills and Point Allocation ================================

To become a Page, return to Dances with Balrog once you reach level 30.
He'll hand you a letter and send you off to deliver it to your job
advancement instructor outside Perion. Make sure you're stocked up with
healing and mana potions. Exit Perion to the west (left) and walk for two
maps until you get to West Rocky Mountain I. From there, continue to take
the top portals upwards for a few maps until you get to West Rocky Mountain
IV. You'll see your instructor at the top. Once you hand your letter in,
he'll whisk you away to a special map where you'll have to collect 30 Dark
Marbles from monsters that don't give any xp. Once you have collected the
thirty marbles, talk to him again to leave that map and you'll also receive
Proof of a Hero. Return to Dances with Balrog and he will allow you to
choose your profession. Choose Page because you're awesome.

Sword Mastery: A passive skill that increases the base damage and accuracy
while using a sword. At max level 20, your minimum damage is increased 60%
making your hits do more consistent damage, and you will have +20 accuracy
as well. This is a must-buy out of the gate for sword wielders.

Blunt Weapon Mastery: Same thing but for blunt weapons.

Final Attack Sword: As discussed in the previous section, this is the sword
version. When using a Power Strike at skill level 30 it will activate 60%
of the time for 250% damage, essentially a second Power Strike for no mana
cost when it goes off. When used with Slash Blast, the damage is
significantly less than the original skill.

Final Attack Blunt Weapon: Same thing but for blunt weapon skills.

Sword Booster: A skill that needs to be activated. It kicks up your
weapon speed for swords by one notch, so slow becomes normal, normal
becomes fast, and fast becomes faster. Adding extra points increases its
duration and decreases the hp and mp cost. At the max level of 20, it
costs ten hp and mp, and lasts for three minutes and twenty seconds.

Blunt Weapon Booster: Same but for blunt weapons.

Threaten: An active skill that affects all creatures in a circular radius
around you. It lowers both their attack power and their weapon defense by
20 each at the max level of 20 and it lasts for a full minute. The radius
of effect gets larger as you level it too, something not mentioned in the
description. Not widely used at first, but it has surprising usefulness
against mobs of monsters that have high touch damage. It can save you mesos
and slightly boost party damage in the right conditions. By default it
doesn't work against boss monsters, but some environments have changed this,
making it much more useful. It looks cool, too. Nothing screams,
"I'm a Page!!" more than using this.

Power Guard: A tremendously valuable skill. It is not just damage reduction;
it is damage reflection. At max level 30, 40% of any touch 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 and avoid getting flung off
ledges. Sometimes you may need to turn it off to avoid making enemies mad
and flinging ranged attacks at you (and others nearby) when you're only
intending to pass through.

Defense Page build (Blunt Weapons, no Final Attack)

First Point: Blunt Weapon Mastery
Level 31: 3 points to Blunt Weapon Mastery (total: 4)
Level 32: 3 points to Blunt Weapon Mastery (total: 7)
Level 33: 3 points to Blunt Weapon Mastery (total: 10)
Level 34: 3 points to Blunt Weapon Mastery (total: 13)
Level 35: 3 points to Blunt Weapon Mastery (total: 16)
Level 36: 3 points to Blunt Weapon Mastery (total: 19)
Level 37: 3 points to BW Booster (total: 3)
Level 38: 3 points to BW Booster (total: 6)
Level 39: 3 points to BW Booster (total: 9)
Level 40: 3 points to Threaten (total: 3, prerequisite for Power Guard)
Level 41: 3 points to Power Guard (total: 3)
Level 42: 3 points to Power Guard (total: 6)
Level 43: 3 points to Power Guard (total: 9)
Level 44: 3 points to Power Guard (total: 12)
Level 45: 3 points to Power Guard (total: 15)
Level 46: 3 points to Power Guard (total: 18)
Level 47: 3 points to Power Guard (total: 21)
Level 48: 3 points to Power Guard (total: 24)
Level 49: 3 points to Power Guard (total: 27)
Level 50: 3 points to Power Guard (total: maxed at 30)
Level 51: 3 points to BW Booster (total: 12)
Level 52: 3 points to BW Booster (total: 15)
Level 53: 3 points to BW Booster (total: 18)
Level 54: 2 points to Threaten (total: 5),
         1 point to Blunt Weapon Mastery (total: maxed at 20)
Level 55: 3 points to Threaten (total: 8)
Level 56: 3 points to Threaten (total: 11)
Level 57: 3 points to Threaten (total: 14)
Level 58: 3 points to Threaten (total: 17)
Level 59: 2 points to Threaten (total: maxed at 20)
Level 60: 3 points to Iron Body (total: 6)
Level 61: 3 points to Iron Body (total: 9)
Level 62: 3 points to Iron Body (total: 12)
Level 63: 3 points to Iron Body (total: 15)
Level 64: 3 points to Iron Body (total: 18)
Level 65: 2 points to Iron Body (total: maxed at 20),
         1 point to Improving HP Recovery (total: 6)
Level 66: 3 points to Improving HP Recovery (total: 9)
Level 67: 3 points to Improving HP Recovery (total: 12)
Level 68: 3 points to Improving HP Recovery (total: 15)
Level 69: 1 point to Improving HP Recovery (total: maxed at 16),
         2 points to Endure (total: 5)
Level 70: 3 points to Endure (total: maxed at 8)

Notes on the Defense Page build:
- Swords can be used in place of blunt weapons, of course.
- The last point of Mastery is delayed because it only provides one accuracy
 with no damage boost.
- Booster is delayed after nine points, because once Power Guard is finished
 the timers will match. Booster isn't taken beyond 18 because at that level
 its timer is exactly twice that of Power Guard so again, it syncs up well.
- Iron Body will save you a lot of mesos and has a super long timer, use it.
 There's even an argument to be made that it should be maxed before Threaten.

Old-School build (Swords, Final Attack)

First Point: Sword Mastery
Level 31: 3 points to Sword Mastery (total: 4)
Level 32: 3 points to Sword Mastery (total: 7)
Level 33: 3 points to Sword Mastery (total: 10)
Level 34: 3 points to Sword Mastery (total: 13)
Level 35: 3 points to Sword Mastery (total: 16)
Level 36: 3 points to Sword Mastery (total: 19)
Level 37: 3 points to Sword Booster (total: 3)
Level 38: 3 points to Sword Booster (total: 6)
Level 39: 3 points to Sword Booster (total: 9)
Level 40: 3 points to Final Attack (total: 3)
Level 41: 3 points to Final Attack (total: 6)
Level 42: 3 points to Final Attack (total: 9)
Level 43: 3 points to Final Attack (total: 12)
Level 44: 3 points to Final Attack (total: 15)
Level 45: 3 points to Final Attack (total: 18)
Level 46: 3 points to Final Attack (total: 21)
Level 47: 3 points to Final Attack (total: 24)
Level 48: 3 points to Final Attack (total: 27)
Level 49: 3 points to Final Attack (total: maxed at 30)
Level 50: 3 points to Threaten (total: 3, prerequisite for Power Guard)
Level 51: 3 points to Power Guard (total: 3)
Level 52: 3 points to Power Guard (total: 6)
Level 53: 3 points to Power Guard (total: 9)
Level 54: 3 points to Power Guard (total: 12)
Level 55: 3 points to Power Guard (total: 15)
Level 56: 3 points to Power Guard (total: 18)
Level 57: 3 points to Power Guard (total: 21)
Level 58: 3 points to Power Guard (total: 24)
Level 59: 3 points to Power Guard (total: 27)
Level 60: 3 points to Power Guard (total: maxed at 30)
Level 61: 3 points to Sword Booster (total: 12)
Level 62: 3 points to Sword Booster (total: 15)
Level 63: 3 points to Sword Booster (total: 18)
Level 64: 2 points to Threaten (total: 5),
         1 point to Sword Mastery (total: maxed at 20)
Level 65: 2 points to Threaten (total: 8)
Level 66: 3 points to Threaten (total: 11)
Level 67: 3 points to Threaten (total: 14)
Level 68: 3 points to Threaten (total: 17)
Level 69: 3 points to Threaten (total: maxed at 20)
Level 70: 2 points to Endure (total: maxed at 8),
         1 point to Improving HP Recovery (total: 6)

- Like the previous build, swords may be swapped with blunt weapons.
- You can choose to hold your skill points for Final Attack until you
 have a significant number saved up, therefore making it less annoying
 at low levels.
- The notes about Mastery and Booster/PG timers in the previous build
 applies here, also.

Hybrid build (Swords and Blunt Weapons)

First Point: Sword Mastery
Level 31: 3 points to Sword Mastery (total: 4)
Level 32: 3 points to Sword Mastery (total: 7)
Level 33: 3 points to Sword Mastery (total: 10)
Level 34: 3 points to Sword Mastery (total: 13)
Level 35: 3 points to Sword Mastery (total: 16)
Level 36: 3 points to Sword Mastery (total: 19)
Level 37: 3 points to Sword Booster (total: 3)
Level 38: 3 points to Sword Booster (total: 6)
Level 39: 3 points to Sword Booster (total: 9)
Level 40: 3 points to Threaten (total: 3, prerequisite for Power Guard)
Level 41: 3 points to Power Guard (total: 3)
Level 42: 3 points to Power Guard (total: 6)
Level 43: 3 points to Power Guard (total: 9)
Level 44: 3 points to Power Guard (total: 12)
Level 45: 3 points to Power Guard (total: 15)
Level 46: 3 points to Power Guard (total: 18)
Level 47: 3 points to Power Guard (total: 21)
Level 48: 3 points to Power Guard (total: 24)
Level 49: 3 points to Power Guard (total: 27)
Level 50: 3 points to Power Guard (total: maxed at 30)
Level 51: 3 points to Blunt Weapon Mastery (total: 3)
Level 52: 3 points to Blunt Weapon Mastery (total: 6)
Level 53: 3 points to Blunt Weapon Mastery (total: 9)
Level 54: 3 points to Blunt Weapon Mastery (total: 12)
Level 55: 3 points to Blunt Weapon Mastery (total: 15)
Level 56: 3 points to Blunt Weapon Mastery (total: 18)
Level 57: 1 point to Blunt Weapon Mastery (total: 19),
         2 points to BW Booster (total: 2)
Level 58: 3 points to BW Booster (total: 5)
Level 59: 3 points to BW Booster (total: 8)
Level 60: 1 point to BW Booster (total: 9),
         1 point to Sword Mastery (total: maxed at 20),
         1 point to Blunt Weapon Mastery (total: maxed at 20)
Level 61: 3 points to Sword Booster (total: 12)
Level 62: 3 points to Sword Booster (total: 15)
Level 63: 3 points to Sword Booster (total: 18)
Level 64: 3 points to BW Booster (total: 12)
Level 65: 3 points to BW Booster (total: 15)
Level 66: 2 points to BW Booster (total: 18)
Level 67: 3 points to Threaten (total: 6)
Level 68: 3 points to Threaten (total: 9)
Level 69: 3 points to Threaten (total: 12)
Level 70: 3 points to Threaten (total: 15)

- This build is the most fungible, but make sure to pick a weapon type
 and get its mastery and booster first.
- If you're in an environment where Threaten works on bosses or is improved
 in some other significant way, then you may want to max that and take
 five points off one of your Boosters.
- In versions without fourth jobs, there's even a funky but feasible build
 where you only get 9 points of each booster and drop Threaten for Final
 Attack. Then you can use your weapon that uses Final Attack when you want
 it and use the other type when you don't. I wouldn't bother with this if
 you have access to Blast later, though.

=== XII. White Knight Skills and Point Allocation =======================

To become a White Knight once you reach level 70, go to El Nath and enter
the last building to the right up on that cliff. There is where all the job
instructors reside; you will be speaking with Tylus. He will tell you to
head back to Victoria Island and talk to "Dances with Balrog" again, so
enjoy your boat trip. You will have to travel to Ant Tunnel Park next, so
you can either choose to hoof it from Sleepywood or be a boss and just take
the VIP Cab from Ellinia or Lith Harbor for 10,000 mesos. Next, head to the
upper right side of Ant Tunnel Park to find the Door of Dimension. Clicking
it will bring you to The Path of the Glittering Crystal. Walk until the end
of the path and enter the portal where you will find Shadow Link... erm, I
mean Dances with Balrog that you will have to defeat. Once you've done so,
it will drop the Black Charm.

Return to not-shadowy Dances with Balrog back in Perion and exchange the
Black Charm for a Necklace of Strength. Time for another boat trip because
you're headed back to Tylus in El Nath. Give him the Necklace of Strength.
Now then, you'll need a Dark Crystal. Not just an ore, and not Black Crystal
either, but a fully refined Dark Crystal. Vogen in the upper right portion
of El Nath Market can make one for you for 100,000 mesos if you need one
and have ten ores. Head east (right) out of El Nath until you get to Cold
Field II. Take the top right portal, and continue upwards through the top
portals until you arrive at Ice Valley II. There you will have to talk to
Jeff to proceed further into the dungeon. Keep advancing upward until you
get to Sharp Cliff II. There is a hidden street at the top right that leads
to Holy Ground at the Snowfield. Okay, google up a list of answers to the
third job test questions because if you get one wrong, you will lose your
Dark Crystal and you can't retry this until you have another one! Go to
the bottom and click the Holy Stone. Answer five questions correctly to
obtain the Necklace of Wisdom. Return to Tylus in El Nath, give him the
Necklace of Wisdom, and voila, congrats on being a White Knight!

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.
This may provide more weapon defense than Iron Body, but still isn't very
impressive for a third job skill.

Charged 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: Adds fire element to your sword attacks.
Its duration (max of three minutes and twenty seconds), damage modifier,
and effectiveness against creatures weak to fire increases with each level.
Let's use max Power Strike and max Fire 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 monster is weak against
fire, there is yet another multiplier which is 105% plus 1.5% per skill
level of your elemental charge until it reaches 150% at skill level 30.
This means your Power Strike now has does 468% of your base damage to
creatures weak against fire. Be warned, however, that some monsters are
resistant to some types of elemental damage or immune altogether, so know
your foe! That being said, of all the monsters that have elemental weakness,
the largest number of them are weak to fire, which is why this charge is
always taken first.

Note: in version .70 Fire Charge was improved from 120% to 140% maxed.
So what used to be the most useful charge became the strongest one, as well.

Flame Charge: Same thing as Fire Charge but for blunt weapons.

Ice Charge: Adds an ice element to all your sword attacks.
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.

Note: in version .70 Ice Charge was improved from 105% to 110% maxed.

Blizzard Charge: Same thing as Ice Charge but for blunt weapons.

Thunder 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 monsters with no elemental weaknesses,
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.

Note: in version .70 Fire and Ice Charges were improved, but Thunder was
left as it was, meaning that it was no longer the best charge against foes
with no elemental weakness. However, some lightning-weak bosses of note
were added, such as Headless Horseman, Black Crow, Kacchuu Musha (Samurai
at Ninja Castle), Lilynouch, Toad, and even more later on.

Lightning Charge: Same as Thunder charge but for blunt weapons.

Magic Crash: Dispells a monster's Magic Defense Up buff. I am loathe to say
that anything is completely useless, but... yeah, don't bother with
this one.

White Knight typical build, using Sword charges:

First Point: Ice Charge
Level 71: 3 points to Fire Charge (total: 3)
Level 72: 3 points to Fire Charge (total: 6)
Level 73: 3 points to Fire Charge (total: 9)
Level 74: 3 points to Fire Charge (total: 12)
Level 75: 3 points to Fire Charge (total: 15)
Level 76: 3 points to Fire Charge (total: 18)
Level 77: 3 points to Fire Charge (total: 21)
Level 78: 3 points to Fire Charge (total: 24)
Level 79: 3 points to Fire Charge (total: 27)
Level 80: 3 points to Fire Charge (total: maxed at 30)
Level 81: 3 points to Ice Charge (total: 4)
Level 82: 3 points to Ice Charge (total: 7)
Level 83: 3 points to Ice Charge (total: 10)
Level 84: 3 points to Ice Charge (total: 13)
Level 85: 3 points to Ice Charge (total: 16)
Level 86: 3 points to Ice Charge (total: 19)
Level 87: 3 points to Ice Charge (total: 22)
Level 88: 3 points to Ice Charge (total: 25)
Level 89: 3 points to Ice Charge (total: 28)
Level 90: 2 points to Ice Charge (total: maxed at 30),
         1 point to Thunder Charge
Level 91: 3 points to Thunder Charge (total: 4)
Level 92: 3 points to Thunder Charge (total: 7)
Level 93: 3 points to Thunder Charge (total: 10)
Level 94: 3 points to Thunder Charge (total: 13)
Level 95: 3 points to Thunder Charge (total: 16)
Level 96: 3 points to Thunder Charge (total: 19)
Level 97: 3 points to Thunder Charge (total: 22)
Level 98: 3 points to Thunder Charge (total: 25)
Level 99: 3 points to Thunder Charge (total: 28)
Level 100: 2 points to Thunder Charge (total: maxed at 30)
          1 point to Charged Blow
Level 101: 3 points to Charged Blow (total: 4)
Level 102: 3 points to Charged Blow (total: 7)
Level 103: 3 points to Charged Blow (total: 10)
Level 104: 3 points to Charged Blow (total: 13)
Level 105: 3 points to Charged Blow (total: 16)
Level 106: 3 points to Charged Blow (total: 19)
Level 107: 3 points to Charged Blow (total: 22)
Level 108: 3 points to Charged Blow (total: 25)
Level 109: 3 points to Charged Blow (total: 28)
Level 110: 2 points to Charged Blow (total: maxed at 30),
          1 point to Increased MP Recovery
Level 111: 3 points to Increased MP Recovery (total: 4)
Level 112: 3 points to Increased MP Recovery (total: 7)
Level 113: 3 points to Increased MP Recovery (total: 10)
Level 114: 3 points to Increased MP Recovery (total: 13)
Level 115: 3 points to Increased MP Recovery (total: 16)
Level 116: 3 points to Increased MP Recovery (total: 19)
Level 117: 1 point to Increased MP Recovery (total: maxed at 20),
          2 points to Shield Mastery
Level 118: 3 points to Shield Mastery (total: 5)
Level 119: 3 points to Shield Mastery  (total: 8)
Level 120: 3 points to Shield Mastery (total: 11)

- If you went with Final Attack before, feel free to spend skill points on
 second job skills instead of Shield Mastery
- In early versions, Charged Blow may be more useful to get first over
 Thunder Charge. Your call.
- That first point works well with Ice Charge, because the freezing effect
 gives you some nice utility despite the short duration. However, if you
 decide that you can't be bothered using a twelve second charge under any
 circumstance, you can either substitute MP recovery or just spend it on
 Fire Charge so it ramps up a bit quicker.
- Hybrids can choose to get both Fire and Flame Charge instead of Shield
 Mastery and MP Recovery.
- Environments without fourth jobs allow hybrids to get all elemental skills
 eventually, along with MP Recovery.
- Environments without fourth jobs also allow someone to take Final Attack if
 they initially skipped it, as it can be useful for late-game bossing. It
 will not activate with Charged Blow.
- You can replace Shield Mastery with Magic Crash if you really want,
 but you're never going to use it.

=== XIII. Paladin Skills and Point Allocation ===========================

To become a Paladin once you reach level 120, return to Tylus in El Nath and
speak to him once more. He will give you a letter to deliver to your 4th job
instructor in Leafre. Take a boat ride to Leafre. There's actually two ways
you can get to your destination, but let's go west because reasons. Keep
taking the far left portals until you get to Steep Hill, at that point take
the sole portal to the right to get to Leafre Forest Crossroad, then the
upper right portal to Valley of the Antelope, and finally the upper right
portal again to Forest of the Priest. Talk to Harmonia.

He will ask you to fetch a Heroic Star and the Heroic Pentagram to prove your
worth. There are two ways you can accomplish this. The first way is to hunt
Manon for the Star and Griffey for the Pentagram. They are found in their
respective forests off of The Area of Blue Kentaurus and Battlefield of Fire
and Darkness, respectively. They are a bit of a tough fight, but nothing you
can't handle, and Manon is weak to Ice. The bigger problem is finding them as
they are hunted for their drops and have long respawn timers. At worst, you
may have to just camp a channel until they come out. Also, depending on your
version, the items you need may or may not be a 100% drop.

The easier but more expensive way is to visit the vendor on the 44th floor of
Eos Tower in Ludibrium and buy the secret scroll for ten million mesos. You
can exchange this scroll with Chief Tatamo back in Leafre Village and he will
give you both the Star and the Pentagram. Either way, return to Harmonia after
acquiring the items and you will become a Paladin!

So, we're going to have to talk about skill books. You will notice right away
that you have three skill points to spend, but... where's most of your
skills?! Well, you're going to have to quest for most of them, and then hunt
more skill books or buy them from other players to improve the skills that go
past skill level 10. To add to the fun, the skill books that improve your
skill cap from 10 to 20 only have a 70% chance to work, and the ones that
improve your skill cap to 30 only have a 50% chance to work. It sounds awful
and it is awful, but cheer up. At least you're not a Bishop that needs Genesis
books.

Maple Warrior: You get your starting skill book for this right when you first
become a Paladin. It's a phenomenal buff that raises your whole party's base
stats by up to... well that depends on your environment. It started out with
a max skill level of 20, but later they introduced the skill book to extend
it to 30. So it maxes as a 10% or a 15% buff depending on the version. Has a
substantial cooldown, but for this kind of boost, who cares. The one catch?
Maple Warrior 20 and 30 skill books come from Horntail and Pink Bean,
respectively. Good luck.

Monster Magnet: You will start with this skill as an option, but its absolute
garbage. Why pull one monster to you (when it even works) when you can use
Rush on groups of enemies with 100% success using a single skill point. Skill
books 20 and 30 can be found from I don't know because who cares.

Power Stance: Also known by its alternate name, 'Power Stance is a Lie'. Unlike
Power Guard, Stance is a passive ability that doesn't need activation and when
it works, you don't budge one pixel from taking damage. Depending on your
version, max level could have a 70% rate or a 90% success rate. Too bad that
even with the 90% version it still feels like 70%. Most useful when bossing to
keep you from being knocked off platforms so you can dish out a constant stream
of pain. To obtain your starting skill book, make sure you do the Rush quest
first and have a point in it before starting this quest. No, really, I mean it,
it will save you a ton of frustration later. To activate the quest you need a
black book that drops off of Crimson Balrogs. It's tradable so it can be bought
from other players. Travel to Orbis and deliver it to Spiruna down in Cloud
Park IV. She will send you to Harmonia again, your 4th job instructor outside
Leafre. He, in turn, will send you to El Nath to find a Blue Paper from
Lycanthropes. The drop rate is pretty high, so it's not a problem. Bring it
back to Harmonia and he will send you back to El Nath again. Talk to Tylus,
your 3rd job instructor, and you will have an option to protect him in the El
Nath party quest, which is merely the task of making sure he doesn't die over
the course of several minutes from a horde of monsters attacking him. You can
do this one of two ways. The first is to tear your hair out trying to find
more people to help you finish the party quest because you keep failing the
damn thing alone. The second way is to unequip your deadly weapon, don't use
charges either because you don't actually want to kill the monsters, Rush
them repeatedly to herd them to a far side and let them attack you until you
win easily. I recommend the second option. Just remember that to get into the
party quest that you have to form a party even if you're the only one in it.
Succeeding the party quest earns you a Gold Medal. Take this back to Harmonia
to receive your skill book. Upgrades can be hunted for from certain monsters
or bought from other players.

Holy Charge - Sword: Makes monsters weak to Holy go splat. The base damage
modifier maxes at 150% at level 20, making it your strongest default charge.
Also, because it only takes 20 levels to max, the elemental advantage
formula is slightly different, now 120% plus 1.5% per level to achieve the
standard maximum of 150%, so it starts out stronger. A very important skill
if you plan on training at Skelegons/Skelosauruses. To get your first skill
book you will have to complete the Horntail party quest, but you can do the
preperatory steps on your own. Start with your 4th job instructor, Harmonia.
He wants you to find the Holy Grail because of course he does. Take a trip
to Orbis, down Orbis Tower and into Aqua Road. Go all the way down to Grave
of a Wrecked Ship where the sharks are. In the bottom right is a hidden
street that leads to A Small Wrecked Ship. Inside you will find Taeng the
Explorer. He wants ten shark's teeth which apparently is a fair trade for a
Holy Grail these days. They can be found right outside his doorstep, so
after making the trade, hoof it back to Leafre and hand it over to Chief
Tatamo. He wants you to locate Moira, who is past the Skelegon/Skelesaurus
hunting area at the Cave of Life Entrance. She will ask for a bunch of
items. Ice Cube from Green Cornians, Skull Mask from Dark Cornians, and a
Broken Dagger from either Cornian, but I've had more luck from the Dark </pre><pre id="faqspan-2">
variety. You also need ten Red Drake Skins from Red Drakes from back in
Victoria Island and Manon's Cry from Manon, which doesn't drop every time.
Talk to Mos, the weapon technician in Leafre who is up and right of Chief
Tatamo. He'll fix the dagger. Now, DO NOT hand these items into Moira
until you have your party together to do the party quest. Proceed through
each stage of the party quest as normal. After the fifth and final stage,
the one with Skelesaurs, you will find yourself in a room with a fountain,
past the fountain is the NPC where people sign up to kill Horntail. Click
on the fountain to get your Holy Water before you leave. Exit and talk to
Moira, who sends you to Orbis Tower. Go down to the 8th floor and click
on the pretty statue to receive skill books for both Holy and Divine
Charge. Holy Charge 20 books can be hunted from certain monsters or
obtained from other players.

Divine Charge - Mace: Same thing but for blunt weapons. You get your first
skill book from the same quest as Holy Charge. Also like Holy Charge,
Divine Charge 20 skill books must be hunted from monsters or bought from
players, but don't get the two different kinds mixed up.

Achilles: Straight damage reduction, up to 15% when maxed, regardless of
the type or source. A very welcome addition but not typically something
Paladins get until later. You get the option to spend skill points in
Achilles right away but to upgrade it you will have to hunt for skill books
from certain monsters or obtain from other players selling them.

Guardian: You have to be wielding a shield for this one. When it triggers, it
will completely negate damage from one source and then retaliate with an
attack that stuns the enemy. You will also get some invincibility frames just
like after an enemy misses you. This skill triggers 15% of the time at max
level. Like Achilles, it's pretty neat but you won't be getting it any time
soon. Getting your first Guardian skill book is quite easy. Go to Leafre
Forest Crossroad and talk to the NPC at the top named Moose. Bring a
one-handed weapon with you because he will give you a shield that you will
have to equip in the next map to kill 200 Dark Kentaurus. The map is timed but
you can go back as many times as you like. Just be sure to never take that
shield off that he gives you while inside that special map or you will
instantly die. After killing 200 Kentaurus he gives you an awesome Gellerhead
Shield in addition to your skill book. Future skill books can be hunted for
or bought from other players.

Rush: The one point wonder. Get this right away to herd enemies together
before you use your Charged Blow. It's amazingly effective with just a single
point, so no need to max it out until way, way later. Doing so increases its
range, though, which speeds up your training further. You can keep your herded
enemies frozen if you have Ice Charge active. Also, you can't use this skill
for movement alone, there has to be an enemy in range for it to work.
Obtaining the first skill book for Rush is pretty straightforward. Head to
Victoria Island and start hunting Taurospears in Sanctuary Entrance III or IV,
they will rarely drop a storybook that triggers your quest. Take it to Manji
in Perion. Head on back to Sanctuary Entrance III and make a party with a 4th
job Warrior and with you as a leader. Enter the center portal and kill 200
Taurospears, it shouldn't take that long but you can get back in if the timer
expires. Once done, head back to Manji in Perion, get your Rush skill, and
immediately put one point in it. It's that good. You won't need the upgrades
for a while, but they can be found from monsters or other players who have
them.

Blast: It ain't fancy, but finally, an upgrade to Power Strike! No longer are
we bound by Power Strike's 260% damage modifier, with maxed Blast that becomes
a 580% modifier instead! It has a pretty short range, but you'll get used to
it. Definitely max this out sooner rather than later. Also, it doesn't
actually get stronger than Power Strike until skill level 5. Final point: it
looks like the skill forces you to make a stabbing animation, but behind the
scenes it uses the same slash/stab formula as always, you just can't see it.
So, no need to fret, blunt weapon users. You begin with Blast available to
spend skill points in but for the skill book upgrades you will have to hunt
for them or obtain them from other players.

Advanced Charge: Goodbye Slash Blast, hello improved Charged Blow that when
maxed with only 10 skill levels has a 350% damage modifier and never loses
your charge anymore! Definitely max this first for faster training. This skill
book drops from Zakum and cannot be traded, so you have to be there when it
drops and pick it up yourself.

Heaven's Hammer: This skill has undergone the most revisions of any skill in
this guide, and the skill description concerning how its damage is calculated
has never been accurate. But basically, it works like this: Heaven's Hammer
does a massive amount of damage to everything on the screen. By the time you
max the skill, the damage hits the damage cap, which for you may be 99,999 or
199,999 damage depending on the version. This damage can never kill monsters,
leaving them with at least one hp. But then anything will finish them off,
including Rushing through them or just bumping them with Power Guard. Its
cooldown also decreases as you level this skill, which drastically changed
from its inception. At first the cooldown was a full 100 seconds even at
maxed skill level, but was later reduced all the way to 20 seconds. Needless
to say, the version of Heaven's Hammer that's available to you will
drastically change when you decide to spend points in it. But if you're
playing with a 200k damage cap and a 20 second cooldown, then this skill is
an absolute powerhouse. To obtain the first skill book, talk to Wiz the
Librarian in Helios Tower in Ludibrium. He will give you a book that you will
have to deliver to Chief Tatamo in Leafre. He will tell you to find his
Necklace by killing Griffey. It would be great to hunt for this necklace
and the Wristband for the Hero's Will quest at the same time, but the other
quest is a pain in the ass so I wouldn't blame you for not bothering
at this point. Regardless, once you find the necklace return to Chief
Tatamo and he will send you to talk to Insignificant Being in Dungeon: Another
Entrance in Sleepywood dungeon. After talking with him, town scroll back to
Sleepywood and talk to The Rememberer, who tells you how to locate the shield
you need for Wiz. Go back into the last map of the Sleepywood dungeon, The
Cursed Sanctuary, and kill a Jr. Balrog for a key. Don't town scroll back! Just
back up a map to Sanctuary Entrance IV and enter the middle portal with the
key in hand. You get warped to a really cool looking map where you have to
break things using normal attacks until you uncover the shield. Take both the
key and the shield back to Wiz in Helios Tower to receive your skill book. As
usual, upgrades can be found from certain monsters or other players.

Hero's Will: A weird afterthought of a skill that only serves to cure yourself
from the Seduce status effect. Additional skill levels, of which there are only
five anyway, reduces the cooldown. Sure, seduce can be a deadly status effect
when at Horntail or Lyka, but one point is good enough usually and only after
getting your core skills, because this just isn't used enough. And for being
such a meh skill, this sure can be a pain in the ass to get. Start with Chief
Tatamo in Leafre, and he sends you to Carta the Sea Witch. Carta can be found
in Deep Sea Gorge I in Aqua Road's deep dungeon, in a hidden street on the
left side and most of the way down. She wants you to collect 40 Pieces of
Courage from a special map where all the monsters can drop them. No problem
right? Except you only have five minutes, the drop rate is really bad, and
you need a Miniature Pianus for every time you enter that only drops from,
you guessed it, Pianus. The time it takes you to do this is entirely dependent
on how available those Miniature Pianuses are. They are tradable, but people
oftentimes don't bother keeping them and even when they do, selling them in
the free market for exhorbitant amounts of money. Of course, you can kill
Pianus yourself, which is the most fun way especially since Paladins are the
very best job at soloing him, but you will have to deal with competition and
respawn timers. Well, when you finally collect the 40 Pieces, Carta will send
you to Eurek the Alchemist. Even though he appears in multiple towns, you may
as well talk to him in Leafre because you have to head there anyway. While in
Leafre you have to kill Griffey again until he coughs up a Ragged Wristband
which is an uncommon drop. Once found, bring it along with ten Mithril Plates
back to Eurek and he'll give you a Mithril Wristband. Take this back to Carta
and she'll give you a potion which is essentially your skill book for Hero's
Will.

There's a couple dozen valid skill orders for Paladins, but what I have listed
here is one good way to balance training speed with bossing. It's listed out
level by level to give you a good visual representation of when you can expect
to have skills maxed out, even if you choose a different order. Also, your
choices may be limited to the skill books you have available and/or are able
to pass. Maple Warrior skill books are especially hard to acquire even if your
version technically has them available, so don't worry about skipping it.

First three points: 1 point to Rush,
                   2 points to Advanced Charge
Level 121: 3 points to Advanced Charge (total: 5)
Level 122: 3 points to Advanced Charge (total: 8)
Level 123: 2 points to Advanced Charge (total: maxed at 10),
          1 point to Blast
Level 124: 3 points to Blast (total: 4)
Level 125: 3 points to Blast (total: 7)
Level 126: 3 points to Blast (total: 10)
Level 127: 3 points to Blast (total: 13)
Level 128: 3 points to Blast (total: 16)
Level 129: 3 points to Blast (total: 19)
Level 130: 3 points to Blast (total: 22)
Level 131: 3 points to Blast (total: 25)
Level 132: 3 points to Blast (total: 28)
Level 133: 2 points to Blast (total: maxed at 30),
          1 point to Holy/Divine Charge
Level 134: 3 points to Holy/Divine Charge (total: 4)
Level 135: 3 points to Holy/Divine Charge (total: 7)
Level 136: 3 points to Holy/Divine Charge (total: 10)
Level 137: 3 points to Holy/Divine Charge (total: 13)
Level 138: 3 points to Holy/Divine Charge (total: 16)
Level 139: 3 points to Holy/Divine Charge (total: 19)
Level 140: 1 point to Holy/Divine Charge (total: maxed at 20),
          2 points to Heaven's Hammer
Level 141: 3 points to Heaven's Hammer (total: 5)
Level 142: 3 points to Heaven's Hammer (total: 8)
Level 143: 3 points to Heaven's Hammer (total: 11)
Level 144: 3 points to Heaven's Hammer (total: 14)
Level 145: 3 points to Heaven's Hammer (total: 17)
Level 146: 3 points to Heaven's Hammer (total: 20)
Level 147: 3 points to Heaven's Hammer (total: 23)
Level 148: 3 points to Heaven's Hammer (total: 26)
Level 149: 3 points to Heaven's Hammer (total: 29)
Level 150: 1 point to Heaven's Hammer (total: maxed at 30),
          2 points to Power Stance
Level 151: 3 points to Power Stance (total: 5)
Level 152: 3 points to Power Stance (total: 8)
Level 153: 3 points to Power Stance (total: 11)
Level 154: 3 points to Power Stance (total: 14)
Level 155: 3 points to Power Stance (total: 17)
Level 156: 3 points to Power Stance (total: 20)
Level 157: 3 points to Power Stance (total: 23)
Level 158: 3 points to Power Stance (total: 26)
Level 159: 3 points to Power Stance (total: 29)
Level 160: 1 point to Power Stance (total: maxed at 30),
          2 points to Maple Warrior
Level 161: 3 points to Maple Warrior (total: 5)
Level 162: 3 points to Maple Warrior (total: 8)
Level 163: 3 points to Maple Warrior (total: 11)
Level 164: 3 points to Maple Warrior (total: 14)
Level 165: 3 points to Maple Warrior (total: 17)
Level 166: 3 points to Maple Warrior (total: 20)
Level 167: 3 points to Maple Warrior (total: 23)
Level 168: 3 points to Maple Warrior (total: 26)
Level 169: 3 points to Maple Warrior (total: 29)
Level 170: 1 point to Maple Warrior (total: maxed at 30),
          2 points to Hero's Will
Level 171: 3 points to Hero's Will (total: maxed at 5)
Level 172: 3 points to Rush (total: 4)
Level 173: 3 points to Rush (total: 7)
Level 174: 3 points to Rush (total: 10)
Level 175: 3 points to Rush (total: 13)
Level 176: 3 points to Rush (total: 16)
Level 177: 3 points to Rush (total: 19)
Level 178: 3 points to Rush (total: 22)
Level 179: 3 points to Rush (total: 25)
Level 180: 3 points to Rush (total: 28)
Level 181: 3 points to Achilles
Level 182: 3 points to Achilles (total: 6)
Level 183: 3 points to Achilles (total: 9)
Level 184: 3 points to Achilles (total: 12)
Level 185: 3 points to Achilles (total: 15)
Level 186: 3 points to Achilles (total: 18)
Level 187: 3 points to Achilles (total: 21)
Level 188: 3 points to Achilles (total: 24)
Level 189: 3 points to Achilles (total: 27)
Level 190: 3 points to Achilles (total: maxed at 30)
Level 191: 3 points to Guardian
Level 192: 3 points to Guardian (total: 6)
Level 193: 3 points to Guardian (total: 9)
Level 194: 3 points to Guardian (total: 12)
Level 195: 3 points to Guardian (total: 15)
Level 196: 3 points to Guardian (total: 18)
Level 197: 3 points to Guardian (total: 21)
Level 198: 3 points to Guardian (total: 24)
Level 199: 3 points to Guardian (total: 27)
Level 200: 3 points to Guardian (total: maxed at 30)

- The one thing I wouldn't change is taking an initial point in Rush and maxing
 Advanced Charge first. They're just too useful.
- Rush stops at 28 because the last two levels only add a piddly amount of
 damage without extra range.
- Skip Maple Warrior if you don't have the skill books, it's okay.
- Again, feel free to make adjustments based on your play preferences, skill
 book availability and game environment.

=== XIV. Equipment and Scrolling ========================================

"My dad gave me one dollar bill
'Cause I'm his smartest son,
And I swapped it for two shiny quarters
'Cause two is more than one!

And then I took the quarters
And traded them to Lou
For three dimes - I guess he didn't know
That three is more than two!

Just then, along came old blind Bates
And just 'cause he can't see
He gave me four nickels for my three dimes,
And four is more than three!

And then I took the nickels to Hiram Coombs
Down at the seed-feed store,
And the fool gave me five pennies for them,
And five is more than four!

And then I went and showed my dad,
And he got red in the cheeks
And closed his eyes and shook his head -
Too proud of me to speak!"

           --- "Smart" by Shel Silverstein

Much like the boy in the poem, it can be easy in MapleStory to get caught
watching only one set of numbers while you ignore the rest of the underlying
math. Do so at your own peril, however, or you may also wind up holding the
short end of the stick without even knowing it.

Pitfall number one: "Base STR is always better than base DEX."
                   "Never put extra points into base DEX, you'll be weaker."

Like many misconceptions in life, this one has an element of truth to it.
STR does do more damage than DEX, about three and a half times more, as a
rough rule of thumb (go ahead and play with a damage calculator, it's around
there). So the idea of wanting more base STR is a sound one... but only if
you have the equipment to allow it. And there's the bug in your soup.

Reality number one: If you're not hitting with 100% accuracy, then you're not
doing 100% of your listed damage range. Missing monsters is the absolute
worst. If you have 80% accuracy, then you're only doing 80% of your
listed damage range, it's that simple, and this of course negatively
affects your xp gain. Struggling to hit Jr. Neckis because you're trying to
complete a quest is one thing, but if you find yourself missing while
seriously training, then you need to look at your choice of training spots,
your gear, your base DEX, or all three.

Reality number two: Wearing accuracy gear at the expense of attack gear is
even worse. At first, MapleStory only had attack gloves. But as time
progressed, we would get shields, capes, shoes, and more. If STR is
moderately stronger than DEX, and it is, then think of attack as
exponentially stronger than STR. Because it is. Why bring this up?

Because putting points into base DEX and using your attack gear will allow
you to do far more damage than putting the same amount of points into STR
and wearing accuracy gear. And it's not even close.

Actual examples using a MapleStory damage calculator (2-handed sword):

Level  STR  DEX  atk   dmg range  avg  diff  using the gear
 50   212   50   85   490 - 871  680        equip 16 acc item, 20 base STR
 50   192   70   95   519 - 905  712   +32  equip 10 atk item, 20 base DEX

 80   352   80  105   1002-1784  1393       equip 16 acc item, 20 base STR
 80   332  100  115   1063-1871  1467  +74  equip 10 atk item, 20 base DEX

120   477  110  125   1618-2880  2249       equip 16 acc item, 20 base STR
120   457  130  135   1708-3013  2360 +111  equip 10 atk item, 20 base DEX

200   892  140  135   3180-5728  4454       equip 16 acc item, 20 base STR
200   872  160  145   3372-6048  4710 +256  equip 10 atk item, 20 base DEX

The results get even grislier once you realize that this is BASE damage
before any skill modifiers. If you're using Blast on a fire-weak creature,
then that 256 average damage difference becomes 3,110 damage, using figures
from version .70!! And that's just ONE item, imagine if you're not wearing
a decently Chaos'd Pink Adventurer's Cape or a Facestompers, or a better
scrolled Brown Work Glove. The obvious lesson here is, if you just need to
wait a couple of levels to obtain better gear, then fine. If you're wearing
an accuracy glove just because you are hunting Ghost Pirates a few levels
sooner than you really should, that's also fine. But nerfing yourself
by using accuracy gear way past the point where you've outleveled the
monsters you're hunting, no. Bite the bullet and realize that your gear
situation isn't what you thought it would be and add some base DEX. You can
AP reset it back later anyway if you need to. Why suffer for dozens of levels
in the meantime?

Another mistake I sometimes see is people valuing accuracy over DEX when
evaluating or scrolling equipment, point for point. The flawed reasoning I
always get from that argument is that accuracy contains more base accuracy
than DEX, which only contains .8 accuracy. The sooner you get the accuracy
you need to 100% hit your targets, the sooner you can put points into STR
instead of DEX, and STR is more damaging than DEX.

Again, there's an element of truth to this but misses the mark. Costs aside,
DEX is a much better value than accuracy alone. Why? Because in addition to
being 80% effective as accuracy, DEX also provides damage. Putting a couple
points into your base DEX to make up for the fact that you have Jump-scrolled
boots (which actually gives DEX) instead of DEX-scrolled boots (which
actually gives accuracy, not DEX) will result in you doing more damage.
Wearing 8 DEX boots and putting two points into base DEX (total 10 DEX which
also results in 8 accuracy) will outdamage someone wearing 8 accuracy boots
and putting those same two base points into STR. 10 DEX results in greater
average damage than 2 STR, the damage calculator doesn't lie. As a final
point, it's not like you have exactly the right amount of accuracy that you
need as you go around hunting, most of the time you will have more. Extra
base accuracy is totally useless, but extra DEX still does damage and is .23
avoidability per point, too.

So in review: Attack is king, STR is great, but add DEX when needed if your
accuracy isn't up to snuff. Let's move on.

Speed can be worth its weight in gold when you're training in moderate
to large sized maps. So grab your Bone Helm, Icarus Cape (2), speed boots and
pet speed scrolls when you can afford to. It can really improve your xp gain.

Speaking of pets, equip them with gear to pick things up for you because you
will make a lot more xp by not stopping to pick everything up yourself. Just
don't trust those auto-potion items. It will kill you every once in a while
if you depend on them too much.

=== XV. HP Washing ======================================================

Ah, HP washing. The process that is so controversial and unintuitive that it
demanded its own section.

Let's start from the beginning. The process that later came to be known as HP
washing was found by accident and was most likely an exploit that was
unintended by Nexon. By spending NX and buying lots of AP resets, you can turn
a few of your max MP and turn it into a bunch of max HP instead! And even
though Paladins are the last job to really need extra HP, who wouldn't like
the extra survivability? Of course you would!

The process goes like this:
1) Level up and put an ability point into HP.
2) Use an AP Reset from the Cash Shop.
3) Take a point out of MP (not HP) and put it into STR, which is where you
  would have put that AP anyway if you weren't washing.
4) Repeat until your max MP gets too low so the game won't let you do this
  any more until you level some more.

You can eventually get thousands of extra HP this way, especially if you equip
INT items before you level up each level. This is because for every ten points
your INT is when you level, including equipped items of course, the more max
MP you get upon levelling up. And the more max MP you have, the more times
you can HP wash. Some players would even put a bunch of their base AP into INT,
thereby temporarily nerfing their damage severely just to squeeze out more HP
washings. And even after Nexon learned about all this, they were more than
happy to look the other way because it caused tons of people to buy NX.

So what's the problem?

Well first of all, this is clearly a pay-to-win mechanic that thoroughly
favored those with gobs of real life money to spend, thereby creating an
uneven playing field. And it was even worse for anyone who wasn't a Warrior
or Mage, because for survivability purposes at Horntail and some other bosses,
they felt like they HAD to HP wash or they couldn't get invites for being too
squishy. Then there were others who objected to HP washing entirely on
principle, that it's dumb to have to waste so much time and resources on
something that wasn't intended in the first place, and that the game was
poorly designed if it all but required this exploit to survive a boss.

It continues to be the subject of consternation to this very day.

=== XVI. Where to Level Up ==============================================

This will be a tough section to compile, since we received more and better
areas to level up in as we progressed through the years. This caused some
maps that used to be considered great to fall out of favor, so please allow
for adjustments due to your version. This is permanently a work in progress.

Level 10-20: Henesys Hunting Ground, Slime Tree, Pigs near Henesys, Mushroom
            Garden, Caution Falling Down, Green Mushroom tree, Nautilus
            quests

Level 20-30: KPQ, Ant Tunnel, Wild Boars, Ariant quests, Desert Rabbits,
            Royal Cactus, Seacle/Cico, Wooden/Rocky Masks, Sand Rats,
            Evil Eyes, Brown Teddies

Level 30-40: Drumming Bunnies, Fire Boars, Jr. Kitties, LPQ at 35, Cloud
            Foxes, Sand Dwarves, Sakura Cellions, Black Ratz (Floor 94),
            Curse Eyes (w/999 quest), Bloctopus (Floor 42), Jr. Pepes,
            Retz ( Helios Floor 99), King Bloctopus (Floor 22)

Level 40-50: LPQ, Cold Eyes, Platoon Chronos, Block Golems (Floor 8), Iron
            Mutaes (A-3), Leprechauns, Hot Sand, Truckers, Master Chronos

Level 50-60: Jr. Yetis, Drakes, Target Dummies, Roids, Book Ghosts

Level 60-70: Hectors, Skeleton Soldiers and Officers, Coolies, Mysterious
            Path 2, Ghost Ship, Forest of Golem, Hoodoos, Voodoos

Level 70-80: Windraiders, Homunculus, Ghost Pirates

Level 80+  : Dual Ghost Pirates, Death Teddies, Blue and Red Kentaurus,
          : Stormbreakers (for badges for BW wielders), Wolf Spiders

Level 90+  : Spirit Vikings, Brexons

Level 100+ : Grim Phantom Watches, Headless Horseman, Pianus, Blue Wyverns,
            Squids

Level 110+ : Qualm Monks/Guardians, Bigfoot, Zakum Arms

=== XVII. Random Tricks of the Trade ====================================

This section will be a random assortment of things that didn't really fit
into one of the existing sections or deserve its own topic.

Sometimes changing channels is faster than moving up and down in tall maps;
a good example of this is at Dual Ghost Pirates.

Threaten may not be the greatest skill ever, but don't overlook when it can
be useful. It only costs about 40 mesos to cast, and oftentimes I use it as
I'm falling down on a pack of enemies from the platform above, so it's not
like I'm missing an attack. Against Ghost Pirates or Yeti & Pepes, they
will do about 80 less touch damage to me per hit, and damage is mesos. The
extra damage from their lost defense is a bit harder to tell because of the
wider range of results but it's definitely there if you're paying attention.

I meet plenty of White Knights who find Charged Blow too annoying to use so
they ignore it completely, continuing to use Slash Blast until fourth job.
This is really a big mistake. Using Charged Blow is not that difficult,
you can even make a macro to recharge for you right after so you only need
to hit one button. Just try not to move or hit other commands as you're
using it so it doesn't interrupt the macro. Anyway, you will do far more
damage using Charged Blow, not to mention keeping a group of enemies
stunlocked to kill at your leisure. And if you have Final Attack, Slash
Blast is a hundred times worse than using Charged Blow/recharge cycles, ugh.

Grim Phantom Watches are a popular target for White Knights and for good
reason, they are weak to fire and award a ton of xp. They have a nasty ranged
magical attack, but guess what? They can only use this attack when facing
left. Exploit this fact by herding them from left to right so that they're
facing the wrong way as they chase you. At the platform or screen's edge,
turn around and cycle with Charged Blow and Fire Charge for easy pickin's.

Sure, Fire Charge tends to kill enemies the quickest, but don't hesitate to
fall back on your Ice Charge when mesos are running low. Many enemies that
aren't weak to ice can still be frozen such as both Death Teddies, both
Squids, and both Spirit Vikings. Sometimes safer and a bit slower is better
than wasting time and mesos having to repot a lot more often.

White Knights are the supreme Pianus soloers if you go about it correctly.
Many players avoid him not so much for his damaging attacks, but his dispels
can be very annoying. But if you stay at the edge of the screen by his tail
then he can't hit you dispel or anything else except for his normal touch
damage, and you have Power Guard on. The right Pianus is physically tougher
but is in a way easier because you can just sit there and attack, only moving
a tiny bit when the game's annoying 'anti-afk' mechanism makes you physically
move every minute to keep attacking. The left, weaker Pianus keeps bumping
you right, so if you don't have Stance then you'll have to keep jump attacking
to the left. Don't let him bump you too far to the right or he'll be able
to dispel you. He's weak to fire and unable to do much of anything to you
except touch damage, so just pound away and keep yourself healed up.

Bigfoot is another boss that we're really good at, but again, we have to
handle a bit differently. Other Warriors attempt to pin Bigfoot against a
side, but its hitbox is really strange and he comes loose every so often
which becomes really dangerous. Well, WKs/Paladins don't attack fast enough
to pin it properly, and as a matter of fact if you're duoing him your clumsy
swings stand an equal chance of UNpinning him, causing him to steamroll
everyone. So don't duo Bigfoot, it goes horribly wrong too often. Instead,
solo him by letting him pin YOU. That's right, get all the way to the side,
and he'll stop short of you and start jumping up and down, stomping. The
little Leprechaun fishing line will hit you for 1 damage, his stomp won't,
just hit him on the way up (timing is right after he grunts) and then again
on the way down. Repeat until he's dead. He will not charge you unless
there's lag or if someone else interferes and hits him.

=== XVIII. List of Monsters with Elemental Weaknesses ===================

I tried to make this list as comprehensive as I could without getting into
the weeds with event monsters, every single boss summon and the like.

Monsters weak to Fire:

Level     Monster                     Location
-----     ----------------------      -----------------------------------
  4      Stump                       Victoria Island
 10      Dark Stump                  Victoria Island
 22      Dark Axe Stump              Victoria Island, Korean Folk Town
 22      Jr. Cactus                  Ariant
 23      Trixter                     Eos Tower
 23      Batoo                       Singapore
 25      Cactus                      Ariant
 25      Genin                       Ninja Castle
 28      Royal Cactus                Ariant
 30      Ice Sentinel                Orbis Tower
 30      Cloud Fox                   Mushroom Shrine
 32      Ligator                     Kerning Swamp
 32      Leatty                      Orbis Tower
 32      Sand Dwarf                  Ariant
 33      Dark Leatty                 Orbis Tower
 33      Jr. Grupin                  Orbis Gardens
 35      Jr. Wraith                  Kerning Subway
 35      Jr. Pepe                    Orbis Tower
 39      Toy Trojan                  Ludi Toy Factory
 40      Cold Eye                    Sleepywood Dungeon
 40      Crystal Boar                Amoria
 40      Desert Giant                Ariant
 41      Electrophant                New Leaf City
 42      Nependeath                  Orbis Cloud Park
 42      Block Golem                 Eos Tower
 45      Extra A                     Zipangu Showa Street
 45      Moon Bunny                  Korean Folk Town
 47      Extra B                     Zipangu Showa Street
 50      Jr. Yeti                    El Nath
 50      Extra C                     Zipangu Showa Street
 50      Phantom Tree                NLC Phantom Forest
 50      Chunin                      Ninja Castle
 53      Grupin                      Orbis Gardens
 53      Bellflower Root             Mu Lung
 53      Tippo Blue                  Singapore
 56      Samiho                      Korean Folk Town
 58      White Fang                  El Nath
 60      Nightghost                  Mushroom Shrine
 60      Pepe                        El Nath
 60      Water Goblin                Mushroom Shrine
 60      Selkie Jr.                  Singapore
 60      Kunoichi                    Ninja Castle
 62      Leader A                    Zipangu Showa Street
 64      Leader B                    Zipangu Showa Street
 64      Ice Drake                   Sleepywood Dungeon
 65      Yeti                        El Nath
 65      Jr. Yeti (Transformed)      El Nath
 70      Klock                       Deep Ludi Dungeon
 70      Blue King Goblin            Korean Folk Town
 72      Extra D                     Zipangu
 75      Crimson Tree                NLC Phantom Forest
 77      King Sage Cat               Mu Lung
 77      Bergamot (2)                Neo City
 78      Yeti & Pepe                 El Nath
 78      Hankie                      Leafre
 80      Lycanthrope                 El Nath
 80      Scarlion Boss (2)           Malaysia
 82      Booper Scarlion             Malaysia
 83      Ghost Pirate                Ludibrium Deep Dungeon
 85      Death Teddy                 Ludibrium Deep Dungeon
 87      Dual Ghost Pirate           Ludibrium Deep Dungeon
 87      Vikerola                    Malaysia
 88      Blue Kentaurus              Leafre
 90      Blue Mushmom                Mushroom Shrine
 90      Blue Dragon Turtle          Leafre
 95      Phantom Watch               Ludibrium Deep Dungeon
 95      Male Boss                   Zipangu
 99      Grim Phantom Watch          Ludibrium Deep Dungeon
100      Angry Scarlion Boss         Malaysia
101      Blue Wyvern                 Leafre
106      Qualm Monk                  Temple of Time
109      Qualm Monk Trainee          Temple of Time
110      Pianus                      Aqua Road Sea Gorge
110      Bigfoot                     NLC Phantom Forest
113      Qualm Guardian              Temple of Time
116      Chief Qualm Guardian        Temple of Time
130      Relik                       Crimsonwood Keep PQ
140      Zakum's Arm 4               Zakum fight
140      Furious Scarlion Boss       Malaysia
150      Mini Bean                   Pink Bean fight
152      Bodyguard A                 Zipangu
175      The Boss                    Zipangu (but good luck hitting him)
180      Munin                       Pink Bean fight

Monsters weak to Ice:

Level     Monster                     Location
-----     ----------------------      -----------------------------------
 27      Boomer                      New Leaf City
 29      Flower Fish                 Aqua Road
 30      Flaming Raccoon             Mushroom Shrine
 30      Fire Sentinel               Orbis Tower
 30      Sentinel                    Orbis Tower
 30      Ashigaru                    Ninja Castle
 32      Fire Boar                   Victoria Island around Perion
 32      Sand Dwarf                  Ariant
 32      Dark Sand Dwarf             Ariant
 33      Jr. Cellion                 Orbis Gardens
 33      Jr. Lioner                  Orbis Gardens
 33      Sakura Cellion              Amoria
 36      Fire Tusk                   NLC MesoGears
 40      Paper Lantern Ghost         Mushroom Shrine
 40      Desert Giant                Ariant
 50      Tippo Red                   Singapore
 51      Firebomb                    El Nath, Zipangu
 53      Cellion                     Orbis Gardens
 53      Lioner                      Orbis Gardens
 53      Hogul                       Korean Folk Town
 55      Red Slime                   Zipangu
 60      Nightghost                  Mushroom Shrine
 60      Red Drake                   Victoria Island
 60      Blin                        Korean Folk Town
 61      Rodeo                       Malaysia
 65      Charmer                     Malaysia
 70      Yellow King Goblin          Korean Folk Town
 72      Extra D                     Zipangu
 74      Buffoon                     Ludibrium Deep Dungeon
 77      Deep Buffoon                Ludibrium Deep Dungeon
 77      Bergamot                    Neo City
 80      Targa (2)                   Malaysia
 83      Blood Harp                  Leafre
 85      Birk                        Leafre
 85      Aufheben                    Neo City
 88      Red Kentaurus               Leafre
 90      Bain                        El Nath Cave, Zipangu
 90      Firebrand                   NLC Phantom Forest
 93      Red Dragon Turtle           Leafre
 95      Nibelung (all forms)        Neo City
 97      Brexton                     Leafre
 97      Red Wyvern                  Leafre
100      Angry Targa                 Malaysia
105      Manon                       Leafre
120      Kacchuu Musha               Ninja Castle
130      Hsalf                       Crimsonwood Keep PQ
140      Zakum's Arm (3)             Zakum fight
140      Furious Targa               Malaysia
140      Krexel (2)                  Ulu City
150      Mini Bean                   Pink Bean fight
155      Bodyguard B                 Zipangu
180      Hugin                       Pink Bean fight

Monsters weak to Lightning:

Level     Monster                     Location
-----     ----------------------      -----------------------------------
  6      Slime                       Victoria Island
 12      Octopus                     Victoria Island, Sleepywood
 25      Crow                        Mushroom Shrine
 28      Bubble Fish                 Aqua Road
 37      Lorang                      Florina Beach
 45      Dark Cloud Fox              Mushroom Shrine
 48      Clang                       Florina Beach
 48      Trucker                     Singapore
 50      Chunin                      Ninja Castle
 63      Slimy                       Singapore
 77      King Sage Cat               Mu Lung
 77      Bergamot                    Neo City
 87      Vikerola                    Malaysia
 93      Spirit Viking               Ludibrium Deep Dungeon
 95      Male Boss                   Zipangu
 95      Rexton                      Leafre
 95      Nibelung (all forms)        Neo City
 98      Gigantic Spirit Viking      Ludibrium Deep Dungeon
101      Headless Horseman           NLC Phantom Forest
106      Qualm Monk                  Temple of Time
109      Qualm Monk Trainee          Temple of Time
113      Qualm Guardian              Temple of Time
115      Black Crow                  Mushroom Shrine
116      Chief Qualm Guardian        Temple of Time
120      Kacchuu Musha               Ninja Castle
130      Female Boss                 Zipangu
130      Toad                        Ninja Castle
131      Lilynouch                   Temple of Time

Monsters weak to Holy:

Level     Monster                     Location
-----     ----------------------      -----------------------------------
 24      Zombie Mushroom             Sleepywood Ant Tunnel
 30      Mighty Maple Eater          New Leaf City
 33      Dark Leatty                 Orbis Tower
 35      Jr. Wraith                  Kerning Subway
 40      Zombie Lupin                Victoria Island
 40      Nightmare                   NLC Haunted House
 44      Skeledog                    Victoria Island Excavation Site
 45      Dark Cloud Fox              Mushroom Shrine
 45      Leprechaun                  NLC Phantom Forest
 47      Dark Nependeath             Orbis Cloud Park
 47      Mummydog                    Victoria Island Excavation Site
 48      Wraith                      Kerning Subway
 53      Bellflower Root             Mu Lung
 55      Malady                      Victoria Island
 56      Dark Jr. Yeti               El Nath
 56      Samiho                      Korean Folk Town
 57      Coolie Zombie               El Nath
 57      Miner Zombie                El Nath
 57      Skeleton Soldier            Victoria Island Excavation Site
 58      Dark Stone Golem            Victoria Island, Sleepywood
 58      Pac Pinky                   Singapore
 60      Nightghost                  Mushroom Shrine
 60      Blin                        Mushroom Shrine
 60      Morphed Blin                Mushroom Shrine
 60      Kunoichi                    Ninja Castle
 63      Soul Teddy                  Ludibrium Deep Dungeon
 63      Officer Skeleton            Victoria Island Excavation Site
 63      Jr. Lucida                  Orbis Gardens
 63      Slimy                       Singapore
 64      Dark Pepe                   El Nath
 66      Black Knight                Guild PQ
 66      Myst Knight                 Guild PQ
 67      Master Soul Teddy           Ludibrium Deep Dungeon
 68      Dark Yeti                   El Nath
 68      Dark Yeti (Transformed)     El Nath
 70      Klock                       Ludibrium Deep Dungeon
 72      Extra D                     Zipangu
 73      Lucida                      Mushroom Shrine
 73      Commander Skeleton          Victoria Island Excavation Site
 76      Dark Klock                  Ludibrium Deep Dungeon
 77      King Sage Cat               Mu Lung
 80      Jr. Balrog                  Sleepywood Dungeon
 80      Jonin                       Ninja Castle
 82      Dark Yeti & Pepe            El Nath
 85      Death Teddy                 Ludibrium Deep Dungeon
 88      Black Kentaurus             Leafre
 89      Master Death Teddy          Ludibrium Deep Dungeon
 92      Bone Fish                   Aqua Road Deep Gorge
 94      Gallopera                   Malaysia
 95      Phantom Watch               Ludibrium Deep Dungeon
 95      Elderwraith                 NLC Phantom Forest
 99      Grim Phantom Watch          Ludibrium Deep Dungeon
100      Crimson Balrog              Ellinia - Orbis boat ride
100      Dreamy Ghost (Hime)         Mushroom Shrine
100      Ninto                       Ninja Castle
108      Thanatos                    Ludibrium Deep Dungeon
110      Skelegon                    Leafre
113      Skelesaurus                 Leafre
120      Kacchuu Musha               Ninja Castle
130      Female Boss (Anego)         Zipangu

=== XVIV. 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 website that has this permission is gamefaqs.com. The author is in no
way affiliated with Wizet or Nexon, the companies responsible for MapleStory.

Copyright 2007-2019, Laurie "Shassia" J.