MapleStory: Page/White Knight Guide

1) Introduction
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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.


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(2) Class Descriptions
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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 is
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.

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(3) Choice of Weapons
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****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.


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(4) Skill List
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This is not a re-hash of other site is 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.

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