Warrior Path: Difference between revisions
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| [[Skill:Improved HP Recovery|Improved HP Recovery]] || 16 || — || Recover additional HP every 10 sec. | | [[Skill:Improved HP Recovery|Improved HP Recovery]] || 16 || — || Recover additional HP every 10 sec. | ||
|- | |- | ||
| [[Skill:Improved MaxHP Increase|Improved MaxHP Increase]] || 10 || Improved HP Recovery Lv 5 || This skill boosts up the amount of increase on MaxHP after each Level UP, or AP used on MaxHP. | | [[Skill:Improved MaxHP Increase|Improved MaxHP Increase]] || 10 || Improved HP Recovery Lv 5 || This skill boosts up the amount of increase on MaxHP after each Level UP, or AP used on MaxHP. It also adds DEX equal to 0.5% of your total STR per level (5% at level 10). | ||
|- | |- | ||
| [[Skill:Endure|Endure]] || 8 || Improved MaxHP Increase Lv 3 || Even when hanging on the rope or on a ladder, you'll be able to recover some HP after a certain amount of time. | | [[Skill:Endure|Endure]] || 8 || Improved MaxHP Increase Lv 3 || Even when hanging on the rope or on a ladder, you'll be able to recover some HP after a certain amount of time. | ||
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| [[Skill:Power Guard|Power Guard]] || 30 || Rage Lv 3 || Returns a portion of the damage received from the enemy. | | [[Skill:Power Guard|Power Guard]] || 30 || Rage Lv 3 || Returns a portion of the damage received from the enemy. | ||
|- | |- | ||
| [[Skill:Rush|Rush]] || 1 || — || Mastery through discipline. | | [[Skill:Rush (Fighter)|Rush]] || 1 || — || Mastery through discipline. A short charge that pushes monsters; see [[#Rush at 2nd job|below]]. | ||
|} | |} | ||
</div> | </div> | ||
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| [[Skill:Power Guard|Power Guard]] || 30 || Threaten Lv 3 || Returns a portion of the damage received from the enemy. | | [[Skill:Power Guard|Power Guard]] || 30 || Threaten Lv 3 || Returns a portion of the damage received from the enemy. | ||
|- | |- | ||
| [[Skill:Rush|Rush]] || 1 || — || Mastery through discipline. | | [[Skill:Rush (Page)|Rush]] || 1 || — || Mastery through discipline. A short charge that pushes monsters; see [[#Rush at 2nd job|below]]. | ||
|} | |} | ||
</div> | </div> | ||
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| [[Skill:Hyper Body|Hyper Body]] || 30 || Iron Will Lv 3 || Temporarily increases the Max HP and Max MP of all members of the party around the area. | | [[Skill:Hyper Body|Hyper Body]] || 30 || Iron Will Lv 3 || Temporarily increases the Max HP and Max MP of all members of the party around the area. | ||
|- | |- | ||
| [[Skill:Rush|Rush]] || 1 || — || Mastery through discipline. | | [[Skill:Rush (Spearman)|Rush]] || 1 || — || Mastery through discipline. A short charge that pushes monsters; see [[#Rush at 2nd job|below]]. | ||
|} | |} | ||
</div> | </div> | ||
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| [[Skill:Guardian|Guardian]] || 30 || — || Blocks the monster's attack by using the shield with a given success rate. | | [[Skill:Guardian|Guardian]] || 30 || — || Blocks the monster's attack by using the shield with a given success rate. | ||
|- | |- | ||
| [[Skill:Maple Warrior|Maple Warrior]] || 30 || — || Increase all players' stats within a party by certain percentage | | [[Skill:Maple Warrior (Hero)|Maple Warrior]] || 30 || — || Increase all players' stats within a party by certain percentage | ||
|- | |- | ||
| [[Skill:Monster Magnet|Monster Magnet]] || 30 || — || | | [[Skill:Monster Magnet (Hero)|Monster Magnet]] || 30 || — || Hold to charge, then release: pulls every monster on your platform within reach to right in front of you (up to 12 at level 30). | ||
|- | |- | ||
| [[Skill:Power Stance|Power Stance]] || 30 || Taught by the quest [[Quest:Protecting Tylus|Protecting Tylus]] || Enables one to stay at the same spot after being struck, resisting knock-back effects. | | [[Skill:Power Stance|Power Stance]] || 30 || Taught by the quest [[Quest:Protecting Tylus|Protecting Tylus]] || Enables one to stay at the same spot after being struck, resisting knock-back effects. | ||
|- | |- | ||
| [[Skill:Rush|Rush]] || 30 || — || Makes a mad dash forward, pushing off up to 10 monsters. | | [[Skill:Rush (Hero)|Rush]] || 30 || — || Makes a mad dash forward, pushing off up to 10 monsters. | ||
|- | |- | ||
| [[Skill:Brandish|Brandish]] || 30 || — || Enables one to attack multiple monsters forward twice | | [[Skill:Brandish|Brandish]] || 30 || — || Enables one to attack multiple monsters forward twice | ||
|- | |- | ||
| [[Skill:Enrage|Enrage]] || 30 || Advanced Combo Attack Lv 25; Taught by the quest [[Quest:Sayram's Skill|Sayram's Skill]] || Temporarily increases the attacking ability by using up the 10 combo counters. | | [[Skill:Enrage|Enrage]] || 30 || Advanced Combo Attack Lv 25; Taught by the quest [[Quest:Sayram's Skill|Sayram's Skill]] || Temporarily increases the attacking ability by using up the 10 combo counters. Lasts up to 240 seconds. | ||
|- | |- | ||
| [[Skill:Hero's Will|Hero's Will]] || 5 || — || Enables one to shrug off abnormal conditions. | | [[Skill:Hero's Will|Hero's Will]] || 5 || — || Enables one to shrug off abnormal conditions. | ||
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| [[Skill:Advanced Charge|Advanced Charge]] || 10 || Charged Blow Lv 30 || Increases the damage incurred when using Charge Blow. | | [[Skill:Advanced Charge|Advanced Charge]] || 10 || Charged Blow Lv 30 || Increases the damage incurred when using Charge Blow. | ||
|- | |- | ||
| [[Skill:Maple Warrior|Maple Warrior]] || 30 || — || Increase all players' stats within a party by certain percentage | | [[Skill:Maple Warrior (Paladin)|Maple Warrior]] || 30 || — || Increase all players' stats within a party by certain percentage | ||
|- | |- | ||
| [[Skill:Monster Magnet|Monster Magnet]] || 30 || — || | | [[Skill:Monster Magnet (Paladin)|Monster Magnet]] || 30 || — || Hold to charge, then release: pulls every monster on your platform within reach to right in front of you (up to 12 at level 30). | ||
|- | |- | ||
| [[Skill:Power Stance|Power Stance]] || 30 || Taught by the quest [[Quest:Protecting Tylus|Protecting Tylus]] || Enables one to stay at the same spot after being struck, resisting knock-back effects. | | [[Skill:Power Stance|Power Stance]] || 30 || Taught by the quest [[Quest:Protecting Tylus|Protecting Tylus]] || Enables one to stay at the same spot after being struck, resisting knock-back effects. | ||
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| [[Skill:Divine Charge : BW|Divine Charge : BW]] || 20 || Taught by the quest [[Quest:The Holy Knight's Sword|The Holy Knight's Sword]] || Temporarily adds a divine element to the blunt weapon. | | [[Skill:Divine Charge : BW|Divine Charge : BW]] || 20 || Taught by the quest [[Quest:The Holy Knight's Sword|The Holy Knight's Sword]] || Temporarily adds a divine element to the blunt weapon. | ||
|- | |- | ||
| [[Skill:Rush|Rush]] || 30 || — || Makes a mad dash forward, pushing off up to 10 monsters. | | [[Skill:Rush (Paladin)|Rush]] || 30 || — || Makes a mad dash forward, pushing off up to 10 monsters. | ||
|- | |- | ||
| [[Skill:Blast|Blast]] || 30 || — || Strikes a single, tremendous blow to a single monster. | | [[Skill:Blast|Blast]] || 30 || — || Strikes a single, tremendous blow to a single monster. | ||
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| [[Skill:Hex of the Beholder|Hex of the Beholder]] || 25 || Beholder Lv 1; Taught by the quest [[Quest:Contract of the Spirit|Contract of the Spirit]] || The black spirit periodically buffs the Dark Knight. | | [[Skill:Hex of the Beholder|Hex of the Beholder]] || 25 || Beholder Lv 1; Taught by the quest [[Quest:Contract of the Spirit|Contract of the Spirit]] || The black spirit periodically buffs the Dark Knight. | ||
|- | |- | ||
| [[Skill:Maple Warrior|Maple Warrior]] || 30 || — || Increase all players' stats within a party by certain percentage | | [[Skill:Maple Warrior (Dark Knight)|Maple Warrior]] || 30 || — || Increase all players' stats within a party by certain percentage | ||
|- | |- | ||
| [[Skill:Monster Magnet|Monster Magnet]] || 30 || — || | | [[Skill:Monster Magnet (Dark Knight)|Monster Magnet]] || 30 || — || Hold to charge, then release: pulls every monster on your platform within reach to right in front of you (up to 12 at level 30). | ||
|- | |- | ||
| [[Skill:Power Stance|Power Stance]] || 30 || Taught by the quest [[Quest:Protecting Tylus|Protecting Tylus]] || Enables one to stay at the same spot after being struck, resisting knock-back effects. | | [[Skill:Power Stance|Power Stance]] || 30 || Taught by the quest [[Quest:Protecting Tylus|Protecting Tylus]] || Enables one to stay at the same spot after being struck, resisting knock-back effects. | ||
|- | |- | ||
| [[Skill:Rush|Rush]] || 30 || — || Makes a mad dash forward, pushing off up to 10 monsters. | | [[Skill:Rush (Dark Knight)|Rush]] || 30 || — || Makes a mad dash forward, pushing off up to 10 monsters. | ||
|- | |- | ||
| [[Skill:Beholder|Beholder]] || 10 || — || Temporarily summons Beholder. | | [[Skill:Beholder|Beholder]] || 10 || — || Temporarily summons Beholder. | ||
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|} | |} | ||
</div> | </div> | ||
== Rush at 2nd job == | |||
Fighters, Pages and Spearmen get a 1-point '''Rush''' at 2nd job: a short charge forward that pushes the monsters in | |||
your path. It stays at level 1 and grows with your weapon Mastery and your character level. | |||
{| class="wikitable" | |||
! scope="col" | You have !! scope="col" | Monsters pushed | |||
|- | |||
| Mastery below 7 || 1 | |||
|- | |||
| Mastery 7 to 19 || 2 | |||
|- | |||
| Mastery 20 || 3 | |||
|- | |||
| Character level 70 or more || at least 5 | |||
|- | |||
| Character level 90 or more || at least 7 | |||
|- | |||
| Character level 120 or more || at least 10 | |||
|} | |||
The Mastery that counts is Sword or Axe Mastery for a Fighter, Sword or BW Mastery for a Page, and Spear or Pole Arm | |||
Mastery for a Spearman. The 4th-job Rush of the Hero, Paladin and Dark Knight is a separate skill and works as before. | |||
{{Changed|The 2nd-job Rush is a MapleVerse skill. The level steps (5, 7 and 10 monsters) are MapleVerse additions too.}} | |||
== Skill notes == | |||
* '''Improved MaxHP Increase''' also turns part of your STR into DEX: 0.5% of your total STR per skill level, 5% at level 10. | |||
* '''Monster Magnet''' (Hero, Paladin and Dark Knight) is charged: hold the skill key and release it. A quick tap pulls from close by; holding for 2 seconds reaches as wide as [[Skill:Genesis|Genesis]]. It pulls every monster on your own platform within that reach and drops them right in front of you: up to 4 monsters at level 10, 8 at level 20 and 12 at level 30. | |||
* '''Enrage''' (Hero) keeps its usual duration, from 10 seconds at level 1 up to 240 seconds at level 30, with its 6-minute cooldown. | |||
* '''Buff durations.''' Every buff whose top-level duration was between 200 and 599 seconds now lasts up to 600 seconds (10 minutes), and lower levels scale the same way, so each level still lasts longer than the one before. Cooldowns are unchanged, and buffs that already lasted longer keep their time. For example, Iron Body lasts 600 seconds at level 20 and Power Stance 600 seconds at level 30. | |||
* '''Maple Warrior''' lasts 600 seconds at level 1 and 10 seconds longer for each level after that: 690 seconds at level 10, 790 at level 20 and 900 at level 30. | |||
{{Changed|In MapleVerse, Monster Magnet is a charged pull of every monster on your platform, Improved MaxHP Increase adds DEX, buffs that lasted 200 seconds or more last up to 10 minutes, and Maple Warrior lasts 600 seconds at level 1, rising by 10 seconds a level to 900 seconds at level 30.}} | |||
== Common problems == | == Common problems == | ||
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* '''The next training session is missing.''' Each Training Session is offered as soon as you hand in the one before it. | * '''The next training session is missing.''' Each Training Session is offered as soon as you hand in the one before it. | ||
* '''The Beginner Training Center quest shows done too early.''' Talk to the instructor inside the training center, not the warper at the entrance. | * '''The Beginner Training Center quest shows done too early.''' Talk to the instructor inside the training center, not the warper at the entrance. | ||
* '''Rush only pushes a few monsters.''' The 2nd-job Rush pushes more as your Mastery grows and again from character level 70, 90 and 120; see [[#Rush at 2nd job|Rush at 2nd job]]. | |||
== See also == | == See also == | ||
Latest revision as of 15:30, 5 November 2026
At a glance
| First job | Level 10 from Dances with Balrog in Warriors' Sanctuary, Perion |
|---|---|
| Main stat | STR (35 at the first job) |
| Branches | Fighter, Page, Spearman |
| Later | Crusader, White Knight, Dragon Knight; Hero, Paladin, Dark Knight |
| HP and MP per level | 26 and 5 |
Warriors fight in melee and have the most HP of the Explorers. This page lists the route and every skill book of the line.
Route
| Tier | Level | Guide |
|---|---|---|
| Warrior | 10 | Talk to Dances with Balrog. You receive Beginner Warrior's sword. |
| Fighter, Page, Spearman | 30 | Second Job Advancement |
| Crusader, White Knight, Dragon Knight | 70 | Third Job Advancement; chief Tylus |
| Hero, Paladin, Dark Knight | 120 | Fourth Job Advancement; instructor Harmonia |
Stats
The AUTO button targets DEX and STR. See Stat Builds.
Skills
| Skill | Max level | Needs | What it does |
|---|---|---|---|
| Improved HP Recovery | 16 | — | Recover additional HP every 10 sec. |
| Improved MaxHP Increase | 10 | Improved HP Recovery Lv 5 | This skill boosts up the amount of increase on MaxHP after each Level UP, or AP used on MaxHP. It also adds DEX equal to 0.5% of your total STR per level (5% at level 10). |
| Endure | 8 | Improved MaxHP Increase Lv 3 | Even when hanging on the rope or on a ladder, you'll be able to recover some HP after a certain amount of time. |
| Iron Body | 20 | Endure Lv 3 | Temporarily increases your weapon defense. |
| Power Strike | 20 | — | Use MP to deliver a killer blow to the monsters with a sword. |
| Slash Blast | 20 | Power Strike Lv 1 | Use HP and MP to attack every enemy around you with a sword. |
| Skill | Max level | Needs | What it does |
|---|---|---|---|
| Sword Mastery | 20 | — | Increases the sword mastery and accuracy. |
| Axe Mastery | 20 | — | Increases the axe mastery and accuracy. |
| Final Attack : Sword | 30 | Sword Mastery Lv 3 | Strikes an another, far deadlier blow following the initial attack with a given success rate. |
| Final Attack : Axe | 30 | Axe Mastery Lv 3 | Strikes an another, far deadlier blow following the initial attack with a given success rate. |
| Sword Booster | 20 | Sword Mastery Lv 5 | Uses HP and MP to temporarily boost up the attacking speed of the equipped sword. |
| Axe Booster | 20 | Axe Mastery Lv 5 | Uses HP and MP to temporarily boost up the attacking speed of the equipped axe. |
| Rage | 20 | — | Temporarily boosts the weapon attack level of everyone in the party around the area, but also decreases the level of weapon attack defense. |
| Power Guard | 30 | Rage Lv 3 | Returns a portion of the damage received from the enemy. |
| Rush | 1 | — | Mastery through discipline. A short charge that pushes monsters; see below. |
| Skill | Max level | Needs | What it does |
|---|---|---|---|
| Sword Mastery | 20 | — | Increases the sword mastery and accuracy. |
| BW Mastery | 20 | — | Increases the mastery of blunt weapons and accuracy. |
| Final Attack : Sword | 30 | Sword Mastery Lv 3 | Strikes an another, far deadlier blow following the initial attack with a given success rate. |
| Final Attack : BW | 30 | BW Mastery Lv 3 | Strikes an another, far deadlier blow following the initial attack with a given success rate. |
| Sword Booster | 20 | Sword Mastery Lv 5 | Uses HP and MP to temporarily boost up the attacking speed of the equipped sword. |
| BW Booster | 20 | BW Mastery Lv 5 | Uses HP and MP to temporarily boost up the attacking speed of the equipped blunt weapon. |
| Threaten | 20 | — | Use MP to temporarily threaten a monster. |
| Power Guard | 30 | Threaten Lv 3 | Returns a portion of the damage received from the enemy. |
| Rush | 1 | — | Mastery through discipline. A short charge that pushes monsters; see below. |
| Skill | Max level | Needs | What it does |
|---|---|---|---|
| Spear Mastery | 20 | — | Increases the spear mastery and accuracy. |
| Pole Arm Mastery | 20 | — | Increases the mastery of pole arms and accuracy. |
| Final Attack : Spear | 30 | Spear Mastery Lv 3 | Strikes an another, far deadlier blow following the initial attack with a given success rate. |
| Final Attack : Pole Arm | 30 | Pole Arm Mastery Lv 3 | Strikes an another, far deadlier blow following the initial attack with a given success rate. |
| Spear Booster | 20 | Spear Mastery Lv 5 | Uses HP and MP to temporarily boost up the attacking speed of the equipped spear. |
| Pole Arm Booster | 20 | Pole Arm Mastery Lv 5 | Uses HP and MP to temporarily boost up the attacking speed of the equipped pole arm. |
| Iron Will | 20 | — | Temporarily increases the level of weapon and magic defense on every member of the party around the area. |
| Hyper Body | 30 | Iron Will Lv 3 | Temporarily increases the Max HP and Max MP of all members of the party around the area. |
| Rush | 1 | — | Mastery through discipline. A short charge that pushes monsters; see below. |
| Skill | Max level | Needs | What it does |
|---|---|---|---|
| Improving MP Recovery | 20 | — | Recovers MP at a faster rate than the norm every 10 seconds by standing still. |
| Shield Mastery | 20 | — | Increases shield defense. |
| Combo Attack | 30 | — | Prepares for combo attack. |
| Panic : Sword | 30 | Combo Attack Lv 1 | Attack a single monster using dark powers. |
| Panic : Axe | 30 | Combo Attack Lv 1 | Attack a single monster using dark powers. |
| Coma: Sword | 30 | Combo Attack Lv 1 | If struck cleanly, the monster becomes panicked. |
| Coma: Axe | 30 | Combo Attack Lv 1 | If struck cleanly, the monster becomes panicked. |
| Armor Crash | 20 | Shout Lv 3 | Nullifies the defense buff used by the monster with a given success rate. |
| Shout | 30 | — | Temporarily stuns up to 6 monsters nearby with damage. |
| Skill | Max level | Needs | What it does |
|---|---|---|---|
| Improving MP Recovery | 20 | — | Recovering even more MP every 10 sec. |
| Shield Mastery | 20 | — | Shield Defense increases. |
| Charged Blow | 30 | — | Make the enemy stun. |
| Fire Charge: Sword | 30 | — | Temporarily adds an element of fire into the sword. |
| Flame Charge: BW | 30 | — | Temporarily adds an element of fire into the blunt weapon. |
| Ice Charge: Sword | 30 | — | You can attack with ice power. |
| Blizzard Charge: BW | 30 | — | Temporarily adds an element of blizzard into the blunt weapon. |
| Thunder Charge: Sword | 30 | — | Temporarily adds an element of thunder into the sword. |
| Lightning Charge: BW | 30 | — | Temporarily adds an element of lightning into the blunt weapon. |
| Magic Crash | 20 | Charged Blow Lv 3 | Nullifies the magic defense buff used by the monster with a given success rate. |
| Skill | Max level | Needs | What it does |
|---|---|---|---|
| Elemental Resistance | 20 | — | Gains resistance against all Magic attacks (Fire, Cold, Lightning & Poison.) |
| Spear Crusher | 30 | — | Attacks multiple monsters several times by thrusting the spear. |
| Pole Arm Crusher | 30 | — | Attacks multiple monsters several times by thrusting the pole arm. |
| Dragon Fury: Spear | 30 | — | Attacks up to 6 monsters nearby in relatively distant range by swinging the Spear. |
| Dragon Fury: Pole Arm | 30 | — | Attacks up to 6 monsters nearby in relatively distant range by swinging the pole arm. |
| Sacrifice | 30 | — | Attacks a single monster while disabling the monster's defending capacity. |
| Dragon Roar | 30 | Sacrifice Lv 3 | Attacks up to 15 monsters at once by temporarily stunning them. |
| Power Crash | 20 | Dragon Blood Lv 3 | Nullifies "power-up" skills of multiple monsters with a given success rate. |
| Dragon Blood | 20 | — | Increases the attacking capacity, but decreases HP steadily until 4 seconds before the remaining HP exhausts. |
| Skill | Max level | Needs | What it does |
|---|---|---|---|
| Advanced Combo Attack | 30 | Combo Attack Lv 30 | By maximizing the potential of the combo attack, it enables one to charge up the combo counter up to 10, and with a given success rate, the combo… |
| Achilles | 30 | — | Permanently increases the weapon defense of one's armor |
| Guardian | 30 | — | Blocks the monster's attack by using the shield with a given success rate. |
| Maple Warrior | 30 | — | Increase all players' stats within a party by certain percentage |
| Monster Magnet | 30 | — | Hold to charge, then release: pulls every monster on your platform within reach to right in front of you (up to 12 at level 30). |
| Power Stance | 30 | Taught by the quest Protecting Tylus | Enables one to stay at the same spot after being struck, resisting knock-back effects. |
| Rush | 30 | — | Makes a mad dash forward, pushing off up to 10 monsters. |
| Brandish | 30 | — | Enables one to attack multiple monsters forward twice |
| Enrage | 30 | Advanced Combo Attack Lv 25; Taught by the quest Sayram's Skill | Temporarily increases the attacking ability by using up the 10 combo counters. Lasts up to 240 seconds. |
| Hero's Will | 5 | — | Enables one to shrug off abnormal conditions. |
| Skill | Max level | Needs | What it does |
|---|---|---|---|
| Achilles | 30 | — | Permanently increases the weapon defense of one's armor |
| Guardian | 30 | — | Blocks the monster's attack by using the shield with a given success rate. |
| Advanced Charge | 10 | Charged Blow Lv 30 | Increases the damage incurred when using Charge Blow. |
| Maple Warrior | 30 | — | Increase all players' stats within a party by certain percentage |
| Monster Magnet | 30 | — | Hold to charge, then release: pulls every monster on your platform within reach to right in front of you (up to 12 at level 30). |
| Power Stance | 30 | Taught by the quest Protecting Tylus | Enables one to stay at the same spot after being struck, resisting knock-back effects. |
| Holy Charge : Sword | 20 | Taught by the quest The Holy Knight's Sword | Temporarily adds a holy element to the sword. |
| Divine Charge : BW | 20 | Taught by the quest The Holy Knight's Sword | Temporarily adds a divine element to the blunt weapon. |
| Rush | 30 | — | Makes a mad dash forward, pushing off up to 10 monsters. |
| Blast | 30 | — | Strikes a single, tremendous blow to a single monster. |
| Heaven's Hammer | 30 | Taught by the quest Sayram's Skill | Strikes the ground with a huge hammer to attack up to 15 monsters. |
| Hero's Will | 5 | — | Enables one to shrug off abnormal conditions. |
| Skill | Max level | Needs | What it does |
|---|---|---|---|
| Achilles | 30 | — | Permanently increases the weapon defense of one's armor |
| Berserk | 30 | Taught by the quest Sayram's Skill | Increases overall attack once the knight's HP drops below a certain level. |
| Aura of the Beholder | 25 | Beholder Lv 1; Taught by the quest Magic of the Spirit | The black spirit periodically restores the Dark Knight's HP. |
| Hex of the Beholder | 25 | Beholder Lv 1; Taught by the quest Contract of the Spirit | The black spirit periodically buffs the Dark Knight. |
| Maple Warrior | 30 | — | Increase all players' stats within a party by certain percentage |
| Monster Magnet | 30 | — | Hold to charge, then release: pulls every monster on your platform within reach to right in front of you (up to 12 at level 30). |
| Power Stance | 30 | Taught by the quest Protecting Tylus | Enables one to stay at the same spot after being struck, resisting knock-back effects. |
| Rush | 30 | — | Makes a mad dash forward, pushing off up to 10 monsters. |
| Beholder | 10 | — | Temporarily summons Beholder. |
| Hero's Will | 5 | — | Enables one to shrug off abnormal conditions. |
Rush at 2nd job
Fighters, Pages and Spearmen get a 1-point Rush at 2nd job: a short charge forward that pushes the monsters in your path. It stays at level 1 and grows with your weapon Mastery and your character level.
| You have | Monsters pushed |
|---|---|
| Mastery below 7 | 1 |
| Mastery 7 to 19 | 2 |
| Mastery 20 | 3 |
| Character level 70 or more | at least 5 |
| Character level 90 or more | at least 7 |
| Character level 120 or more | at least 10 |
The Mastery that counts is Sword or Axe Mastery for a Fighter, Sword or BW Mastery for a Page, and Spear or Pole Arm Mastery for a Spearman. The 4th-job Rush of the Hero, Paladin and Dark Knight is a separate skill and works as before.
Different from the original game The 2nd-job Rush is a MapleVerse skill. The level steps (5, 7 and 10 monsters) are MapleVerse additions too.
Skill notes
- Improved MaxHP Increase also turns part of your STR into DEX: 0.5% of your total STR per skill level, 5% at level 10.
- Monster Magnet (Hero, Paladin and Dark Knight) is charged: hold the skill key and release it. A quick tap pulls from close by; holding for 2 seconds reaches as wide as Genesis. It pulls every monster on your own platform within that reach and drops them right in front of you: up to 4 monsters at level 10, 8 at level 20 and 12 at level 30.
- Enrage (Hero) keeps its usual duration, from 10 seconds at level 1 up to 240 seconds at level 30, with its 6-minute cooldown.
- Buff durations. Every buff whose top-level duration was between 200 and 599 seconds now lasts up to 600 seconds (10 minutes), and lower levels scale the same way, so each level still lasts longer than the one before. Cooldowns are unchanged, and buffs that already lasted longer keep their time. For example, Iron Body lasts 600 seconds at level 20 and Power Stance 600 seconds at level 30.
- Maple Warrior lasts 600 seconds at level 1 and 10 seconds longer for each level after that: 690 seconds at level 10, 790 at level 20 and 900 at level 30.
Different from the original game In MapleVerse, Monster Magnet is a charged pull of every monster on your platform, Improved MaxHP Increase adds DEX, buffs that lasted 200 seconds or more last up to 10 minutes, and Maple Warrior lasts 600 seconds at level 1, rising by 10 seconds a level to 900 seconds at level 30.
Common problems
- Dances with Balrog only talks about advancement. He lists his quests too; the advancement is the row Talk about my training.
- The next training session is missing. Each Training Session is offered as soon as you hand in the one before it.
- The Beginner Training Center quest shows done too early. Talk to the instructor inside the training center, not the warper at the entrance.
- Rush only pushes a few monsters. The 2nd-job Rush pushes more as your Mastery grows and again from character level 70, 90 and 120; see Rush at 2nd job.






