Warrior Path: Difference between revisions
MapleVerse wiki content |
MapleVerse wiki content |
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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 || — || Pulls a monster from afar up close. | | [[Skill:Monster Magnet|Monster Magnet]] || 30 || — || Pulls a monster from afar up close. | ||
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| [[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 | ||
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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 || — || Pulls a monster from afar up close. | | [[Skill:Monster Magnet|Monster Magnet]] || 30 || — || Pulls a monster from afar up close. | ||
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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 || — || Pulls a monster from afar up close. | | [[Skill:Monster Magnet|Monster Magnet]] || 30 || — || Pulls a monster from afar up close. | ||
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| [[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.}} | |||
== 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 == | ||
Revision as of 20:39, 3 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. |
| 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 | — | Pulls a monster from afar up close. |
| 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. |
| 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 | — | Pulls a monster from afar up close. |
| 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 | — | Pulls a monster from afar up close. |
| 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.
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.






