MapleStory/Warrior/Skills

=Skills=

First Job: Warrior

 * Improving HP Recovery : This skill increases the amount of HP regained every 10 seconds while still, or while using Endure. Max is 16 points.


 * Improving Max HP Increase :Increases the amount of HP gained during each level-up, or when AP is spent in HP. Requires 5 points in Improving HP Recovery. Max is 10 points.


 * Endure : This skill enables healing while still on ropes. Requires 3 points in Improving Max HP Increase. Max is 8 points.


 * Iron Body : This skill increases Weapon Defense temporarily. Requires 3 points in Endure. Max is 20 points.


 * Power Strike : A single-target attack, one of the Warrior's main attacks. Max is 20 points.


 * Slash Blast : A multi-target attack, another of the Warrior's main attacks. Requires 1 point in Power Strike. Max is 20 points.

Second Job

 * Weapon Mastery: Raises accuracy and mastery when you're wielding the corresponding weapon. Accuracy is easy enough to understand, but Mastery? Well, with a higher mastery, you do higher minimum damage. Saying that you must get 19 points in the skill ASAP is too mild... saying that you'll fail at life if you don't get 19 points in there early on sounds better.
 * Final Attack: There's a certain chance that another attack will follow after you execute a skill (1st job skill only!) with the corresponding weapon. It works well with Power Blast as it's basically a free Power Blast 60% of the time. Slash Blast doesn't work too well with it as the attack damage spread out on all the foes, but it can't hurt (unlike Archer's final attack).
 * Weapon Booster: Raises the attacking speed of the corresponding weapon when activated. Get 5 points in this after Mastery, as more skill point only reduces the cost and lengthens the duration, and you have more pressing skills to max at early levels.

The above three skills are common to all warriors. These skills below are unique to certain classes.


 * Rage/Fury: When activated, raises the weapon attack of all party members nearby, at the cost of reducing their defence. Unique to Fighters. This is the skill that Fighter gets the love the most. While Mages complain that increasing weapon attack does jack squat to them, everybody else will love the extra boost in their attack.
 * Threaten: When activated, decrease nearby enemy's attack and defence. Unique to Pages. Please note that even when it says "attack and defence-20" in skill description, it really means decrease their attack and defence by 20%. This skill is semi-useful at most, but against powerful enemies this can REALLY put the drop on their attack and defence. I was able to reduce Tauromacis's contact damage from 450-500 to 350-400 with this skill.
 * Power Guard: For a certain amount of time, 40% of any damage induced by physical contact will be nullified and reflected back at the monster. Unique to Fighters and Pages. 40% damage nullified... I don't think I need to explain how useful this skill is. The reflected damage is completely insignificant (Unless you want to hunt balrog before 3rd job), but the fact that you take 40% damage less than usual is enough.
 * Iron Wall: When activated, increase defence and magic defence of party members nearby. Unique to Spearman. This is not a useful skill as Bless pretty much does the same thing (and more), plus that 20 defence and magic defence isn't all significant anyways.
 * Hyper Body: When activated, nearby party member's maximum HP and MP are increased. Unique to Spearmen. This is the skill that makes everybody love Spearmen, as it's often essential during boss fights to rogues and especially, archers.

Note: For skills which list two weapons, only the weapon named in the skill will be affected. (i.e. Sword Mastery only works with Swords, not Axes. Axe Mastery only works with Axes, not Swords.)

Fighter

 * Sword/Axe Mastery : This skill increases both the Fighter's minimum damage (Mastery %) as well as Accuracy while a Sword/Axe (either one-handed or two-handed) is equipped. Max is 20 points.


 * Final Attack Sword/Axe : When either Power Strike or Slash Blast is used and a Sword/Axe is equipped, this skill has a set % chance of following up with a (Free!) similar skill. Power Strike will cause another single-target attack, while Slash Blast will cause a multi-target attack. Requires 3 points in Sword/Axe Mastery. Max is 30 points.


 * Sword/Axe Booster : Increases the attacking speed of a Sword/Axe. Higher levels decrease HP/MP cost and increase duration. Requires 5 points in Sword/Axe Mastery. Max is 20 points.


 * Rage : Increases Weapon Attack by up to 10 points, but causes Weapon Defense to decrease by the same number of points. Also applies to nearby party members. Max is 20 points.


 * Power Guard : When hit by touching a monster, this skill (if active) reflects damage by up to 40%. In other words, the monster takes 40% of the touch damage, you take the other 60%. Requires 3 points in Rage. Max is 30 points.

Page
Note: Blunt Weapons are also known as Maces.


 * Sword/Blunt Weapon Mastery : This skill increases both the Page's minimum damage (Mastery %) as well as Accuracy while a Sword/Blunt Weapon (either one-handed or two-handed) is equipped. Max is 20 points.


 * Final Attack Sword/Blunt Weapon : When either Power Strike or Slash Blast is used and a Sword/Blunt Weapon is equipped, this skill has a set % chance of following up with a (Free!) similar skill. Power Strike will cause another single-target attack, while Slash Blast will cause a multi-target attack. Requires 3 points in Sword/Blunt Weapon Mastery. Max is 30 points.


 * Sword/Blunt Weapon Booster : Increases the attacking speed of a Sword/Blunt Weapon. Higher levels decrease HP/MP cost and increase duration. Requires 5 points in Sword/Blunt Weapon Mastery. Max is 20 points.


 * Threaten : Decreases the Weapon Attack and Weapon Defense of a monster by up to 20 points (not percent). Max is 20 points.


 * Power Guard : When hit by touching a monster, this skill (if active) reflects damage by up to 40%. In other words, the monster takes 40% of the touch damage, you take the other 60%. Requires 3 points in Threaten. Max is 30 points. Does the exact same thing as Fighter's Power Guard

Spearmen

 * Spear/Polearm Mastery : This skill increases both the Spearman's minimum damage (Mastery %) as well as Accuracy while a Spear/Polearm is equipped. Max is 20 points.


 * Final Attack Spear/Polearm : When either Power Strike or Slash Blast is used and a Spear/Polearm is equipped, this skill has a set % chance of following up with a (Free!) similar skill. Power Strike will cause another single-target attack, while Slash Blast will cause a multi-target attack. Requires 3 points in Spear/Polearm Mastery. Max is 30 points.


 * Spear/Polearm Booster : Increases the attacking speed of a Spear/Polearm. Higher levels decrease HP/MP cost and increase duration. Requires 5 points in Spear/Polearm Mastery. Max is 20 points.


 * Iron Wall : Increases both Weapon Defense and Magic Defense for a short period of time. Max is 20 points.


 * <span ID="Hyper_Body">Hyper Body : Increase both Max HP and Max MP of the party by up to 60%. Requires 3 points in Iron Wall. Maxes at 30 points.

Third Job
Note: Once again, for skills which list two weapons, only the weapon named in the skill will be affected.

Crusader
Advances from Fighter.
 * <span ID="C_MP_Recovery">Improving MP Recovery : This skill increases the amount of MP regained each 10 seconds. Max is 20 points.


 * <span ID="C_Shield_Mastery">Shield Mastery : This skill increases the defense applied by a shield, if one is worn. Max is 20 points.


 * Combo Attack : This skill starts a "Combo Meter", which increases in number of "orbs" by attacking monsters. The "orbs" are used in the two finishers, Panic and Coma, and as long as Combo Attack is active, damage is also increased. Max is 30 points.


 * Panic: Sword/Axe : Only usable if a Sword/Axe is equipped and Combo Attack is charged (has "orbs" ready). Deals high single-monster damage and can lower a monster's accuracy. Requires 1 point in Combo Attack. Max is 30 points.


 * Coma: Sword/Axe : Only usable if a Sword/Axe is equipped and Combo Attack is charged (has "orbs" ready). Deals damage to multiple monsters and can stun. Requires 1 point in Combo Attack. Max is 30 points.


 * Shout : Deals slight damage to up to six monsters with some additional range, but can stun for long periods of time. Max is 30 points.


 * <span ID="Armor_Crush">Armor Crush : Removes an enemy's Defense Up skill (marked by the red skull). Higher levels increase % of success and reduce MP used. Requires 3 points in Shout. Max is 20 points.

Knight
Advances from Page.


 * <span ID="K_MP_Recovery">Improving MP Recovery : This skill increases the amount of MP regained each 10 seconds. Max is 20 points.


 * <span ID="K_Shield_Mastery">Shield Mastery : This skill increases the defense applied by a shield, if one is worn. Max is 20 points.


 * <span ID="Charge_Blow">Charge Blow : Literially smacks the current element charge onto the opponents' faces, which sports high attack power and a chance to stun. The charge is deactivated after Charge Blow is used. Max is 30 points.


 * <span ID="Charge_Flame">Flame Charge (Sword/Blunt Weapon) : Gives a character's attack a fire element for a set period of time, as well as a bit of power boost. Max is 30 points. More enemies in the current version are weak to fire than ice or lightning.


 * <span ID="Charge_Blizzard">Blizzard Charge (Sword/Blunt Weapon) : Gives a character's attack an ice element for a set period of time. Not much power boost, if any at all, but monsters attacked will be frozen unless immune. Max is 30 points.


 * <span ID="Charge_Thunder">Thunder Charge (Sword/Blunt Weapon) : Gives a character's attack a lightning element for a set period of time. Largest power boost of all three charges, but very few enemies currently with a weakness to lightning. Max is 30 points.


 * <span ID="Magic_Crush">Magic Crush : Removes an enemy's Magic Defense Up skill (marked by the blue swirl). Higher levels increase % of success and reduce MP used. Requires 3 points in Charge Blow. Max is 20 points.

Dragon Knight
Advances from Spearman.


 * <span ID="Element_Resist">Elemental Resistance : Reduces damage from elemental attacks. Max is 20 points.


 * Spear/Polearm Crusher : Hits up to three enemies three times with a stabbing attack. Max is 30 points.


 * <span ID="Dragon_Fury">Dragon Fury (Spear/Polearm) : Hits a group of enemies with a swinging attack. Max is 30 points.


 * Sacrifice : Hits one enemy, ignoring weapon defense, but character takes damage based on damage dealt. Max is 30 points.


 * <span ID="Dragon_Roar">Dragon Roar : Hits 20 enemies within a large radius of the character, but uses up massive amounts of HP (30% of max HP, even at maximum level!) and stuns the character. Requires 3 points in Sacrifice. Max is 30 points.


 * <span ID="Dragon_Blood">Dragon Blood : Increases Weapon Attack, but at long as it's active, the character will lose HP every few seconds. Max is 20 points.


 * <span ID="Power_Crash">Power Crash : Removes an enemy's Attack Up skill (marked by the red arrow) and Magic Attack Up skill (marked by the blue arrow). Higher levels increase % of success and reduce MP used. Requires 3 points in Dragon Blood. Max is 20 points.

=See Also=