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MapleStory Guide: Dark Knight Skill Information
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Dark Knight Guide: RED




Introduction to Darkness



Welcome young explorer! What a horrible night to have a curse isn't it? aah, but the dark knight class has some of the most amazing curses you could possibly imagine!

Starting as early as second job, you'll receive skills with a range so large, you'll one day find yourself at level 250 and they'll still be on your keyboard. moving on to third job where you'll gain a massive boost to your damage, and the ability to drain the enemy dry of their health while you recover yours; and finally fourth job, where death herself becomes your ally by reviving you from a lethal attack, healing all your HP, and making you invincible for a certain amount of time.

Needless to say, this will take effort and time, and my job here with this guide is to help you reach this goal the fastest way possible. But heed my words: this damage is worth nothing if you don't have fun with it, this is after all a game and the purpose of any game is to have fun with it.



General Dark Knight information and inquiries


This section will cover general information that is good to know before starting your Dark Knight, namely what are the benefits and downsides of the class, which kind of weapon should one use, and whether being an ultimate adventurer Dark Knight is worth it or not



Pro's and Con's of playing a Dark knight



We got plenty of changes with the RED update which fixed most of our flaws, but in doing so it created a few new ones, and left some previous ones untouched, here are some of the most significant pro's and con's of being a Dark Knight:

Pro's of the Dark Knight
♠ Great attacking distance for a warrior
♠ Amazing healing system, which pretty much makes you not use HP pots.
♠ Very stable damage, due to 90% mastery, and criticals also having a stable min and max damage
♠ Lots of critical hits due to an 85% chance once maxed, for those that like big, red numbers
♠ Highest warrior HP when using hyper body, except for Demon Avengers.
♠ Hyperbody being a party skill helps some classes survive better and Avengers deal more damage
♠ Several sources of PDR ignore, and good amounts of it too.
♠ Ignores death with a skill that triggers automatically and also grants invincibility
♠ Huge attacking range on most of our skills leaving even some mages and thieves behind
♠ Massive amounts of damage increases that affect all our skills, starting as early as third job
♠ Magic crash allows us to prevent a boss from casting it's most dangerous buffs

Con's of a Dark Knight
♠ Lack of a skill which reduces damage taken from magical attacks
♠ We lost sacrifice, only skill in the game that allowed you to ignore all defense with every strike
♠ We get so much total damage from skills, that the effectiveness of boss damage potentials is greatly reduced
♠ Skills with cooldowns, meaning a badly timed dispel will lower our damage significantly
♠ On that same line, the cooldowns don't allow us the use of our best skill all of the time
♠ We can't ignore physical resistance, unlike our paladin friends
♠ Lack of a shield means that we have one less equip to scroll with attack

As you can see, our con's aren't THAT big of an issue but some can get a bit troublesome at times, mainly the cooldown one, and if you're very funded or battling hard enemies, the boss damage, sacrifice and physical resistance ones are gonna be very annoying. Some of these can be worked around or aren't as important as they once were however.



Polearms and Spears... What's the deal?



You've seen the pro's and the con's of the class and thought "yea, this is for me!" so now you're here wondering which weapon you should use, what's the difference between spears and polearms?

Functionality wise... there's none. A spear and a polearm that have the same stats and speed will perform exactly the same, but most of the time this won't be the case; spears tend to have a lot more attack at higher levels while polearms feature lower attack but a faster attacking rate, so the new question would be which is best, more attack or more attacking speed?

I'll always recommend the faster speed for one several reasons, some simpler than other, first being that attacking speed is much harder to get meaning that it's more valuable, on that same line the better geared you have the more attack you'll have which makes the bonus that the spear has much smaller in comparison.

For a more mathematical approach, a single speed increase (which is the usual difference between a spear and a polearm of the same level) is equal to roughly a 9% increase in damage. so if you had 200 attack with a polearm equipped, the spear would need to get you over 218 attack to be better, a dark knight has 70 attack from skills, comparing the spear and polearm with the highest attack in the game currently, the Terminus Warmonger (Lv. 160 Polearm, Fast speed, 161 attack) we end up with 231 attack, just from skills and a clean polearm, for the spear to be better you'd need to have 251 attack or more.

The Terminus Impaler has... 180 attack, which added to our previous 70 attack makes it 250 attack exactly.

So just because of the polearm's faster attack speed it becomes the better option in pretty much any situation, as you can see however the difference between the two when unscrolled is marginal so at lower levels I wouldn't fret over it too much and just use whatever I can get my hands on. Once you're ready to scroll your own weapon or buy one however I'd look for a polearm.

...But that's only from a purely perfectionist point of view however, inside the game you'll probably notice that polearm prices double and may even triple that of spears and that's also an important factor to consider, since buying a polearm could mean not being able to afford some extra gear that buying the more affordable spear would get you. We also have to compete for polearms with the Aran class which only helps to drive the price up.

So there you have the factors that determine what you should get, polearms being better with spears being much more affordable in comparison.



To be, or not to be... an Ultimate Adventurer



All right! You're hyped up, maybe got a spear or polearm set aside for your to-be Dark knight but now the question arises: should i make him an ultimate adventurer?

Putting it bluntly: No, it's not worth the effort.

As an ultimate adventurer you'll gain access to soul driver which grants you a small and slow attack that hits both your sides and a little bit upwards, but it's so slow you can just use two of your second job skills and kill more monsters in that time.

another advantage you'll gain will be the "Soul" summon, this summon however lasts very little and does laughable damage to enemies, it is however free damage and i'd say it's the best thing you get out of being an ultimate adventurer.

Third you'll gain the ability to equip gear that is 10 levels above you, but leveling nowadays is way too easy and you'll find that in the time you get a cygnus to 120 for the ultimate explorer and then level that, you could have simply trained yourself to 150 on a regular adventurer and equipped the gear regularly.

And lastly you get a medal with very little attack. if you're serious about your dark knight you'll get a better one at 200, if you played another class to 200 before you'll get a better medal as soon as you make the character, ultimate or not; so this last benefit isn't worth the trouble either.

Now, here comes the important part: Leveling a cygnus to 120 just to make an ultimate adventurer isn't worth the effort, but doing it to get that delicious 24 to 30 attack bonus (30 if you keep leveling it all the way to 150) from having a cygnus certainly is and it will also benefit all the other characters you have on the account, so if you already have a 120-150 cygnus and don't mind using it to make an ultimate adventurer Dark Knight then by all means go right ahead. The little extra perks might not be much but they're a nice enough reward for having leveled a cygnus.



Common Terms for the Dark Knights



This section may not be useful to you now that you're just starting, but once you start to delve into the forums and mingle with all the other dark knights you'll notice that we use a lot, and i mean a lot of terms to refer to our skills; this because of how many skills we've had over the years and how long the names of most are, not to mention that people in the forums write these over and over and over again, so why not make it easy on ourselves and use acronyms and shorter terms to write faster?

Below you'll find a list with most of these words and their meaning, they will also be used in the guide when explaining certain skills and such so without any further ado:

DK - Dragon knight, our old third job
Zerker - Berserker, our new name for the third job advance
DrK - Dark Knight
PA - Polearm
CD - Cooldown, some skills need time to recharge.
"D" prefix - means decent, several skills have a D version to them obtainable on equips.
HB - hyper body, grants 60% hp and mp to the whole party.
SE - bowman skill "Sharp Eyes", grants critical hit chance and damage, real good for dark knights.
SI - buccanneer skill "Speed Infusion", increases your attack speed.
FA - Final Attack, does a free extra hit at a 40% chance.
ER - Elemental resistance.
Pull - Spear Pulling.
Crash - Magic Crash, very useful bossing move.
Sac - Sacrifice, may refer to the attack, or the new skill that absorbs beholder.
Wisdom - Dragon Wisdom, now called Lord of Darkness but people may refer to it as wisdom.
Roar - Dragon Roar, old AoE skill, now replaced with Beholder Shock.
Shock: Beholder shock, people may still refer to it as roar.
Chain: Crossover chain skill, may also refer to our secondary weapon, berserker chain.
Impale, DI - Dark Impale, our main training move in 4th job, and later on bossing move.
Hex/Heal - Beholder's skills, "hex of the beholder" and "Beholder's healing"
Res - Reincarnation, people may refer to it as "res" due to it reviving you.
Zerk - also Reincarnation, may be referring to our old skill berserk, which is now part of reincarnation.
Potato/Synthesis - Nightshade Explosion, because nightshade is a type of plant of which potatoes form part
Zak/Czak - (Chaos) Zakum, two bosses, but also used to represent the helms they give.
HTP/CHTP - horntail and chaos horntail's pendant, they give lots of all stats.
MoN - Mark of Naricain, an easy-to-obtain pendant that gives nice amounts of attack.




Skills And Builds, From Warrior To Dark knight



Time to discuss what interests you most, the skills you'll use to level from a warrior to a full-fledged Dark Knight who'll inspires the fear of all in your path (and the fear of all the Gotham City villains).

This section will be divided in parts depending on which job advancement stage you're in, and then these will be divided into several parts too; a part with the game's description of the skills that are obtained at that Job, then the suggested skill build to follow, and lastly an explanation of why the skill build is like so along with any possible variations to the build that may also work if you prefer a different approach.

Let me remind you one thing however: This guide suggests the best skills and best skill order to level as fast as possible without getting any skills that won't be useful in the future, however if you want a skill that isn't recommended by all means feel free to get it since this is after all a -guide- not a rulebook... not to mention you'll have all your skills maxed once you reach 180 or so anyways.

So without any further delay, the Skill guide!



The Warrior: A Clean Slate


Starts with the Job advancement at level 10, ends at level 30

Skill Description


Skill nameMax LevelDescriptionEffectTypeDelay
Warrior Leap10 While in the middle of a jump, jump once more to move forward. MP Cost: 5, Jump a fixed distanceActive/Support -none-
Warrior Mastery15Permanently increases speed, jump and stance, and increases your HP with your level.Speed: +10, Jump: +10, Maximum Speed: 10, Max HP per Level: +20, Stance Rate: +40%Passive/Support-none-
Slash Blast20Use MP to strike several enemies in front of you.MP Cost: 6, Damage: 335%, Max Enemies Hit: 6Active/Attack900MS 990MS
Iron Body20Increases your Weapon Defense for a fixed amount of time. Reduces the damage done by nearby enemies. Permanently increases your max HP.MP Cost: 14, Duration: 300 sec, Weapon DEF: +200, Enemy Damage: -10%, Passive Effect - Max HP: +20%Active/Support600MS


Skill Build

Level:Add to skill:Current Skill Level
10. +1 Slash Blast, +3 Warrior Leap 1 Slash Blast, 3 Warrior Leap
11. +3 Warrior Leap 6 Warrior Leap
12. +3 Warrior Leap 9 Warrior Leap
13. +1 Warrior Leap, +2 Slash Blast 10 Warrior Leap [MAX], 3 Slash Blast
14. +3 Slash Blast 6 Slash Blast
15. +3 Slash Blast 9 Slash Blast
16. +3 Slash Blast 12 Slash Blast
17. +3 Slash Blast 15 Slash Blast
18. +3 Slash Blast 18 Slash Blast
19. +1 Slash Blast, +2 Warrior mastery 19 Slash Blast, 2 Warrior Mastery
20. +3 Warrior Mastery 5 Warrior Mastery
21. +3 Warrior Mastery 8 Warrior Mastery
22. +3 Warrior Mastery 11 Warrior Mastery
23. +3 Warrior Mastery 14 Warrior Mastery
24. +1 Warrior Mastery, +2 Iron Body 15 Warrior Mastery [MAX], 2 Iron Body
25. +3 Iron Body 5 Iron Body
26. +3 Iron Body 8 Iron Body
27. +3 Iron Body 11 Iron Body
28. +3 Iron Body 14 Iron Body
29. +3 Iron Body 17 Iron Body
30. +3 Iron Body 20 Iron Body [MAX]


Result:
Iron Body: 20/20 Maxed
Warrior Leap: 10/10 Maxed
Warrior Mastery: 15/15 Maxed
Slash Blast: 19/20


Reasoning and Other Builds

The first thing we max is Warrior Leap because it will increase our movement speed by a great deal, not forgetting to put one point in Slash Blast to hit six monsters with increased damage for faster training; once Leap is maxed we get Slash Blast up to level 19 to make sure we kill the monsters in one hit, we don't max it because then we'd have to sacrifice a point from another skill, all of which we'll use until level 200 and beyond.


Afterwards we max Warrior Mastery for the stance rate and the speed increase while leaving Iron Body for last, since the defense boost is small and the HP bonus isn't really necessary at these levels, same goes for the damage reduction, which isn't really useful now but will once you start bossing later on your career

If this isn't your first character, you have good equips, link skills, or things of the sort and thus damage is not a problem, you can leave Slash Blast for later and max Warrior Mastery right after Leap.



The Spearman: Pole Arms Also Acceptable


Starts with the Job advancement at level 30, ends at level 60


Skill Description

Skill nameMax LevelDescriptionEffectTypeDelay
Beholder1 (Auto)During specific intervals, summon Beholder to heal yourself.MP Cost: 20, Duration: 360 sec, Recover 20 HP every 24 seconds - Cooldown Time: 60 secBeholder/Summon600MS
Weapon Mastery10Increases the weapon mastery and accuracy of spears and polearms.Spear and Polearm Mastery: +50%, Accuracy: +240 Passive/Support-none-
Final Attack20Grants a chance to deal additional damage after an attack. Must have a spear or polearm equipped. Requires: Lv 3 Weapon MasteryActivation Rate: 40%, Damage: 150%Passive/Attack-none-
Weapon Booster10 Increases the attack speed of your weapon. Must have a spear or polearm equipped. Requires: Lv 5 Weapon MasteryMP Cost: 11, Duration: 200 secActive/Support1320MS
Iron Will10Increases the Weapon Defense and Magic Defense of party members for a fixed period of time.MP Cost: 24, Duration: 240 sec, Weapon DEF: +300, Magic DEF: +200Active/Party-none-
Hyper Body10Increases the Max HP and Max MP of party members for a fixed period of time. Requires: Lv 3 Iron WillMP Cost: 40, Duration: 300 sec, Max HP and MP: +60%Active/Party600MS
Spear Pulling10Use your long spear to briefly pull in enemies around you, stunning them in the process.MP Cost: 14, Damage: 190%, Number of Hits: 2, Max Enemies Hit: 8. Stuns and pulls enemies.Active/Attack1050MS
Piercing Through20Use a powerful strike to pierce through enemies. If the enemies are nearby, increases your critical chance. If they're far away, increases your total damage.MP Cost: 20, Damage: 201%, Number of Hits: 2, Max Enemies Hit: 8, Close enemies - Critical Hit Rate: +20%, Far Enemies - Damage: +10%Active/Attack780MS
Physical Training5Permanently increases Strength and DexteritySTR: +30, DEX: +30Passive/Support-none-


Skill Build


Level:Add to skill:Current Skill Level
30+1 Beholder (Auto), +1 Spear Pulling, +1 Piercing Through, +2 Weapon Mastery 1 Beholder (Auto), 1 Spear Pulling, 1 Piercing Through, 2 Weapon Mastery
31+3 Weapon Mastery5 Weapon Mastery
32+3 Weapon Booster3 Weapon Booster
33+3 Weapon Booster6 Weapon Booster
34+3 Weapon Mastery8 Weapon Mastery
35+2 Weapon Mastery, +1 Piercing Through10 Weapon Mastery [MAX], 2 Piercing Through
36 +3 Piercing Through 5 Piercing Through
37 +3 Piercing Through 8 Piercing Through
38 +3 Piercing Through 11 Piercing Through
39 +3 Piercing Through 14 Piercing Through
40 +3 Piercing Through 17 Piercing Through
41 +2 Piercing Through, +1 Physical Training 19 Piercing Through, 1 Physical Training
42 +3 Physical Training4 Physical Training
43 +1 Physical Training, +2 Spear Pulling5 Physical Training [MAX], 3 Spear Pulling
44 +3 Spear Pulling 6 Spear Pulling
45 +3 Spear Pulling 9 Spear Pulling
46 +1 Spear Pulling, +2 Iron Will10 Spear Pulling [MAX], 2 Iron Will
47 +3 Iron Will5 Iron Will
48 +3 Iron Will8 Iron Will
49 +2 Iron Will, +1 Final Attack10 Iron Will [MAX], 1 Final Attack
50 +3 Final Attack4 Final Attack
51 +3 Final Attack 7 Final Attack
52 +3 Final Attack 10 Final Attack
53 +3 Final Attack 13 Final Attack
54 +3 Final Attack 16 Final Attack
55 +3 Final Attack 19 Final Attack
56 +1 Final Attack, +2 Hyper Body 20 Final Attack [MAX], 2 Hyper Body
57 +3 Hyper Body5 Hyper Body
58 +3 Hyper Body8 Hyper Body
59 +2 Hyper Body, +1 Weapon Booster10 Hyper Body [MAX], 7 Weapon Booster
60 +3 Weapon Booster10 Weapon Booster [MAX]

Result:
Piercing Through 19/20
Beholder 1/1 Maxed
Weapon Mastery 10/10 Maxed
Weapon Booster 10/10 Maxed
Iron Will 10/10 Maxed
Hyper Body 10/10 Maxed
Spear Pulling 20/20 Maxed
Final Attack 20/20 Maxed
Physical Training 5/5 Maxed


Reasoning and Other Builds

This stage is also very straightforward. We start by getting a point in piercing through and spear pulling since they'll be our main attacking skills all the way to level 60, afterwards we get 5 points in Weapon Mastery so we can unlock Weapon Booster.

Weapon Booster allows you to attack faster and thus kill and train faster, i stop adding points once it's at level six since a duration of 2 minutes seems plenty, however if you don't feel comfortable with this amount or simply want to rebuff less often you're free to take it up to whichever level you want.

Once that's done we go back and max Weapon Mastery and then work on getting level 19 Piercing Through which will be the skill we won't max as Spearmen for the same reason as before: the lost level is an incredibly small loss of damage but by doing so we won't sacrifice any of the other skills, all of which have uses well past second job.

Afterwards it's the turn of Physical Training followed by Spear Pulling, and then Iron Will to help mitigate the damage we receive a little bit; maxing Final Attack comes next for a bit of extra oomph on our attacks

Hyper body is left until the very end because as a warrior you won't be lacking HP anytime soon, and thus it's better to spend the SP in all of our damaging skills first. When you're done maxing Hyper Body go back to Weapon Booster and finish adding SP to it until it's maxed

Congratulations, you're done with the Spearman job! coming next...



The Berserker: Because Dragons Are Apparently Outdated (Never Forget)


Starts with the Job advancement at level 60, ends at level 100


Skill Description

Skill nameMax LevelDescriptionEffectTypeDelay
Lamancha Spear20 Vigorously swing your spear around to damage enemies around you finishing off with a crushing blow. MP Cost: 7, Damage: 151%, Number of Hits: 1, Max Enemies Hit: 10 - Maximum Keydown Duration: 8 sec - Finishing Blow Damage: 740%. Active/Attack240MS, 720MS
Rush10 Charge forward, pushing enemies in front of you together. MP Cost: 20, Damage: 305%, Number of Hits: 1, Max Enemies Hit: 12Active/Attack960MS
Beholder Dominant10 -Toggle Skill- Free Beholder, doing a large amount of damage to nearby enemies. When this skill is on, Beholder cannot heal or buff you. Damage: 210%, Max Enemies Hit: 15 Summon/Attack-none-
Beholder Shock20 Beholder screams, knocking back, damaging and stunning enemies. Beholder does not have to be near the enemy. Damage: 640%, Max Enemies Hit: 10, 90% chance to stun for 10 sec - Cooldown Time: 10 sec Active/Attack720MS
Beholder Buff20Beholder buffs you every couple seconds. When using Beholder Dominant, Beholder will not buff you. Every 4 seconds, Buff Duration: 100 sec, Weapon Attack: +40, Critical Hit Rate: +10%, Weapon and Magic DEF: +500, Accuracy and Avoid: +300 Summon/Support-none-
Cross Over Chain20 Temporarily increase your total damage based on your current HP while decreasing damage taken when you get hit. MP Cost: 20, Duration: 180 sec, 100% of your current HP in regards to your MaxHP is added to your total damage. Up to 8% reduction in damage taken. Up to 4000 HP can be reduced.Active/Support1260MS
Lord Of Darkness10 Increases Critical Rate and minimum Critical Damage. Has a chance to convert a portion of damage to HP for up to half of your HP. Critical Hit Rate: +30%, Minimum Critical Damage: +15%, 20% chance to recover 10% damage as HPPassive/Support-none-
Endure20 Improve your status and element resistance. Status and Element Resistance: +20% Passive/Support-none-


Skill Build

Level:Add to skill:Current Skill Level
60+1 Rush, +1 Lamancha Spear, +2 Lord of Darkness1 Rush, 1 Lamancha Spear, 2 Lord of Darkness
61+3 Lord of Darkness5 Lord of Darkness
62+3 Lord of Darkness8 Lord of Darkness
63+2 Lord of Darkness, +1 Cross Over Chain10 Lord of Darkness [MAX], 1 Cross Over Chain
64+3 Cross Over Chain 4 Cross Over Chain
65+3 Cross Over Chain 7 Cross Over Chain
66+3 Cross Over Chain 10 Cross Over Chain
67+3 Cross Over Chain 13 Cross Over Chain
68+3 Cross Over Chain 16 Cross Over Chain
69+3 Cross Over Chain 19 Cross Over Chain
70+1 Cross Over Chain, +2 Beholder's Buff 20 Cross Over Chain [MAX], 2 Beholder's Buff
71+3 Beholder's Buff 5 Beholder's Buff
72+3 Beholder's Buff 8 Beholder's Buff
73+3 Beholder's Buff 11 Beholder's Buff
74+3 Beholder's Buff 14 Beholder's Buff
75+3 Beholder's Buff 17 Beholder's Buff
76+3 Beholder's Buff 20 Beholder's Buff [MAX]
77+3 Lamancha Spear 4 Lamancha Spear
78+3 Lamancha Spear 7 Lamancha Spear
79+3 Lamancha Spear 10 Lamancha Spear
80+3 Lamancha Spear 13 Lamancha Spear
81+3 Lamancha Spear 16 Lamancha Spear
82+3 Lamancha Spear 19 Lamancha Spear
83+1 Lamancha Spear, +2 Beholder's Shock 20 Lamancha Spear [MAX], 2 Beholder's Shock
84+3 Beholder's Shock 5 Beholder's Shock
85+3 Beholder's Shock 8 Beholder's Shock
86+3 Beholder's Shock 11 Beholder's Shock
87+3 Beholder's Shock 14 Beholder's Shock
88+3 Beholder's Shock 17 Beholder's Shock
89+3 Beholder's Shock 20 Beholder's Shock [MAX]
90+3 Endure 3 Endure
91 +3 Endure 6 Endure
92 +3 Endure 9 Endure
93 +3 Endure 12 Endure
94 +3 Endure 15 Endure
95 +3 Endure 18 Endure
96 +2 Endure, +1 Rush 20 Endure [MAX], 2 Rush
97+3 Rush5 Rush
98+3 Rush8 Rush
99+2 Rush, +1 Beholder Dominant10 Rush [MAX], 1 Beholder Dominant
100+3 Beholder Dominant4 Beholder Dominant

Result
Beholder Dominant 4/10
Beholder's Shock 20/20 Maxed
Beholder's Buff 20/20 Maxed
Lamancha Spear 20/20 Maxed
Rush 10/10 Maxed
Cross Over Chain 20/20 Maxed
Lord of Darkness 10/10 Maxed
Endure 20/20 Maxed


Reasoning and Other Builds

Congratulations on reaching level 60! With that out of the way however it's time to explain some things i'm sure you're wondering.

for starters, why don't we max crossover chains inmediately? The reason is because while crossover chains doubles the damage you will inflict Lord of darkness grants you a very high amount of critical and critical damage which means your damage will boost considerably. On top of this it also grants you the ability to recover up to half your health with every hit you do, and lamancha spear hits -very- fast so leveling lord of darkness first grants you both an offensive and defensive boost. add to this that Cross Over takes twice as long to max and the pro's of lord of darkness become simply too many.

Once lord of darkness is complete we inmediately move to cross over chain, the damage increase is indeed massive and it will benefit all of your attacks. Then we move to beholder's buff because 40 attack will increase your range by more than leveling lamancha, since most of the time you'll be spinning the spear over your head rather than throwing it and the damage increase per level on the spin is very small. After this we move on with lamancha spear to finish all of our main attacking skills

With our main skills maxed, it's time to move on to the secondary ones starting with beholder's shock, the reason we don't max this skill earlier on is because even though the damage is fairly impressive it's range is only a fraction of what it used to be and now it can't even serve the one purpose it had: hitting platforms way above and below you. It still is however good damage and can help hit stuff that is a moderate distance behind you for example.

We move on to endure which will be one of our most used skills even if we aren't aware it's working, it's ability to stave off status effects proves invaluable at bossing which is something we won't see much at this point, but it will help if you're leveling via PQ's and the boss likes stunning for example. With that done we next max rush for the extra damage.

Beholder dominant will barely see any use and that's in the best-case scenario, this because the skills we earn in 4th job won't allow us to use this skill and things like beholder's shock or buff require beholder to be attached to you rather than free, plus the damage is quite lackluster even when this skill is maxed.



The Dark Knight: Mansion and bat-related gizmos not included


Starts with the Job advancement at level 100, ends when you give up


Skill Description

Skill nameMax LevelDescriptionEffectTypeDelay
Gungnir's Descent30 Summon a large spear to be dropped on an enemy's head. The more HP you have, the more damage this skill does -♠-. If Reincarnation or Sacrifice are active the cooldown is ignored. MP Cost: 49, Damage: 312%, Total Damage: +110% (based on HP Ratio), Number of Hits: 8, Defense Ignored: 30% - Cooldown Time: 8 sec Active/Attack780MS
Dark Impale30 Attack the enemy five times at high speed. Has a chance to cause instant death MP Cost: 50, Damage: 280%, Number of Hits: 6, Max Enemies Hit: 8, Instant Death Chance: 10% Active/Attack 840MS
Advanced Weapon Mastery30 Increases Spear and Polearm Mastery, Weapon Attack, and Minimum Critical Damage. Spear and Polearm Mastery: +70%, Weapon ATT: +30, Minimum Critical Damage: +15% Passive/Support -none-
Stance30 Permanently increase your resistance to being knocked back. Stance Rate: +60% Passive/Support -none-
Magic Crash10 Has a chance to cancel all enemy buffs and prevent them for casting new buffs. MP Cost: 15, Success Rate: 100%, Buff Block Duration: 22 sec, Max Enemies Hit: 10 - Cooldown Time: 60 sec Active/Support 1380MS
Sacrifice30 Absorb Beholder, healing you and ignoring some defense and increasing damage against bosses for a certain amount of time while ignoring the cooldown of Gungnir's Descent. Permanently increases defense ignored. MP Cost: 85, Heal 100% of your Max HP, Buff Duration: 40 sec, Defense Ignored: +10%, Damage (vs Bosses): +10%, ignores Gungnir's cooldown, Passive Effect - Defense Ignored: +30% Active/Support 2280MS
Reincarnation30 When your HP reaches zero, under the dark contract you become invincible for a certain amount of time for a chance to revive. The cooldown of Gungnir's Descent is ignored. When your HP is 0, your HP and MP are fully restored. Invincibility: 25 sec, kill 20 monsters or hit a boss 20 times to revive within the time frame - Cooldown Time: 360 sec, Passive Effect - When your HP is higher than 20%, Damage: +30%, Speed: +20, Critical Rate: +10%, Minimum Critical Damage: +15% Passive/Support-none-
Beholder's Revenge30 When hit, Beholder has a chance to deal a counterattack that recovers some of the Dark Knight's HP, and has a chance to cause instant death to an enemy. Max HP recovered cannot exceed 5% of your max HP and will not heal if the monster suffers instant death. Activation Rate: 100%, Damage: 910%, Instant Death Chance: 30%, 10% Damage converted to HP - Cooldown Time: 5 sec Summon/Attack-none-
Hero's Will5 Cures you from being Seduced. The cooldown decreases as the skill level increases. MP Cost: 30, Cooldown Time: 360 sec Active/Support -none-
Maple Warrior30 Increases the stats of all party members. MP Cost: 70, Duration: 900 sec, All Stats: +15% Active/Support 1500MS

♠ Due to a lot of misunderstandings on how gungnir's bonus damage works, here's a quick explanation: when using gungnir and ONLY when using gungnir, you'll receive an increase in total damage, not on gungnir's damage but total damage, the same kind of total damage granted by Cross Over Chain back in third job.

if you require a more thorough and mathematical explanation, check the [to be named and linked here section]


Skill Build Introduction

Before going to the actual skill build, i feel fourth job deserves a bit of an introduction due to how different it is from pre-RED dark knights, and even from most other classes. If you check the skills in the previous section you'll notice that dark knights have several skills that improve their damage: Reincarnation, Weapon Mastery and Sacrifice mainly, and our strongest 1v1 skill has a big 8 second cooldown which renders it absolutely useless until sacrifice is maxed

...and all of these skills take 30 SP to max. Just to be able to use your bossing skill you'll need to level 20 times, to have it at maximum power you'll need another 20 levels to max reincarnation and mastery, and you'll still be missing the ability to use magic crash and won't have 100% stance either.

For this reason we've come with only one fourth job build, and it's a build designed with only one thought: leveling as fast as possible. Which means skills like gungnir and sacrifice will be left for much later since they barely help when mobbing, if at all.

It will be a tough road but it only makes the reward sweeter, and this guide is here to soften the road as much as possible, so with that out of the way here's the skill build:


Skill Build Part 1: Mobbing

Level:Add to skill:Current Skill Level
100+1 Advanced Weapon Mastery, +3 Dark Impale1 Advanced Weapon Mastery
101 +3 Dark Impale 6 Dark Impale
102 +3 Dark Impale 9 Dark Impale
103 +3 Dark Impale 12 Dark Impale
104 +3 Dark Impale 15 Dark Impale
105 +3 Dark Impale 18 Dark Impale
106 +3 Dark Impale 21 Dark Impale
107 +3 Dark Impale 24 Dark Impale
108 +3 Dark Impale 27 Dark Impale
109 +3 Dark Impale 30 Dark Impale MAX
110+3 Reincarnation3 Reincarnation
111 +3 Reincarnation 6 Reincarnation
112 +3 Reincarnation 9 Reincarnation
113 +3 Reincarnation 12 Reincarnation
114 +3 Reincarnation 15 Reincarnation
115 +3 Reincarnation 18 Reincarnation
116 +3 Reincarnation 21 Reincarnation
117 +3 Reincarnation 24 Reincarnation
118 +3 Reincarnation 27 Reincarnation
119 +3 Reincarnation 30 Reincarnation MAX
120 +3 Advanced Weapon Mastery 4 Advanced Weapon Mastery
121 +3 Advanced Weapon Mastery 7 Advanced Weapon Mastery
122 +3 Advanced Weapon Mastery 10 Advanced Weapon Mastery
123 +3 Advanced Weapon Mastery 13 Advanced Weapon Mastery
124 +3 Advanced Weapon Mastery 16 Advanced Weapon Mastery
125 +3 Advanced Weapon Mastery 19 Advanced Weapon Mastery
126 +3 Advanced Weapon Mastery 22 Advanced Weapon Mastery
127 +3 Advanced Weapon Mastery 25 Advanced Weapon Mastery
128 +3 Advanced Weapon Mastery 28 Advanced Weapon Mastery
129 +2 Advanced Weapon Mastery, +1 Stance 30 Advanced Weapon Mastery MAX, 1Stance
130 +3 Stance 4 Stance
131 +3 Stance 7 Stance
132 +3 Stance 10 Stance
133 +3 Stance 13 Stance
134 +3 Stance 16 Stance
135 +3 Stance 19 Stance
136 +3 Stance 22 Stance
137 +3 Stance 25 Stance
138 +3 Stance 28 Stance
139 +2 Stance, +1 Gungnir's Descent 30 Stance MAX, 1 Gungnir's Descent

Skill Build Part 1 Explanation
We start straight from the beginning by adding one point to mastery for the big immediate boost in our minimum damage, and then we pump points into dark impale until it's maxed since it's our strongest mobbing move by far and at level 16 it gains a sixth hit increasing it's power greatly.

Reincarnation comes next since it's a big boost to... well, everything! you get extra speed, extra chance to nail a critical hit, your critical hits now deal more constant (and thus stronger) damage, and you gain an extra 30% damage just for keeping your HP high which won't be a problem thanks to your third job skills.

Now, i'm aware of how boring this sounds, the above is a "damage first and foremost" build but if you want to (and i actually encourage it) put a point in both gungnir and sacrifice you're absolutely free to, using just 2 SP will still have you get dark impale's sixth hit at level 105 so the loss in damage is minimal, and you can start getting a feel for all of your main skills.

Those two skills out of the way it's time to max mastery so that your damage becomes stable and much more precise, followed by stance so that you don't ever have to reposition yourself due to knockback


Skill Build Part 2: Now it's Personal

Level:Add to skill:Current Skill Level
140 +3 Sacrifice 3 Sacrifice
141 +3 Sacrifice 6 Sacrifice
142 +3 Sacrifice 9 Sacrifice
143 +3 Sacrifice 12 Sacrifice
144 +3 Sacrifice 15 Sacrifice
145 +3 Sacrifice 18 Sacrifice
146 +3 Sacrifice 21 Sacrifice
147 +3 Sacrifice 24 Sacrifice
148 +3 Sacrifice 27 Sacrifice
149 +3 Sacrifice 30 Sacrifice MAX
150 +3 Gungnir's Descent 4 Gungnir's Descent
151 +3 Gungnir's Descent 7 Gungnir's Descent
152 +3 Gungnir's Descent 10 Gungnir's Descent
153 +3 Gungnir's Descent 13 Gungnir's Descent
154 +3 Gungnir's Descent 16 Gungnir's Descent
155 +3 Gungnir's Descent 19 Gungnir's Descent
156 +3 Gungnir's Descent 22 Gungnir's Descent
157 +3 Gungnir's Descent 25 Gungnir's Descent
158 +3 Gungnir's Descent 28 Gungnir's Descent
159 +2 Gungnir's Descent, +1 Hero's Will 30 Gungnir's Descent MAX, 1 Hero's Will
160 +3 Magic Crash 3 Magic Crash
161 +3 Magic Crash 6 Magic Crash
162 +3 Magic Crash 9 Magic Crash
163 +1 Magic Crash, +2 Hero's Will 10 Magic Crash MAX, 3 Hero's Will
164 +2 Hero's Will, +1 Maple Warrior5 Hero's Will MAX, 1 Maple Warrior
165 +3 Maple Warrior 4
166 +3 Maple Warrior 7
167 +3 Maple Warrior 10 Maple Warrior
168 +3 Maple Warrior 13 Maple Warrior
169 +3 Maple Warrior 16 Maple Warrior
170 +3 Maple Warrior 19 Maple Warrior
171 +3 Maple Warrior 22 Maple Warrior
172 +3 Maple Warrior 25 Maple Warrior
173 +3 Maple Warrior 28 Maple Warrior
174 +2 Maple Warrior, +1 Beholder's Revenge 30 Maple Warrior MAX, 1 Beholder's Revenge
175 +3 Beholder's Revenge 4 Beholder's Revenge
176 +3 Beholder's Revenge 7 Beholder's Revenge
177 +3 Beholder's Revenge 10 Beholder's Revenge
178 +3 Beholder's Revenge 13 Beholder's Revenge
179 +3 Beholder's Revenge 16 Beholder's Revenge
180 +3 Beholder's Revenge 19 Beholder's Revenge
181 +3 Beholder's Revenge 22 Beholder's Revenge
182 +3 Beholder's Revenge 25 Beholder's Revenge
183 +3 Beholder's Revenge 28 Beholder's Revenge
184 +2 Beholder's Revenge 30 Beholder's Revenge
185+ Finish Maxing skills from previous Jobs.


Skill Build Part 2 Explanation

This is it, what you were waiting for, the 1v1 aspect of our class. we begin by putting one point in gungnir's descent (at level 139) to unlock the attack and then we max sacrifice ASAP since this skill is what allows us to use gungnir reliably without cooldown. That completed we max gungnir to finish the deadly combo and put a point in hero's will to escape seduce from bosses since at these levels you are at the perfect level to tackle bosses like horntail, you can add a point to hero's will earlier if you feel you need it but with the huge cooldown it has it's really more of a one save per boss attempt. it goes well with reincarnation however since it can save you if the revival effect is still on cooldown.

Then we max magic crash to prevent bosses from casting harmful buffs on themselves and afterwards we max hero's will. Congratulations, you're now set completely to boss.

lastly we max our other skills starting with Maple Warrior since if you're soloing it's a nice buff to your damage and then... well, there's really nothing else worth maxing but we'll do beholder's revenge just to finish with all the fourth job skills plus it can help a bit when farming items and such i guess, but really by this point you can use your points on whatever you want, this includes skills from previous jobs since you'll be able to max them all before you even reach level 200



Hyper Skills: Above And Beyond Normal Skills




What are Hyper Skills

Hyper skills are new skills that are unlocked as you level up past 140 and unlike normal skills you don't gain 3 SP every level up nor are able to get every hyper skill, this due to the fact that you only earn SP for them every 10 levels until you reach level 200 and also because the amount of SP you earn is very limited.

all hyper skills are divided into one of three groups: Passive, Supporting and Active. Passive skills are skills that like their name implies give a slight boost to some stat and are always active, stuff like +10% critical chance or +50 strength. Supporting skills improve the skills you already have, like increasing the damage done with a certain attack, or reducing the cooldown of a skill. And Active skills are skills that you have to use, all clases have 3 and it's usually an attack and two buffs, one of which is shared amongst most classes

Now, and here's the catch, all of these hyper skills take only one point to max and you'll only get 6 points for Passive skills and 5 for Supporting skills (you get 3 points for active skills and you only have 3 skills, so you're fine there) and to get all the points you must have reached level 200, not to mention some skills open up as late as level 198

now, passive skills are very straightforward and it's easy to know which are useful and which aren't so I won't bother listing them and will only list the Supporting and Active hyper skills.

Skill Level DescriptionEffect Type
Hyper Body - Persist 143 Increases Hyper Body's duration. Duration: +20 Seconds Reinforce
Reincarnation - Damage 149 Increases Reincarnation's damage Damage: +20% Reinforce
Gungnir's Descent - Reinforce 155 Increases Gungnir's Descent's damage. Damage: +20% Reinforce
Hyper Body - Extra Magic Point 162 Increases Hyper Body's MP Buff. Max MP: +20% Reinforce
Reincarnation - Cooltime Reduce 168 Decreases Reincarnation's cooldown Cooldown: -20% Reinforce
Gungnir's Descent - Ignore Guard 177 Increases Gungnir's Descent's defense ignore. Defense Ignored: +20% Reinforce
Hyper Body - Extra Heart Point 183 Increases Hyper Body's HP Buff. Max HP: +20% Reinforce
Reincarnation - Critical Rate 189 Increases Reincarnation's critical hit rate. Critical Hit Rate: +20% Reinforce
Gungnir's Descent - Boss Killer 195 Increases Gungnir's Descent's damage against bosses. Boss Damage: +20% Reinforce
Dark Thirst 150 Receive dark protection, improving your damage and absorb damage from enemies around you. You cannot drain more than an enemy's max HP. MP Cost: 300, Duration: 30 sec, Weapon Attack: 60, Drain: 100% - Cooldown Time: 90 sec Active/Support
Dark Synthesis 170 Unleash the sleeping darkness within you. MP Cost: 200, Damage: 300%, Number of Hits: 10, Max Enemies Hit: 8 - Cooldown Time: 8 sec Active/Attack
Epic Adventure 200 A power only available to Adventurers who have explored the Maple World that increases your damage and maximum damage. MP Cost: 100, Duration: 60 sec, Damage: +10%, Max Damage: +5,000,000 - Cooldown Time: 120 sec Active/Support
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