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MapleStory Guide: Sp Guide -- Level by Level
Comments: 88, Likes: 36
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Guide Details
Guide Likes: 36
Recent Updates
Last: Nov 30 2012, 00:17 BT
Nov 30 2012
Aaaand it's up for tempest now.
^This Is A Post Champions Guide
Guide is now up to date with Tempest Patch.

^Updated
This guide was last updated on november 29th, 2012

^Introduction
If you need to familiarize yourself with the skills a bit more then head on over to this sticky

If you have any questions I am unfortunately unavailable, but checking the forums should provide an answer, if not feel free to make a thread or PM ShinkuDragon:

If you have any ideas on changing anything please please leave a comment. I only want to provide something to guide all the young dark knights. I am not pretending to be someone who knows this stuff inside and out because I don't, so please leave comments if you think something needs to be changed.


^Swordsman
10: Power Strike (1) Slash Blast (3)
10-11: Slash Blast (6)
11-12: Slash Blast (9)
12-13: Slash Blast (12)
13-14: Slash Blast (15)
14-15: Slash Blast (18)
15-16: Slash Blast (20) Power Strike (2)
16-17: Power Strike (5)
17-18: Power Strike (8)
18-19: Power Strike (11)
19-20: Power Strike (14)
20-21: Power Strike (17)
21-22: Power Strike (20)
22-23: HP Boost (3)
23-24: HP Boost (6)
24-25: HP Boost (9)
25-26: HP Boost (10) Iron Body (2)
26-27: Iron Body (5)
27-28: Iron Body (8)
28-29: Iron Body (11)
29-30: Iron Body (14)

Reasoning
Slash Blast will be your main attack and takes priority over everything else. Mobbing will be a constant theme as you move along in the maple world. Power Strike next to help with stragglers. HP Boost is left til third because unlike before it does not matter when you max this skill. Iron Body is left for last and left unmaxed because it gets replaced by Iron Will later on unlike the other skills which will be used until 3rd job, plus it prevents any accidents of adding more than 14 by leaving it until last.

^Spearman
30: Ground Smash(1), Weapon Mastery(3)
31: Weapon Mastery(5), Booster(1)
32: Booster(4)
33: Booster(6), Weapon Mastery(6)
34: Weapon Mastery(9)
35: Weapon Mastery(10), Ground Smash(3)
36: Ground Smash(6)
37: Ground Smash(9)
38: Ground Smash(10), Slipstream(2)
39: Slipstream(5)
40: Physical Training(3)
41: Physical Training(5), Iron Will (1)
42: Iron Will(3), Hyper Body(1)
43: Hyper Body(4)
44: Hyper Body(7)
45: Hyper Body(10)
46: Hyper Body(13)
47: Hyper Body(16)
48: Hyper Body(19)
49: Hyper Body(20), Booster(8)
50: Booster(10), Final Attack(1)
51: Final Attack(4)
52: Final Attack(7)
53: Final Attack(10)
54: Final Attack(13)
55: Final Attack(16)
56: Final Attack(19)
57: Final Attack(20), Iron Will(5)
58: Iron Will(8)
59: Iron Will(11)
60: Iron Will(14)

Reasoning
First point goes into Ground Smash for the greater range of the skill and people like something new and flashy when they advance. After that it moves to mastery until you unlock booster, then get enough booster until you feel comfortable and back to max out mastery. I prefer a low level booster first because it offers a huge increase in attack speed and now after tempest it lasts a good amount with just 6 points. Ground Smash to 10 because it is the main attacking move for 2nd job, after Alliance Eternal it received a nice boost and lost 10 SP from its cost, making it a very strong skill. Afterwards proceed to max slipstream for a very nice increase in mobility that warriors certainly need.

at this point you can choose wether you'd like to go for hyper body, or to gain some strength with physical training. most enemies still won't be hitting you for much damage, so i went with strength first after which came three points in iron will to unlock hyper body, and maxed hyper body.

afterwards i decided to max booster, reason why is because final attack is pretty much useless at this level, it only hits one monster, and you'll be mobbing, so it won't even affect your training speed since it's more like "bonus damage" when bossing


Using an SP reset
this is only when leveling, if you´re using an SP reset and are already third job or above, it´s recommended to leave ground smash at 1, since you´ll never use it again, and max iron will instead, you can choose to do this while leveling too, but will certainly slow your training down significantly for a simple defense boost. in the end it doesn't matter though since we have enough SP to max every skill by level 190


^Dragon Knight
60: Fury(3), Dragon Wisdom(1)
61: Fury(6)
62: Fury(9)
63: Fury(12)
64: Fury(15)
65: Fury(18)
66: Fury(20), Dragon Wisdom(2)
67: Dragon Wisdom(5)
68: Dragon Wisdom(8)
69: Dragon Wisdom(10), Sacrifice(1)
70: Sacrifice(3), Dragon Roar(1)
71: Dragon Roar(4)
72: Dragon Roar(7)
73: Dragon Roar(10)
74: Dragon Roar(13)
75: Dragon Roar(16)
76: Dragon Roar(19)
77: Dragon Roar(20), Dragon Strength(2)
78: Dragon Strength(5)
79: Dragon Strength(8)
80: Dragon Strength(11)
81: Dragon Strength(14)
82: Dragon Strength(17)
83: Dragon Strength(20)
84: Sacrifice(6)
85: Sacrifice(9)
86: Sacrifice(12)
87: Sacrifice(15)
88: Sacrifice(18)
89: Sacrifice(20), Endure(1)
90: Endure(4)
91: Endure(7)
92: Endure(10)
93: Endure(13)
94: Endure(16)
95: Endure(19)
96: Endure(20), Magic Crash(2)
97: Magic Crash(5)
98: Magic Crash(8)
99: Magic Crash(10), Elemental Resistance(1)
100: Elemental Resistance(4)

Reasoning
First points go into fury because it is your best mobbing move. After that 1 point into Dragon Wisdom for a significant raise in crit rate and some very nice healing factor followed by maxing fury. Then maxing dragon wisdom in order to give a bit bigger boost to fury, and much importantly, reduce your potion consumption by a humongous amount.. Then a few points into Sacrifice in order to unleash Dragon Roar. Unlike pre-BB where DRoar was mostly used to lure the new DRoar is a mini-ultimate. It does a significant amount of damage and does stun whatever may survive. Move on to Dragon Strength after that in order to give you a nice free boost to str. In my eyes Endure and sac are interchangeable at this next junction, since you won't really be fighting anything where you need Sac nor Endure until later in 4th job, they're both helpful when fighting the last boss of magatia PQ if you choose to train that way, but you can use all cures or eye drops for the status effect while sacrifice will provide much better damage.

Magic Crash is a very powerful move at bosses when used properly which is why it's maxed over ER, not a big factor for third job though so it's maxed last. ER is left at 4 in this build since it's not really that useful compared to the rest of skills... or anything really.
Buster unfortunately, has become outdated, and you can argue it's useless now, as you should always be training in big mobs, therefore you should always be using fury, and as useless as ER is, it still serves more purpose in 4th job than buster, feel free to drop a point in it for nostalgia's sake whenever you want though.

a moment of silence for our old companion

SP reset note

for those that are using an SP reset and are well into fourth job, you can max elemental resistance by taking 9 points out of fury. personally i won't do it, since fury hitting 8 mobs makes it perfect for those "kill X monsters around your level" that nexon loves so much, and losing 9 points of damage may be a bit too much for some. don't forget you can take advantage of the horntail codex set to get 1 free SP on every skill too, or simply level to 180-ish when you'll have more SP than what you can use.



^Dark Knight 100-123
100: Berserk (1), Dark Impale (1), Rush (1), Monster Magnet (1)
101: Berserk (4)
102: Berserk (7)
103: Berserk (10)
104: Dark Impale (4)
105: Dark Impale (7)
106: Dark Impale (10)
107: Dark Impale (13)
108: Dark Impale (16)
109: Dark Impale (19)
110: Dark Impale (22)
111: Dark Impale (25)
112: Dark Impale (28)
113: Dark Impale (30) Berserk (11)
114: Berserk (14)
115: Berserk (17)
116: Berserk (20)
117: Berserk (23)
118: Berserk (26)
119: Berserk (29)
120: Berserk (30), Beholder (2)
121: Beholder (5)
122: Beholder (8)
123: Beholder (10) + 1 SP


Reasoning
Rush has an incredible range even at level 1 and is a must have right off the bat. It will help mob control tremendously. A point goes into Berserk as getting the extra damage even at lvl 1 makes a big difference. Of course the last point goes into the new skill Dark Impale which is a dramatic boost over fury and buster at level 1, one point into magnet because now that it brings three monsters in it's a lot more useful and of course, the last point in berserk which coupled with dark impale will boost your damage massively.

Getting berserk up next is a priority, not only does the damage increase but more importantly your hp threshold lowers dramatically, level 10 should be enough to keep you always over the threshold along with the third job drain, if you feel it´s not enough for you then raise it even further, if you feel you can manage with less points then you can also do so. afterwards we raise Dark impale to max, it has a pretty big increase in damage, so getting it up is very important, however, if you're unable to find skillbooks to raise the level, you can keep focusing on berzerk or jump to beholder in the meantime.

Really this section is all about what you feel comfortable with and what you can afford. As soon as you feel comfortable with the hp limit of berserk you should switch to impale and then go and max berserk and beholden after that. For some people that will be level 1 for others it'll be level 30, it's up to you when you feel comfortable. 1 berserk then max impale is still the best damage dealing build as long as you can maintain berserk but not everyone is going to be able to. The point of delaying impale is to get you in a comfortable position with berserk because losing it is a big blow to your effectiveness. Once you get comfortable with berserk the bigger damage boost is dark impale.

^Dark Knight 143-163
Reasoning
There are gonna be 3 ways to go. Hex will be a bigger boost to you than MW will be (MW20) which is why it's included in this list over MW.

Beholden's Revenge (hex's counter attack)
Stance
Hex

While I would recommend Stance at this point because it will help you out at both bossing and training for the same amount of points you can get both Hex and Beholden's Revenge.

I think this a major turning point for a lot of DrKs so i'll leave a few more thoughts about this. Stance is both a great bossing skill and a great training skill though with rush and mm it is not as useful for training as it used to be. Hex is a significant boost to damage and stacks with any other attack potion. If you are on the cusp of 1hko or 2hko'ing something this may provide to be best way to spend your SP. Beholden's Revenge is a good boost for bossing and a nice finisher while training but like FA it only hits one target and only after you've already been hit, with a long cooldown of 4 seconds. So it provides a modest boost for training and not nearly as big a boost as not having to reposition yourself during bossing. The only reason I can see for it coming before Stance or Hex is because it is only 10 points to max, but at these levels you should be training at LHC and it's platforms, so stance will prove the better skill.

Recommended Build
123: Stance (1)
124: Stance (4)
125: Stance (7)
126: Stance (10)
127: Stance (13)
128: Stance (16)
129: Stance (19)
130: Stance (22)
131: Stance (25)
132: Stance (28)
133: Stance (30) Hex of the Beholder (1)
134: Hex of the Beholder (4)
135: Hex of the Beholder (7)
136: Hex of the Beholder (10)
137: Hex of the Beholder (13)
138: Hex of the Beholder (16)
139: Hex of the Beholder (19)
140: Hex of the Beholder (20) Beholder's Revenge (2)
141: Beholder's Revenge (5)
142: Beholder's Revenge (8)
143: Beholder's Revenge (10) Hero's Will (+1)

Careful of that first point in revenge though, because it will make monsters attack you if it hits them, which can prove annoying when traveling.

^Dark Knight 144-170
Reasoning
Now we get into the section where the skills lose their utility a bit. We're going to start off with MW because it is by far the most useful of what's left. Because of how expensive MW30 still is you can skip it, of course once you obtain it get to it, since it's the last damage buff you'll be getting. After that we are moving onto Monster Magnet, by adding more points into it it gains more monsters affected, more damage, and a longer stun. At level 25 it gains 6 monsters pulled and only moves up to 7 monsters at lvl 31 (with co), the number of times you run into more than 6 monsters is rare and besides that you don't have a way of dealing with that many monsters at once anyway. a point in hero's will because you probably want to start tackling harder bosses at these levels, afterwards we max beholder's healing because... well, it's your only line of defense besides hero's will, and then you can proceed to max hero's will.

Build
144: Maple Warrior (3)
145: Maple Warrior (6)
146: Maple Warrior (9)
147: Maple Warrior (12)
148: Maple Warrior (15)
149: Maple Warrior (18)
150: Maple Warrior (21)
151: Maple Warrior (24)
152: Maple Warrior (27)
153: Maple Warrior (30)
154: Monster Magnet (4)
155: Monster Magnet (7)
156: Monster Magnet (10)
157: Monster Magnet (13)
158: Monster Magnet (16)
159: Monster Magnet (19)
160: Monster Magnet (21)
161: Monster Magnet (24)
162: Monster Magnet (25) Beholder's Healing (2)
163: Beholder's Healing (5)
164: Beholder's Healing (8)
165: Beholder's Healing (11)
166: Beholder's Healing (14)
167: Beholder's Healing (17)
168: Beholder's Healing (20)
169: Hero's Will (4)
170: Hero's Will (5) +2 SP



^Dark Knight 170-onwards
Reasoning
congratulations, you now have every skill that matters at the level it should be, from this point onwards it's completely up to you and your playing style. do you want to farm for items or quests faster? then leveling rush to max is probably a good idea, would you rather get some extra defense? iron will and elemental resistance could get the points, feel like reliving the past? dragon buster certainly wouldn't mind it.


Wrap Up
you'll have enough SP to max every single one of your skills from first to fourth job, and you will still have some left. hope this guide has proven useful to you on your journey through the darkness. special thanks to SilentXynh: for the tempest builds and levels help. any questions feel free to direct them to darkspawn980:, or by posting a thread stating you read the guide.
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