For your journey there are not only races to choose from but classes as well. They can be seen as occupations or different fighting styles and as such every class has different attributes and special skills next to the hand combat that every character is able to do (those are weaker than the special skills as well as attacks executed with weapons though). Here is an overview to all classes.
KNIGHTS
Knights' abilities allow them to move swiftly throughout the battlefields. They have both an impressive knack for attack and guard motions, making them one of the most balanced classes to choose from. They use both shield and sword in attacks, or some dueling double blades when their rank is higher. Their shift movements allow them to dodge incoming attacks easier than other classes as well as have strong counterattacks. Next to regular physical hits that do not require any FP, they have special skills using FP and more unlocking as your character ranks up.
Strengths: close combat, diversionary tactics, armor, weapons: twin swords and powerful shield.
Weaknesses: the weight of armor can slow a knight down, the expense of weapons breaking or buying them, and low magic/health.
SKILL | EFFECT | RANK |
special hit | doubles the amount of damage usually done with one regular hit | N |
auto hit | hits your target several times in a row within a short time | N |
reflex hit | reflects your enemy's attack (except MP based ones) | C |
armor penetrate | reduces enemy's DEX with one powerful blow | B |
scope strike | adds damage to all enemies within a certain range | A |
bloody strike | refills your HP with a percentage of the damage made | S |
GAME TIPS: STR is the most important of all STATS to knights.
Knights cannot use a shield when fighting with double blades/two swords.
MAGICIANS
The magicians are magic wielding offensive fighters getting their magic from their mental power. They need higher MP than the other classes and are able to utilize this in battle. Their range of skills is varied, containing abilities to attack, search, and support in a number of ways, including locking on a number of opponents at once.
Strengths: strong spiritual presences, highly offensive magic, attacking multiple enemies at once and good relations with gods.
Weakness: weak hand-to-hand combat, and unlike priests not able to use magic to heal/resurrect.
SKILL | EFFECT | RANK |
mental strike | a powerful strike that uses MP | N |
darkness rake | a strike that doubles the amount of damage usually done; uses up more MP than the mental strike |
N |
blinkpool | short distance teleportations, helpful to dodge attacks | C |
psychic bomb | drops a bomb that damages all monsters in its range | B |
hypnosis | brings the enemy to sleep for a certain amount of time | A |
psychic wall | creates a magic wall that causes damage to all who try to breach it; stands for a certain period of time |
S |
GAME TIP: The higher the INT stats, the more damage the spells make and the longer do they work.
PRIESTS
The priests use magic powers derived from their devotions to the gods. They are not primarily offensive players, often being the “support” of a team considering their attack is very low. However, a team with a skilled priest will avoid casualties far better than one without.
Strengths: A priest has spells to fortify, purify, and resurrect party members in need. They also heal, cleanse, boost, and resurrect their friends.
Weakness: Low attack, uses up MP quickly, and usually not able to rank up easily on their own.
SKILL | EFFECT | RANK |
heal | refills HP | N |
resurrection | resurrects another player and refills some of their HP | N |
heap up | increases STA for a period of time | C |
beef up | increases STR for a period of tme | C |
mental sign | increases INT for a period of time | B |
cannonball | increases DEX for a period of time | B |
sacred land | keeps enemies a distance away for a period of time | A |
silent prayer | all damage inflicted upon the blessed character is reduced by 20% for a period of time |
S |
GAME TIP: Priests rely highly on INT and team members. The higher the INT, the longer do their spells take effect. The spells they use can be used on themselves and other players.
ARCHERS
Archers can swiftly attack from far distances often without being dealt any damage to their persons. They allow you to think one or two steps ahead your enemy, using clever tactics to defeat them. Eventually with the raise in rank, they are also able to use stun, poison, bombs and an array of other useful skills that require FP.
Strengths: quick, able to deal high damage from a distance, decent ability of magic, able to use other tactics with improvement of skill, and the strategist of the classes.
Weakness: make low damage with close combat, low defense, need to go back to town and stock up on their arrows frequently.
SKILL | EFFECT | RANK |
aimed shot | doubles the amount of usually made damage | N |
dark illusion | makes you invisible for a certain amount of time | N |
silent shot | surprise attack; damage is increased when combined with dark illusion | C |
auto shot | shoots several arrows in quick succession within a short time frame | B |
poison arrow | poisons the enemy so they will receive continuous damage for a period of time |
A |
range strike | shoots an arrow that multiplies in mid-air and strikes all enemies within a certain range |
S |
GAME TIP: Archers need a lot of DEX to be fast and accurate with their shots. Also, keep count of your arrows.
ELEMENTS
Elements are helpful bonus skills that you can acquire when reaching the two highest ranks. Unlike special skills that need FP and MP to be executed, elemental skills are not bound to either FP or MP. Instead, they have a cool down time. That means that you cannot use two elemental skills right after each other, even if they are two different elements. Elemental skills require a lot of strength so choose the right moment to use them in combination with your other skills.
ELEMENT | SKILL | EFFECT |
water | waterball | throws a waterball at the enemy to cause damage |
poison rain | brings rain that poisons an enemy; they loose HP for a period of time | |
fire | hot air | brings continuous damage for a period of time as the enemy is engulfed by hot winds |
burning field | creates a sea of flames that brings damage to all enemies within a certain range |
|
air | strong wind | pushes the enemy back |
windfield | creates a wind that brings damage on all enemies within a certain range |
|
earth | earth rooting | binds an enemy to a spot for a period of time |
earthquake | brings damage to all enemies within a certain range through a strong earthquake |
|
lightning | lightning shock | stuns an enemy momentarily |
lightning storm | brings damage to all enemies within a certain range |
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