Dark Elf

Human - Elves - Half Elves - Dhans - Dekan - Dark elf

- Unique Features: Attack Mage that employs strong magic damage, variety of debuffs and area transport magic. Classes consist of Mage (level 1-50), Warlock (Dark Magic-Class Change), and Wizard (Area Arcane Magic-Class Change).

- Weapons Used: Dagger, Staff, Wand

- Important Stats: Intelligence, Psyche

- Class:

(a) Warlock

Warlocks’ specialty is group battles. They gain advantage by causing dot damage and decreasing opponent’s EXP by debuffing before battles. Also, they are capable of protecting themselves from debuffs such as Stun and Root spells casted by an opponent.

(b) Wizard

Expert hunters, Wizards can use powerful area damage skills and various area spells to fight off multiple monsters at once.

- Informative Tip:

Dark Elves are a mage that possess enhanced magic attack, but have a low physical defense. Armor with a physical defense option should be chosen and it would be beneficial to equip vitality-related accessories to store HP and defense

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Dekan

Human - Elves - Half Elves - Dhans - Dekan - Dark elf

- Unique Features: Uses ranged-attacks better than melee attacks to control target. Classes consist of Dragon Knight and Dragon Sage that show incredible power in battles

- Weapons Used: Dagger, One-Handed Sword, Zhen

- Important Stats: Strength, Vitality, Intelligence

- Class:

(a) Dragon Knight

Dekans’ specialty is the ability to transform in Evolve Mode. In the case of Dragon Knights, they have increased stats and regeneration in Evolve Mode. In addition, they are capable of stun attacks even when the target has protection, and can absorb their opponent’s vitality and mana in battles.

(b) Dragon Sage

Class specialized in hunting and has the ability to divide stats and use a variety of skills. Dragon Sages are capable of hunting large numbers by attacking areas. They can also transform in Evolve Mode like Dragon Knights.

- Informative Tip: When a Zhen (only used by Dekans) is equipped in both hands, the attacks are more enhanced than any other weapon. Zhens can be divided up to increase attack speed, however the attack and defense will decrease slightly. The attacks will be enhanced either way. Therefore, the use of a Zhen as the main weapon is recommended. Enhanced attacks are possible by changing into a class with the capability of transforming in Evolve Mode.

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Dhans


Human - Elves - Half Elves - Dhans - Dekan - Dark elf


- Unique Features: Controls target by its exceptional ability to evade. Classes consist of Assassin (level 1-50), Avenger (invisible assassin-class change), and Predator (multi-assassin-class change).

- Weapons Used: Dagger, One-Handed Sword, Two-Handed Katar.

- Important Stat: Dexterity

- Class:

(a) Avenger

This class has strong attacks and has the ability to take control by decreasing the opponent’s stats. Avengers make the battle more favorable by decreasing the opponent’s stats and increasing their own stats. Avengers also have the skill to switch mana and vitality to have advantage in the battle.

(b) Predator

Class that is capable of using a trap to decrease opponent’s EXP and a trap to cause damage. Predators make the battle more favorable by using trap related skills to recover party members’ vitalities as well as their own vitality. Predators have the skill to show where treasure chests are on the mini map and increase another’s level to allow them to equip items that require higher levels. Predators also possess the ability to make party members invisible, opening up more possible strategies.

- Informative Tip: Dhan weapons consist mostly of daggers and katars. The type that battles with critical damage and usually equips a dagger attached to high critical chances. Dhans with higher strengths favor high attack katars. Dhans with higher agility can also equip high attack katars and cause a set amount of damage. Compared to swords, katars cause more damage, but they can be chosen according to preference.

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Half Elves


Human - Elves - Half Elves - Dhans - Dekan - Dark elf


- Unique Features: Has low defense, but enhanced ranged-attacks. Classes consist of Archer (level 1-50), Ranger (enhanced Archer-class change), and Scout (more agile Archer-class change).

- Weapons Used: Dagger, One-Handed Sword, Bow, Crossbow

- Important Stat: Dexterity

- Class:

(a) Scout

Scouts are specialized in the use of bows and are capable of firing on multiple targets at once. They show proficiency in using bows for ranged attacks and can use dagger for melee battles.

(b) Ranger

Rangers are specialized in the use of crossbows that have enhanced skill attacks. Buffs increase damage according to the weapon rank or type (rare or unique) and kill count-related attack can be enhanced by skills as well as increased attack speed.

- Informative Tip: Capable of ranged-attacks and has high attack levels. However, compared to other races, defense is low and melee attacks should be avoided. To attack swiftly and gain control of the opponent, Rangers should use a crossbow that causes significant damage during 1:1 battles. Scouts that possess many skills should use bows as the main weapon to hunt and be able to attack many others at once. Scouts have buff skills to increase melee weapon attack and have the ability to melee using a dagger.

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Elves


Human - Elves - Half Elves - Dhans - Dekan - Dark elf

- Unique Features: Has high magic defense and resistance and is also in charge of ranged-attacks using magic attacks and the role of healer. Classes consist of Healer (level 1-50), Priest (healing-class change), and Templar (attacking-class change).

- Weapons Used: Dagger, One-Handed Sword, One-Handed Mace, Wand, Staff

- Important Stats: Intelligence, Psyche

- Class:

(a) Priest

Priest class is considered important in parties because of their specialty in healing and protection using magic spells. Priests take on the role of using their skills to assist in the party members’ recovery, defense and also increase their vitality. They use staffs for magic attacks and have ability to prevent opponent’s movement and attacks.

(b) Templar

Templars belong to a class that is capable of melee physical attacks using mace. They have strong magic attacks, in addition to acting as a supporting healer. Just like Priests, they possess the ability to erase the opponent’s buff and debuffs and have exceptional capabilities in attack and defense by reflecting harmful skills (debuff and stun).

- Informative Tip: Beginners with low defense should use a wand and shield to increase defense. If defense is some-what high, it is more beneficial to use a staff to increase mana and hunt. Since a wand is not available after level 50, if you become a Priest, you can either use a staff, low level wand, or daggers or maces with level options, as shields are still allowed. If you become a Templar, you will also become specialized in using mace; this can be seen as the Paladin form. However, if you wish to play a particular priest character, use a staff for ranged attacks and use the control to switch to a mace.

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Human

Human - Elves - Half Elves - Dhans - Dekan - Dark elf


Unique Features:
- Humans have the highest defense and can use melee attacks. Classes consist of Knight (level 1-50), Guardian (Attacking Knight-Class Change), and Defender (Defending Knight-Class Change).
- Weapons Used: Dagger, One-Handed Sword, One-Handed Mace, One-Handed Axe
- Important Stats: Strength, Agility

Human Classes

Defender
Class specialized in using maces and has strengthened defense. When playing in a party, they are perfect to take on the role of tanker. They should take on the role of increasing the party’s EXP instead of using aura skills to increase vitality, mana recovery, or defense or aura skills to increase physical, ranged, or magic attacks. They also possess the ability to cast ranged Stun spells as well as have enhanced skills for ranged attacks.

Guardian
Class consists of enhanced knights specialized in the use of daggers and one-handed sword with the unique feature of having enhanced attack skills. Guardians have the ability to attack the target even when the target has protection and possess the skill to increase the amount of damage with each attack. They can quickly gain control of their opponents that are in close-proximity by using skills to lower their opponent’s defense or attack rate. Not only does their own defense allow them to resist stun and root spells for an allotted time, but they are also capable of using their skills to resist physical attacks in melee battles. They are welcomed in party plays because they can use aura to raise the party members’ chances for critical attacks.

Informative Tip:
Beginners should use one-handed swords, one-handed maces, or one-handed axes along with a dagger, rather than a shield or other defenses, when hunting in dual weapon mode. The protection and block rate from shields are insufficient; therefore it will be more beneficial to increase your attack and try to attack quickly and efficiently.

When you reach level 50 and change your class to Guardian, use a one-handed axe and a dagger in dual weapon mode. If you chose to be a Defender, use a one-handed mace and shield. A one-handed axe with higher attack should be used instead of one-handed sword or one-handed mace in dual weapon mode, because in dual weapon mode, axes have the same attack rate as other one-handed weapons.

When the dagger is held in the left-hand in dual weapon mode, the weapon attack and option is only at 20%, but it is better to have a variety of options than to have a high level of one option. The reason is because all options even at 1 of 20% will be increased by 1; hence options attached to the dagger will have a +1 effect whether it is at 1 or at 5. Consequently, it is better to have many options attached to the dagger that can be increased rather than to have only one.

For example: when strength +1, vitality +1, dexterity +1 melee attack +1%, attack speed +2%, mobility speed +2%, and critical chances +1%, they will be increased to strength +1, vitality +1, dexterity +1, melee attack +1%, attack speed +1%, mobility speed +1%, and critical chances +1%, and when strength +12, vitality +8, melee attack +5%, and critical chances +6%, they will be increased to strength +2, vitality +1, melee attack +1%, and critical chances +1%. You can see the differences when comparing the two.

However, in dual weapon mode, the use of skills related to shields (charge, shield push, shield burden, shield mastery, whirlwind) is prohibited. You have the choice of carrying a shield of your choice instead of dual weapon mode and when you have raised agility for critical attacks, it is common to carry a dagger with higher critical options.

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