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Starter Classes 1-1

Warrior

The Warrior is an offensive or support melee class, it specializes in Two-handed melee combat or shield tank combat. It can wield heavy two-handed weapons or a heavy shield. When it comes to honour on the battlefield, the warrior is unbeaten. This class benefits from STR, CON, and DEX

  • Damage 3/5
  • Defense 3/5
  • Support 2/5

Skills

  • Two-Handed Weapon Mastery: Passive: Max level 10: Increase damage with Two-Handed axes, swords, and spears by 1% per level.
  • STR Mastery: Passive: Max level 10: Increase STR stat by +2 per level
  • Bash: Offensive: Max level 10: Cost: 10+1 sp per level. 100% + 25% damage per level. 1 second cooldown.
  • Magnum Break: Offensive: Max level 10: Cost: 15+1 sp per level. deals 100% + 20% Fire property damage per level in a 5×5 radius around the caster. 1 second cooldown.
  • Provoke: Active: Max level 10: Cost: 10 sp. provoke a single target to change targets to you, reducing its defense by 2.5% and raising its attack by 1% per level.
  • Endure: Self Buff: Max level 10: Cost: 20+2 sp per level. the player cannot flinch from attacks. Duration: 5+1 seconds per level. 30 second cooldown
  • Parry: self buff: max level 10: cost: 75 sp. while active and wielding a 2h axe, 2h sword or 2h spear, the warrior has a 5% + 2% per level change to parry a physical attack and take no damage. 70 second duration (requires level 10 two-handed weapon mastery and level 10 bronze sinew)
  • HP Mastery: Passive: Max level 10: increases max hp by 2%.
  • Hp Recovery: Passive: Max level 10: Heals ((5*SkillLV) + (Maximum HP*0.002*SkillLV)) HP per 6 seconds well standing still. Increases the effect of healing items by (10*SkillLV)% (cumulative with the increase from CON).
  • Devotion: Active: Max level 10: cost: 20 sp. connect to 1 party member per level protecting them from taking their full damage. Duration: 90 seconds. (cannot be used on other warrior, captain, general, defender or guardian classes)
  • Shield Boomerang: Offensive: Max level 10: Cost: 10+1 sp per level. 100% + 20% damage per level. 1 second cooldown.
  • Shield Charge: Offensive: Max level 10: Cost: 15+1 sp per level. 100% + 25% damage per level. 1 second cooldown.
  • Taunt: Active: Max level 10: Cost: 25 sp. Taunt all enemies in a 5×5 area around the caster causing them to change targets to the caster. 3 second cool down. (requires level 5 devotion and level 5 provoke)
  • Quest Skill: Fatal Blow: when using bash level 6 to 10, you receive a 5% per level chance to stun an enemy.
  • Quest Skill: Moving Hp Recovery: Character regenerates HP while walking. Rate is 50% of standing recovery, and not affected by Increase Recuperative Power skill.

Fighter

The Fighter is an offensive melee class, it starts unarmed and when advancing to the advanced classes learns to specialize in different weapon styles depending on the path chosen in life, however, none of the paths can use shields. Mixing speed and offense but lacking in defense, it deals fast strikes to the opponent. This class benefits from all types of stats.

  • Damage 5/5
  • Defense 2/5
  • Support 1/5

Skills

  • Attack Mastery: Passive: Max level 10: Increase damage by 1% per level.
  • Stat Mastery: Passive: Max level 10: increase STR, INT, DEX, CON, AGI, LUK by 1 per level.
  • Dodge: Passive: Max level 10: Increase Flee rate by 1 and Perfect dodge by 0.5 per level.
  • Trifecta Blow: Passive: Max level 10: Has a 10+2% chance per level of attacking 3 times in a single attack. (This skill can crit)
  • Focus: Self Buff: Max level 10: Cost: 20+10 sp per level. Raises INT and DEX by 3+1% per level. Duration 60 + 24 seconds per level.
  • Palm Strike: Offensive: Max level 10: Cost: 10+1 sp per level. deals 100+20% damage per level to a 3×3 radius and can only be used when unarmed. 2-second cooldown.
  • Palm Push Strike: Offensive: Max level 10: cost 10+1 sp per level. deals 100% + 30% damage to a single target while unarmed and pushs it backwards away from you. 1- second cooldown.
  • Quest Skill: Auto Berserk: When your HP goes below 25%, you gain +10% attack but -25% defence.

Thief

The thief is a support melee class, it specializes in daggers and stealth. It can deal quick strikes and hide in the shadows. Using its nimble fingers it can alleviate monsters of items they may be carrying. This class benefits from AGI, LUK, STR, DEX

  • Damage 3/5
  • Defense 4/5
  • Support 2/5

Skills

  • Improved Flee: Passive: Max level 10: increase flee rate by 2 per level.
  • Double Attack: Passive: Max level 10: has a 20% + 4% per level chance of attacking twice in a single attack. (This skill can crit)
  • Luck Mastery: Passive: Max level 10: increases LUK by +3 per level.
  • Hiding: Self Buff: Max level 10: Cost: 10 sp. Hide in the shadows being unable to be seen (some monsters and skills can reveal a hiding player. Duration: 60+24 seconds per level.
  • Steal: Active: Max level 10: Cost: 10 sp. Steals an item from a monster. items below 0.2% drop rate cannot be stolen. Success chance is DropRatio*(DEX/2 + LUK/2 – MonsterDEX + MonsterLUK + 10 + 3*SkillLV + )/100.
  • Envenom: Offensive: Max level 10: Cost: 12 sp. An attack that adds 15*SkillLV to your ATK (unmodified by Armor and VIT Def) to your normal damage. This bonus damage is always inflicted, whether your character lands a normal hit or not.
    Envenom has a (10+4*SkillLV)% chance to inflict poison status on target. 
  • Throw Sand: Offensive: Max level 10: Cost: 10+1 sp per level. deals 100% + 20% earth elemental damage per level. 0.5 second cooldown.
  • Quest Skill: BackSlide: This allows the user to move backward 5 spaces when used.

Merchant

The merchant is a support melee Class, it specializes in axes and making money. They use various skills to sell items for more money, get cheaper items from stores and can even open up a market stall to sell goods too other players. This class’s advancements can learn to make various items. This class benefits from STR, VIT, DEX for combat and DEX, LUK for creation.

  • Damage 3/5
  • Defense 2/5
  • Support 2/5

Skills

  • Enlarge Weight Limit: Passive: Max level 10: increases maximum weight limit by 200 per level.
  • Discount: Passive: Max level 10: reduces cost of NPC sold items by 5% + 2% per level.
  • Overcharge: Passive: Max level 10: increases money earned from loot sold to a NPC by 5% + 2% per level.
  • Pushcart: Active: Max level 10: Cost: none. when used, opens a interface allowing you to select a cart appropriate to your level. carts can hold items for you with a separate weight limit. Movement speed is reduced to 50% with a +5% movement speed boost per level.
  • Appraise: Active: Max level 1: Cost: 10 sp. when used, allows you to identify equipment dropped by monsters.
  • Vending: Active: Max level 10: Cost: 10 sp. when used, opens a interface allowing you to sell items to other players.
  • Store: Active: Max level 10: Cost: 10 sp. when used, opens a interface allowing you to buy items from other players.
  • Aggresive Sales Pitch: Max level 5: Cost: sp 40+6 per level, duration: 70 seconds. each level boosts party str and luk by +1
  • Mammonite: Offensive: Max level 10: Cost: 5 sp. deals 300% + 30% damage per level at the cost of 100z x level. 0.5 second cooldown.
  • Quest Skill: Change Cart: This allows the merchant to change the cart style they have.

Martial Artist

The martial artist is an offensive melee class, it specializes in unarmed combat. Using various techniques they roundhouse kick opponents into submission. This class can also change the elemental property of their attacks to amplify the damage they dish out. This class can benefit from every stat.

  • Damage 4/5
  • Defense 2/5
  • Support 3/5

Skills

  • Running: Active: Max level 10: Cost: 110-10 sp per level. When you use this skill, your character starts running straight forward. You cannot change the direction of where he is running while running. You can stop using Running skill by simply using it again (no SP cost to stop), or use another skill, or run into the wall. When you use this skill (At least at level 7) and then immediately stop, then there will be +10 STR buff and a +(10*SkillLV)% damage to the Kick skills for 150 seconds if you are un-armed (only works on martial artist, star lord and star emperor) When you do not have any weapons equipped, the kicking skill damage will increase by +10 per level of this skill, for a maximum of +100.
  • Warm Wind: Self Buff: Max level 7: Cost: 50 sp. changes the element you attack with based on the level used. Duration: 70 seconds.
  • High Jump: Active: Max level 5: Cost: 50 sp. leap forward 2*skill level cells avoiding obstacles, walls, and even cliffs.
  • Break Fall: Self buff: max level 1: cost: 10 sp. This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there’s 20% chance of dodging an enemy ranged Physical or Magic attacks. It is not removed after death.
  • Taekwon Misson: Active: max level 1: Cost: 10 sp. You can use this skill only if you are a Martial Artist. You cannot use this skill once you switch to any advanced class. When you use it, the name of a monster randomly chosen will be displayed and logged. Then, if you kill that same monster for 100 times (does not have to be in a row), you get 1 point, and you will be assigned a new randomly selected monster.
    When you use this skill while your Target Percent is at 0% (no monster killed yet), you have a 1% chance to receive a new random target.
    When you have a certain number of points you become a TaeKwon Ranker (No effect if you already advanced classes). As such, you can do infinite combos of all kicks – Whirlwind Kick, Axe Kick, Round Kick, Counter Kick – but you have to prepare the stance of at least 1 and spam when it triggers. Also, you must make alternate kicks, if you do the same kick twice the spam ends. However, you cannot do Flying Side Kick as part of an infinite combo. Any LV 90+ TaeKwon Ranker players will have tripled Maximum HP and SP, and be able to use all of the TaeKwon skills. Check the TaeKwon Ranker Fame List by typing “/taekwon”.
  • Peaceful Rest: Passive: Max level 10: If there is another martial artist, Star-lord, Soul Linker, Gunslinger, Ninja, Star emperor, Soul Reaper, Sharpshooter, Shinobi, sitting next to you while sitting, this skill activates, allowing you to regenerate HP. The HP recovered listed just below is the base value, and it increases depending on your VIT. This skill no longer works when you are overweight.
  • Enjoyable Rest: Passive: Max level 10: If there is another martial artist, Star-lord, Soul Linker, Gunslinger, Ninja, Star emperor, Soul Reaper, Sharpshooter, Shinobi, sitting next to you while sitting, this skill activates, allowing you to regenerate SP. The SP recovered listed just below is the base value, and it increases depending on your INT. This skill no longer works when you are overweight.
  • Fighting Chant: Passive: Max level 5: It increases your ATK (2*SkillLV)% per party member on the same map. For example, if there are 10 party members, and you have LV 5 in this skill, your ATK is increased by 100%. The increase is applied to the BASE ATK rate, not counting in any other buffs that may have increased your ATK, and for skills that increase ATK above 500%, the calculation is fixed to (100 * Bonus%) + 500%.
  • Prepare Whirlwind Kick: Self-buff: Max level 1: Cost: 10 sp. This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there’s 15% chance of doing the Whirlwind preparation stance when you hit the enemy with normal attack. It remains after death.
  • Prepare Axe Kick: Self-buff: Max level 1: Cost: 10 sp. This is a skill you can turn ON and OFF by simply pressing the skill button. When you leave this ON, there’s 15% chance of doing the Axe Kick preparation stance when you hit the enemy with normal attack. It remains after death.
  • Prepare Round Kick: Self-buff: Max level 1: Cost: 10 sp. This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there’s 15% chance of doing the Round Kick preparation stance when you hit the enemy with normal attack. It remains after death.
  • Prepare Counter Kick: Self-buff: Max level 1: Cost: 10 sp. This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there’s 20% chance of doing the Counter Kick preparation stance when you hit the enemy with a normal attack. It remains after death.
  • Whirlwind Kick: Offensive: Max level 7: Cost: 10+1 sp. When you have prepared the Whirlwind Stance, then you can use this to deal damage in an area of 5×5 cells from where you stand. Damage is (160+20*SkillLV)% ATK
  • Axe Kick: Offensive: Max level 7: Cost: 10+1 sp. When you use this skill while you have the Axe Kick Stance prepared, you hit a single enemy for 160%+20*SkillLV ATK and cause stun for 3 sec.
  • Roundhouse Kick: Offensive: Max level 7: Cost: 10+1 sp. When you use this skill while you have Round Kick Stance prepared, you hit a single enemy strongly for (190+30*SkillLV)% ATK damage. All enemies around 3×3 cells of the target enemy will be pushed away and stunned with no damage.
  • Counter Kick: Offensive: Max level 7: Cost: 10+1 sp. When you use this skill while you have Counter Kick Stance prepared, it will hit the single enemy target with a 100% success and cause (190+30*SkillLV)% damage
  • Flying Side Kick: Offensive: Max level 7: Cost: 50 sp. Attack an enemy who is away from you by jumping at him/her/it, landing in the same cell than your target. Normally, you would have to target this skill manually to attack, but if you use it while doing Break Fall, you will automatically attack the dodged target. The damage of this skill is (30+10*SkillLV)%, but if used right after Break Fall, it becomes stronger as your BaseLV goes up. Also, this skill has a unique property, when you hit the target player, any TaeKwon/Star Gladiator/Soul Linker-based buffs – such as all Spirit buffs, new skills bestowed by Spirit buffs, or Berserk Potion acquired through Berserk Pitcher – they may have, are all dispelled.
    However, if the target player has Preserve skill used on them, then they are invulnerable to this dispel effect. When this skill is used while using Running skill, the power of this ability will increase based on the character BaseLV.
  • Quest Skill: Iron Bone: grants +5 hard def and mdef

Archer

The archer is an offensive long-ranged class, it specializes in the bow and arrow combat style. They can create various elemental tipped arrows to inflict heavy damage against elemental creatures. The archer has many different roles in a party after advancements. This class benefits from DEX, AGI, LUK

  • Damage 5/5
  • Defense 2/5
  • Support 2/5

Skills

  • Dex Mastery: Passive: Max level 10: increases DEX by +2 per level
  • Owls Eye: Passive: Max level 10: increases the distance a bow can attack from by 1 cell per level.
  • Ranged Mastery: Passive: Max level 10: each level raises damage with ranged weapons by 1%
  • Improve Concentration: Self Buff: Max level 10: Cost: 20+10. Increases DEX and AGI by 3+1% per level. Duration: 60 + 24 seconds per level.
  • Double Strafing: Offensive: Max level 10: Cost: 10+1 sp per level. deals 200% + 20% damage per level. 0.5 second cooldown
  • Arrow Shower: Offensive: Max level 10: Cost: 15+1 sp per level. deals 100% + 10% damage per level in a 5×5 around the caster. 1-second cooldown
  • Charged Arrow: Offensive: Max level 10: Cost 20+1 sp per level. deals 100% + 10% damage per level to a single target. when hit the targeted enemy will be pushed backward 6 cells. 1-second cooldown
  • Quest Skill: Phantasmic Arrow: fires an illusionary arrow that deals 150% damage and knocks the enemy back 3 cells.

Mage

The mage is an offensive magic class, it specializes in elemental magic damage. They can specialize in Wind, Fire, Earth and Water magic, or Shadow, Ghost, Poison and Undead magic. They can do a combination of the two as well, although a lot less proficiently. This class benefits from INT, DEX and LUK

  • Damage 5/5
  • Defense 2/5
  • Support 2/5

Skills

  • SP Recovery: Passive: Max level 10: Recovers (Maximum SP/500 + 3)*SkillLV SP per 12 full seconds when standing still and increases the efficiency of SP recovering items by +2% per SkillLV.
  • Sight: Active: Max level 1: Cost: 20 sp. summon a bright fire to see things hidden in the shadows.
  • Sense: Active: Max level 1: Cost: 10 sp. Brings up a window with information about the targeted monster such as HP, element, level, etc at the time the spell is cast. Party members also see this window.
  • Cast Cancel: Self Support: Max level 5: Cost: 5 sp. Cancels your own spell before it finishes casting. SP Cost of the interrupted spell is reduced based on skill level.
  • Cold Bolt: Offensive: Max level 10: Cost: 10+4 sp per level. summon a bolt of ice per level to strike the enemy for 1.2*MATK water elemental damage each bolt with a 2% per hit chance to freeze the enemy. 4 second cast time, 2-second aftercast delay.
  • Ice Wall: Support: Max level 5: Cost: 60 sp: Creates a frozen wall of ice that stops enemies from approaching. Maximum 2 walls per magician.
  • Fire Bolt: Offensive: Max level 10: Cost: 10+4 sp per level. summon a bolt of fire per level to strike the enemy for 1.2*MATK fire elemental damage each bolt with a 2% per hit chance to disarm the enemy. 4 second cast time, 2-second aftercast delay.
  • Fire Wall: Offensive: Max level 10: cost: 50 sp. summon a wall of fire that repels enemies for a specific number of attacks dealing 0.5*MATK fire elemental damage per hit. 4 attacks + 1 per level. Duration: 4 + 1 second per level. 1 second cast time, 1 second cooldown.
  • Lightning Bolt: Offensive: Max level 10: Cost: 10+4 sp per level. summon a bolt of lightning per level to strike the enemy for 1.2*MATK wind elemental damage each bolt with a 2% per hit chance to stun the enemy. 4 second cast time, 2-second aftercast delay.
  • Lightning Waltz: Offensive: Max level 5: Generates thunder under the feet of the caster, leaving a trail of wind element damage zones when you walk that can stun enemies who walk onto them.
  • Stone Bolt: Offensive: Max level 10: Cost: 10+4 sp per level. summon a sharp rock per level to strike the enemy for 1.2*MATK earth elemental damage each bolt with a 2% per hit chance to petrify the enemy. 4 second cast time, 2-second aftercast delay.
  • Stone Curse: Active: Max level 5: Cost: 30 sp. Has a 25+5% per level chance to inflict the stone curse ailment (petrify) on a target. 1 second cast time, 1-second cooldown.
  • Soul Strike: Offensive: Max level 10: Cost: 20+2 sp per level. Hits the target with (1+SkillLV/2) bolts for 1.2*MATK using Ghost Element with a 3% chance per bolt to inflict silence. 2 second cast time, 1-second cooldown.
  • Ghostly Veil: Support: Max level 5: Cost 100 sp, snares a target for 2 seconds per level in an Ethereal Curtain. enemies caught in the skill will receive double Ghost property damage, 1 second cast time, 15 second cooldown. requires level 7 soul strike
  • Gravity Strike: Offensive: Max level 10: Cost: 20+2 sp per level. Hits the target with (1+SkillLV/2) bolts for 1.2*MATK using shadow Element with a 2% chance per bolt to inflict decrease agility and slow casting. 2 second cast time, 1-second cooldown.
  • Shadows Grasp: Support: Max level 5: Cost 100 sp: snares a target for 2 seconds per level with shadowy hands. enemies caught in the skill will receive double Shadow element damage, 1 second cast time, 15 second cooldown. Requires level 7 gravity strike.
  • Venom Strike: max level 10: Cost: 20+2 sp per level. Hits the target with (1+SkillLV/2) venom bolts for 1*MATK using posion Element and has a 20% chance to inflict poison ailment, 2 second cast time, 1 second cooldown.
  • Spiders Web: Max level 5: Cost: 100 sp. snares a target for 2 seconds per level in a web. enemies caught in the web will receive double poison property damage, 1 second cast time, 15 second cooldown. requires level 7 venom strike
  • Quest Skill: Energy Coat: well active all physical damage received is reduced by a percentage based on remaining sp.

Cleric

The Cleric is a support magic class, it specializes in making allies stronger with healing and stat boosts, along with offensive holy magic. This class benefits most from INT, DEX and CON

  • Damage 3/5
  • Defense 2/5
  • Support 5/5

Skills

  • SP Mastery: Passive: Max level 10: increases maximum sp by 1% per level
  • Celerity: Buff: Max level 10: Cost: 10+9 sp per level. Boosts all party members AGI by 1*skill level and boosts movement speed by a small amount. Duration: 70 seconds.
  • Blessing: Buff: Max level 10: Cost: 10+9 sp per level. Boosts all party members STR, DEX and INT by 1*skill level. Duration: 70 seconds.
  • Heal: Active: Max level 10: Cost: 10+3 sp per level. Heals a target’s HP for [(BaseLV+INT)/8]*(4+8*SkillLV). When used against Undead property monsters, it is a holy attack that ignores MDEF and INT, but deals only half damage (that is, HealValue*ElementModifier/2). 0.5 second cooldown.
  • Recovery: Active: Max level 1: Cost: 10 sp. Cures Frozen and Stunned effects on players. Causes non-Undead property monsters to lose their target. Passive monsters will stop attacking, while aggressive monsters will choose a new target. Recovery may inflict Blind effect on Undead property monsters. The chance of this occurring is equal to (100 – (MonsterINT/2 + MonsterVIT/3 + MonsterLUK/10)) %. A successful blinding will be accompanied by the usual chirping sound. 1 second cooldown.
  • Cure: Active: Max level 1: Cost: 10 sp. Cures Blind, Confusion, poison and Silence (limitation: you can’t cure yourself from Silence since you can’t cast while Silenced). 1 second cooldown
  • Revive: Active: Max level 5: Cost: 100 sp. revives a dead player with 30+10% of their max hp and 5+4% of their max sp per level. 5-second cooldown.
  • Ruwatch: Active: Max level 1: cost: 25 sp. summons a holy light to see enemies hidden in the shadows.
  • Pneuma: Active: Max level 1: Cost: 10 sp. summons a green cloud that blocks all ranged damage in a 3×3 radius around it. Duration: 10 seconds. 2-second cooldown.
  • Teleport: Active: Max level 2: Cost: 10 sp. allows you to teleport to your save location or a random location on the map.
  • Warp Portal: Active: Max level 4: Cost: 50 sp. opens a portal to a location you previously saved as a warp point, players save location counting as your first warp point allows up to 3 custom save spots.
  • Holy Light: Offensive: Max level 10: Cost: 10+4 sp per level. summon a bright holy light to smite the enemy for 12*MATK holy elemental damage with a 20% chance to blind the enemy. 4 second cast time, 2-second aftercast delay.
  • Quest Skill: Aqua Benedicta: allows the creation of holy water