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FlyFF Classes

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Author: Classes

There is one starting class and four first classes in Flyff. Two classes branch out from each of the four first classes, making eight available second classes in total. * Vagrant - All characters begin the game as Vagrants. Vagrants use swords and axes and have access to three melee skills. At level 15, quests may be taken to progress to a stronger class. This is also known as the "First Job" quest . Vagrants have an option of four different classes to progress to: a Mercenary, a Magician, an Assist, and an Acrobat. Characters must change their class at level 15, as no more experience points can be gained until they do so. First classes Players can change to another class when they reach level 15 by completing a certain quest for that particular class. * Mercenary - Mercenaries fight with melee weapons such as swords and axes, but their weapons are more refined than the ones of their predecessors. They also have the highest attack and defence rate out of all the first classes. Mercenary abilities involve spinning about to shred enemies, a certain attack that absorbs an enemy's life while damaging them, spreading nets, and firing shockwaves at opponents from a close up distance. A Mercenary can become either a Knight or Blade when they reach level 60. * Magician - Magicians are masters of magic who use weapons such as a one-handed Wand or two-handed Staff, with the former having a ranged attack. They can also melee attack with their weapons, although they are meant more for the use of magic. Staffs are the most powerful of the two, but using a wand gives the option of wearing a shield to increase defense. Magicians can cast powerful ranged spells and normally have the lowest HP, but the highest MP, among all the classes. Magician abilities include mental assaults, small whirlwinds, fireballs, shockwaves, ice blasts, and short-range teleportation spell for attack and escape. They may advance to an Elementer or Psykeeper at level 60. * Assist - Assists are usually supporting characters who can cast and heal supportive spells or go offensive and use a knuckle. Using a two-handed Stick, Assists can cast various buffs to help another character or themselves in the game. By using Knuckles ar-ups, Assists can be self-sufficient. These variants of assists are the first class to acquire an AoE attack (Burst Crack), at level 28. Assist abilities include healing, hammering the ground to damage surrounding foes, raising stats temporarily of players, and resurrecting dead players. At level 60, Assists can become Ringmasters or Billposters. * Acrobat - Acrobats are ranged fighters that utilize Bows or Yo-yos as their weapons. Arrows used for bows are consumed as they are used and must be repurchased once a player's amount of arrows has been depleted. Yo-Yos have a shorter range than bows, but longer range than melee-ranged weapons. Both weapon types are two-handed, disabling the Acrobats' use of shields with their usual weapons equipped. Their yo-yo attacks also have a slight chance of knocking the enemy back. Skills used with Yo-Yos equipped consume FP, while Arrow skills consume MP. Acrobats also have the second available AoE skill (at level 50), Arrow Rain. However, because of this skill's long cool down time, it is used in conjunction with other AoEs which have similar cool down times. Acrobat abilities include slowing enemies down, quickly shoot at an enemy, firing a barrage of arrows, shooting accurately with a bow, stunning opponents, making an enemy bleed (continous loss of life for a few seconds), countering an opponent's attack, stealing the opponent's money, running faster, and turning invisible for a short moment. Acrobats can become Jesters or Rangers at level 60. Players may change to an advanced class by completing certain quests at level 60. These advanced classes, also known as second classes, specify certain characteristics of the previous classes. Upon reaching level 60, no further experience points are gained until the character completes a "Second Job" quest. Each of the four first classes branch into two second classes. On a visual note, some of the classes have a unique battle stance unlike their first class counterparts. Mercenary second classes * Blade - Blades focus on speed and power over defense. Their high attack power and high attack speed make them able to hunt mobs very quickly, giving them among the highest damage-per-second ratios in the game. Blades are given the ability to dual wield, either two swords or two axes, increasing their current attack rate at the expense of some attack speed. A Blade may also use one sword and one axe (or a weapon and a shield), but they will not be able to use their Blade-exclusive skills. * Knight - Knights focus on defense and power over speed. They have the ability to wield the most powerful, albeit slowest weapons in the game, as well as the most protective armors (the lack of a shield is made up for by their armors' heavy defense.) In general, Knights are more efficient than other classes at making use of their Area of effect (AoE) skills, as they can take many more monsters at a time due to their naturally high defense. Knights are usually considered the tank characters in Fly For Fun, since Knights receive a greater HP bonus for each point of stamina than any other class in the game. Like the Blade, a Knight can use a single handed weapon with or without a shield, but will be unable to use any Knight-specific skills. Magician second classes * Psykeeper - Psykeepers are the masters of hexes. Psykeepers have access to the forbidden arts that can damage monsters from the inside, synchronize their own minds with their antagonists to share the pain from attacks, or create barriers to ward off oncoming attackers. All of their spells are non-elemental and can only be cast using a wand. Most of a Psykeeper's spells are known as debuffs, or spells that deal negative effects other than direct damage to an enemy. A Psykeeper's abilities include Crucio to reflect physical damage, Satanology to root enemies in place, and some highly damaging offensive spells. * Elementer - Elementers have the ability to manipulate the elements. They can cast area of effect spells such as poisonous clouds, sandstorms and summon massive meteors from deep space. At a certain level Elementers are able to use their elements to attack all the monsters in the surrounding area. Most spells are very graphic. All Elementer skills require an equipped staff; it is not possible to use Elementer spells with a wand. An Elementer's abilities include not only offensive spells of every element, but also buffs to increase elemental damage. Due to their mastery of the elements, they can deal a large amount of damage to monsters by choosing the appropriate element that the monster is weak against. * Billposter - Billposters are the offensive second class of the Assist. Billposters focus on offensive skills rather than defensive and healing ones. Billposters retain their Assist abilities to heal and buff when they utilize a Stick. Billposter skills utilize Knuckles to execute. A Billposter's abilities include Asmodeus to raise attack power and the powerful Asalraalaikum attack that consumes all of the caster's MP, dealing considerable damage proportionate to the amount of MP consumed. * Ringmaster - Ringmasters are the supportive second class of the Assist and have the most powerful buffs in the game. They are often the most sought-after class in the game, often desired to help a partner fight higher leveled monsters that they otherwise would be unable to, without a Ringmaster. Ringmasters use Sticks to buff and heal. A Ringmaster's abilities include Spirit Fortune to raise the attack power of allies and Geburah Tiphreth to raise the fighting capabilities of allied players. They are also capable of debuffing enemies and damaging them through force fields. Ringmasters are usually formed from Full Support Assists. These assists devote themselves to helping others and supporting them. This type of assist is best suited to become a Ringmaster. Ringmasters are easy to level up with a partner. Ringmasters are not limited to full support characters. They are quite capable of fending off for themselves depending on how they distributed their stats. Upon reaching level 80, they will obtain their one and only damaging skill, Merkaba Hanzelrusha, which is an int based aoe skill which deals damage over a time span of 10 seconds no matter what the skill level is set to be. * Jester - Jesters possess a large range of attacks. Unlike the court jester of medieval times, these Jesters are masters of trickery and are literally bloodthirsty fighters. They use yo-yos along with dark magic to drain blood in order to replenish their own health, inject poison into foes, launch coins to dent enemy armor, and impair their victims by attacking vital organs. They receive four times as much Critical Hit Rate from the Dexterity stat than any other class. Jester abilities include Enchant Poison and Vital Stab to attack an enemy's vital parts. * Ranger - Rangers use bows to inflict damage as well as to render enemy strategies useless. They utilize the powers of nature in their attacks, such as creating Flame Arrows to singe flesh and Poison Arrows to inject toxic acids into foes. (Ice Arrow no longer slows enemies, as of version 9). Rangers often use their abilities to inflict damage on many opponents. A Ranger's abilities include skills like Triple Shot, Silent Arrow, and Fast Shot. Silent Arrow is among the Ranger's most deadly skills against magician-type player characters, as it renders all skills requiring MP useless by silencing the opponent.
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