NATIONS - KARTEFANT (HUMAN)
Only
HUMAN has the authority to join. Merkhadian nation and Almighty Land
Pirate Crew are the opposing forces to this nation. Player can get all
the quests to get the extra skill points. Human will receive 2
additional bonus points along with the primary stat increase at each
level (level 1 to 10). Classes can be changed once the character
reaches level 10. You can change your starting class into more powerful
and specialized classes. Look for the associate Trainer in the main town, [SHIFT] + [LEFT-CLICK] their name and select [Change Class] from the menulist.
FIGHTERS
The
brawns of the human nations are the Fighters. They are the backbone of
the resistance to the Ak'Kan. Possessed of incredible strength and
endurance, versed in weapons of all shapes and sizes, Fighters are
among the most popular of the Human adventurers. The Fighter is a
character class that can use almost all close combat weapons. They
usually act as close-range strikers in a party. Even though is weak in
ranged attack, he is invaluable in protecting other party members. Is
it then that their weapon skills become more efficient and they can
deal massive amounts of damage. At level 10, they can change their
class to become either Defender or Warrior.
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Defenders are the protectors of the Human nations. They believe that the best
offense is a good defense, and so they have the highest HP of all Human
classes. They gain STR and CON stats equally over time, so they can
wear heavy protective armor for a high defense, and they deal mighty
offensive blows as well. This resilience comes at a price, however:
they are generally slower and less accurate than the Warrior and the
more emphasis they place on defense, the weaker their attacks. Further,
they are nearly defenseless against magic, and must carry especially
enchanted equipment to protect themselves from enemy spell casters.
| Stat Growth Each Level : STR = 1.5 , CON = 1.5 |
STR |
Damage, Accuracy, Evasion, Magic Defense |
CON |
HP Max Value, HP Recovery |
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Warriors are the most physically dangerous of all the Human classes. Like the
Ak'kan Attacker, Human Warriors are fast, accurate, and deadly, and
appear to have no upper limit to their ability. Warriors are the best
damage dealers in the game, for their ability to learn Dual Mastery
allows them to wield two weapons at a time. However, they pay a price
for this power: Warriors cannot bear defenses more powerful than a
Buckler. Their HP will always remain low, and they must always remain
vigilant against opposing magic users because of their inability to
carry a shield.
| Stat Growth Each Level : STR = 2 , CON = 1 |
STR |
Damage, Accuracy, Evasion, Magic Defense, Speed, Magic Power, MP Max Value, MP Recovery, Dual Wield |
CON |
HP Max Value, HP Recovery |
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ACOLYTES
The
second Human class is that of the Acolytes. They use white magic to
protect and cure their allies, and are nearly as effective in close
combat as Fighters. The Acolyte is the character class that is
responsible for healing other party members. Although they are not able
to heal a party member directly at this stage, they are capable of
reviving dead party members or increase their recovery speed and
casting many other protection spells. Although they are not effective
in close combat, they can act as close combat soldiers in certain
situations since they have moderate HP. At level 10, they can change their class to become either Priest or Cleric.
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Priests tend to take a secondary role in most combat they support their party
through protective blessings and recovery spells rather than take part
in battles. This is not to say they sit passively on the sidelines:
they have an excellent array of armor and strengthening spells, and
though they do not possess any powerful primary attack skills, they are
still opponents to be reckoned with. Like Clerics, Priests focus mainly
on their WIS. They gain greater MP, more damage, and a higher magic
resistance, in addition to the bonuses they gain when handling blunt
weapons. Priests who focus on their CON value have powerful defensive
abilities, while those who focus on WIS are stronger on the offense.
| Stat Growth Each Level : WIS = 1.5 , CON = 1.5 |
WIS |
Damage, Accuracy, MP Max Value, MP Recovery, Magic, Magic Resistance |
| CON |
Evasion, HP Max Value, HP Recovery |
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Clerics are often considered a support class, though their broad range of
ability makes them effective solo adventurers. Their physical attacks
are relatively weak, but their spells compensate greatly. They become
even more dangerous when they join a party with adventurers who can
deal great physical or magical damage. Most Clerics focus intensively
on their WIS, because it provides an increased damage bonus and allows
them to handle more powerful blunt weaponry. Further, a higher WIS
allows them to support more party members at a time. The other primary
Cleric stat is CON, which enhances defensive powers, HP max value, and
HP recovery.
| Stat Growth Each Level : WIS = 2 , CON = 1 |
STR |
Damage, Accuracy, MP Max Value, MP Recovery, Magic, Magic Resistance |
CON |
Evasion, HP Max Value, HP Recovery |
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MAGES
Mages are poor opponents in melee combat, but their mystical knowledge
compensates for their weakness. They are more intelligent than other
classes. One drawback they suffer is that they see only an increase in
HP from CON increases, and do not gain the benefits other classes gain.
Furthermore, Mages cannot wear gloves, boots, or shields that limit
CON. Although they have weak close combat abilities, lower defense and
always require protection from other character classes, they do posses
very powerful ranged offensive and assist spells that can help their
party members in many situations. They can later upgrade into either a
Sorcerer or Enchanter. They can learn spells that can cause heavy
damage and other assist spells
. At level 10, they can change their class to become either Sorcerer or Enchanter.
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Sorcerers generally attack from afar, using powerful elemental spells to bring
down their opponents. Though they can wield a dagger in close combat by
increasing their DEX stat, they lose much of the punch of their spells,
which depend primarily on INT. Sorcerers who focus on DEX improve their
chances of survival, and not much else. Sorcerers' Magic increases with
INT. If they do not pay careful attention to their INT improvements,
they may find themselves unable to use the most powerful magic spells.
| Stat Growth Each Level : INT = 2 , DEX = 1 |
INT |
MP Max Value, MP Recovery, Magic, Magic Resistance |
DEX |
Damage, Accuracy, Evasion |
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Enchanters are the defensive specialists of the Mage class, specializing in
protective spells like blessings, deflections, and long-range attacks
to demoralize their enemies. They are especially formidable when
equipped a staff especially enchanted to increase Magic. As noted
above, Enchanters do not receive any Defense bonus from a high CON, and
are thus extremely vulnerable in combat. Even those who focus on DEX
are in danger.
| Stat Growth Each Level : INT = 1.5 , DEX = 1.5 |
INT |
MP Max Value, MP Recovery, Magic, Magic Resistance |
DEX |
Damage, Accuracy, Evasion, HP Max Value, HP Recovery |
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ROGUES
Rogues
possess remarkably high agility and speed. They use lighter weapons
than Fighters and Acolytes, as befits their skills. Unlike other
characters, they always try to deal a single fatal blow, striking and
retreating before their enemies have a chance to reac.
Although they have a very high movement rate, they are not suitable as
close combat soldiers since they have lower HP. On the other hand, they
are more suitable in attacking passive monsters because they posses
very powerful ambush attacks and stealth.
At level 10, they can change their class to become either Archer or Assassin.
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Archers are the most versatile of fighters of all the classes, both Human and
Ak'kan, . They can fire shots at long range, and are nearly as
excellent when closing with their enemies. Like the Assassins, Archers
are most vulnerable when trapped. Their low HP and defense make them
easily neutralized targets when they are immobilized. The damage dealt
by their long range weapons depends primarily on their STR stat, which
also provides HP and MP bonuses. Archers that focus on developing their
STR will cause more damage, while Archers that increase their DEX stat
will see enhanced speed, skill level, and item attachment capabilities.
| Stat Growth Each Level : DEX = 1.5 , STR = 1.5 |
DEX |
Speed, Critical Rate |
STR |
Damage, Accuracy, Evasion, HP Max Value, HP Recovery, MP Max Value, MP Recovery, Magic Resistance |
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Assassins are the fastest of all the classes, Human and Ak'kan alike. They rely
on speed and stealth and a devastating first attack. Their up-close
offensive power is excellent. They are, however, doomed when
immobilized. Their low HP and defense make them easy targets, and those
who choose this class are advised to use caution. Assassins do the most
damage when their STR is high, but their speed is necessarily lower
than an Assassin with a high DEX. On the other hand, a strong Assassin
will not possess the speed, skill level, and item attachment
capabilities that a DEX-focused Assassin will. Finally, Assassins with
a balanced STR and DEX may have a high survival rate, but are
relatively weak fighters.
| Stat Growth Each Level : DEX = 2 , STR = 1 |
DEX |
Speed, Critical Rate |
STR |
Damage, Accuracy, Evasion, HP Max Value, HP Recovery, MP Max Value, MP Recovery, Magic Resistance |
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