Dark Elf

 
Dark Elves excel at the dark arts, including death magic and shadow empowerment. Dark Elves were once part of the Elf race. They split off to pursue their worship of Shilen and dark magic, but Shilen proved to be too evil, and the Dark Elves now stand on their own.
Available Fighter Classes Available Mystic Classes
Knight Warrior Wizard Enchanter
Rogue Archer Summoner Healer
Basic Fighter Stats Basic Mystic Stats
STR 92 STR 39
DEX 56 DEX 30
CON 77 CON 37
INT 42 INT 85
WIT 39 WIT 77
MEN 35 MEN 73
Dark Elf Fighter Class Path Dark Elf Mystic Class Path

Dark Elf Knight Classes

Knight-type classes are generally the tanks in any party. They can sustain high amounts of damage and keep the enemy's attention while characters of other classes deal damage and heal the knight.

Descriptions of each Knight-type class differ by character race, until the Awakening classes begin at level 85.

Level Range Human Knights Elven Knights Dark Elven Knights
1-19 Human Fighter Elven Fighter Dark Fighter
20-39 Human Knight Elven Knight Palus Knight
40-75 Paladin Temple Knight Shillien Knight
Dark Avenger
76-84 Phoenix Knight Eva's Templar Shillien Templar
Hell Knight
Awakening 85-99 Sigel Knight

Dark Fighter - Starting Class - Levels 1-19

A basic melee fighter class, destined for more specialization in weapons and to wear heavy or light armor. At level 20, the Dark Fighter must choose to be either a damage-based warrior, or a more defense-based Palus Knight.

Palus Knight - First Class Transfer - Levels 20-39

Palus Knights are Dark Fighters that have received professional swordsman training. The play style of a Palus Knight is similar to that of other Knights yet with a superior attack capability. Palus Knights possess many skills and magic focused on causing damage. When completing the second class transfer at level 40, the Palus Knight can choose between keeping their tank class by becoming a Temple Knight, or to veer away from tanking and towards being an enchanter.

Shillien Knight - Second Class Transfer - Levels 40-75

Unlike the Elven Temple Knight, who uses the magic of light and water, the Shillien Knight uses the magic of darkness and water, in addition to his skills with the sword. He drains the physical power of opponents with Summon Vampiric Cubic or Summon Viper Cubic, or he can summon poisonous cubics. The Shillien Knight can also rain lightening down upon his opponents using Lightening Strike.

Shillien Templar - Third Class Transfer - Levels 76-84

Among Shilien Knights, followers of the goddess of the underworld, Shilen, these knights are said to be blessed by her. Adept at black magic, they also practice diverse summoning magic abilities.

Sigel Knight - Awakening Class - Levels 85-99

All Human, Elven, and Dark Elven knights naturally evolve into Sigel Knights upon Awakening at level 85. They absorbed the powers of the Giant Abelius, who was known for his tremendous ability to motivate troops, his golden lion companion, and his endless stamina and strength that protected himself and others from harm.

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Dark Elven Rogue Classes

Rogue-type classes are masters of shadows and daggers. They move stealthily among their opponents and strike them quickly, exploiting their weak spots.

Descriptions of each Archer-type class differ by character race, until the Awakening classes begin at level 85.

Level Range Human Rogues Elven Rogues Dark Elven Rogues Dwarf Rogues
1-19 Human Fighter Elven Fighter Dark Fighter Dwarven Fighter
20-39 Rogue Elven Scout Assassin Scavenger
40-75 Treasure Hunter Plains Walker Abyss Walker Bounty Hunter
76-84 Adventurer Wind Rider Ghost Hunter Fortune Seeker
Awakening 85-99 Othell Rogue

Dark Fighter - Starting Class - Levels 1-19

A basic melee fighter class, destined for more specialization in weapons and to wear heavy or light armor. At level 20, the Dark Fighter must choose to be either a damage-based Assassin, or a defense-based tank.

Assassin - First Class Transfer - Levels 20-39

The playstyle of an Assassin is similar to that of a Rogue. Compared to Rogues, they have superior attack capabilities and access to magic and skills focused on causing or enhancing damage to enemies. When completing the second class transfer at level 40, the Assassin can choose between focusing on ranged weapons or to become masters of daggers by becoming an Abyss Walker.

Abyss Walker - Second Class Transfer - Levels 40-75

The Abyss Walker is skilled in combat and exploration, specializing in assassinations. He implements the same basic techniques as the Human Mercenary with Silent Move and Backstab, but he has higher attack power. However, due to his relatively low physical strength, the Abyss Walker is at somewhat of a disadvantage in frontal battle.

Ghost Hunter- Third Class Transfer - Levels 76-84

The title granted to the most accomplished of the Abyss Walkers, Ghost Hunters are notorious for their swiftness and damaging attack abilities. With the exception of a handful of veterans, very few existing Abyss Walkers have reached this standing.

Othell Rogue - Awakening Class - Levels 85-99

All Human, Elven, Dark Elven, and Dwarven rogues naturally evolve into Othell Rogues upon Awakening at level 85. The ruthless Giant Assassin Ashagen was fierce but cruel. His abilities have been passed on to Othell Rogues, who in turn are tempted to use their undetectable stealthy methods to cripple even unprotected enemies.

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Dark Elven Archer Classes

Archer-type classes are fierce ranged damage dealers. Although Archers can survive alone very well, later in their careers they also become invaluable to parties.

Descriptions of each Archer-type class differ by character race, until the Awakening classes begin at level 85.

Level Range Human Archers Elven Archers Dark Elven Archers Kamael Archers
1-19 Human Fighter Elven Fighter Dark Fighter Female Soldier
20-39 Rogue Elven Scout Assassin Warder
40-75 Hawkeye Silver Ranger Phantom Ranger Arbalester
76-84 Sagittarius Moonlight Sentinel Ghost Sentinel Trickster
Awakening 85-99 Yul Archer

Dark Fighter - Starting Class: Levels 1-19

The Dark Fighter is a basic melee class, destined to specialize in weapons and to wear heavy or light armor. At level 20, the Dark Fighter must choose to be either a damage-based Assassin or a defense-based tank.

Assassin - First Class Transfer: Levels 20-39

The playstyle of an Assassin is similar to that of a Rogue. Compared to Rogues, Assassins have superior attack capabilities and access to magic and skills focused on causing or enhancing damage to enemies. When completing the second class transfer at level 40, the Assassin can choose between focusing on ranged weapons and becoming a Phantom Ranger, or veering away from bows to focus on daggers.

Phantom Ranger - Second Class Transfer: Levels 40-75

The Phantom Ranger handles a bow skillfully and uses techniques similar to those of other Archers, but Phantom Rangers also have excellent attack strength. By weakening the defensive strength of an opponent through Hex, the Phantom Ranger can harass adversaries at long distances using Double Shot, which shoots two arrows consecutively.

Ghost Sentinel - Third Class Transfer: Levels 76-84

As the Moonlight Sentinel is at the apex of Elf Archers, the Ghost Sentinel is the Dark Elf counterpart. The top priority of Ghost Sentinels is their ability to destroy, and they gained their name because whatever they target ultimately faces demise.

Yul Archer - Awakening Class: Levels 85-99

All Human, Elven, Dark Elven, and Kamael Archers naturally evolve into Yul Archers upon Awakening at level 85. The Giant sharpshooter Cranigg grants Yul Archers many powers that allow them to control crowds of monsters and deal an enormous amount of damage. More powerful than conventional Archers, Yul Archers can also sustain their health efficiently in combat, making them valuable party members.

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Dark Elven Wizard Classes

Wizard-type classes are magical damage-dealers. The nature of their magic lies in their racial past, but all wizards excel at mastering the elements and can create devastation at their will. They wear robes and carry magic weapons and accessories.

Descriptions of each Wizard-type class differ by character race, until the Awakening classes begin at level 85.

Level Range Human Wizards Elven Wizards Dark Elf Wizards Kamael Wizards
1-19 Human Mystic Elven Mystic Dark Mystic Kamael Soldier
20-39 Human Wizard Elven Wizard Dark Wizard Warder or Trooper
40-75 Sorcerer Spellsinger Spellhowler Soul Breaker
Necromancer
76-84 Archmage Mystic Muse Storm Screamer Soul Hound
Soultaker
Awakening 85-99 Feoh Wizard

Dark Mystic - Starting Class - Levels 1-19

A basic spell-casting class, mystics wear robes and cast beneficial and damaging spells while wielding staves and magic maces and swords. At level 20, the Dark Mystic must choose to be either a damage-dealing Dark Wizard, or a healing mage.

Dark Wizard - First Class Transfer - Levels 20-39

Dark Wizards divide the magical forces in the world into four elements, as well as light and darkness. They then amplify the power of these elements and combine them to use in their magic. Dark Wizards can use the mid-level elemental magic, black magic and summon magic. Dark Wizards are similar to other wizard classes, but the nature of their magic is based on darkness and death. Also, like Dark Mystics, their magic is powerful but they have low MP recovery speed. When completing the second class transfer at level 40, the Dark Wizard can choose between being a damage-dealing Spellhowler, or a summoner mage.

Spellhowler- Second Class Transfer - Levels 40-75

The Spellhowler uses the highest degree of elemental magic. A mix of Sorcerer and Necromancer, he casts magic by borrowing the power of the wind. The Spellhowler causes strong damage with the Tempest, which creates a tornado around his target, or he can use the Hurricane to shoot blades of wind from a distance.

Storm Screamer - Third Class Transfer - Levels 76-84

Storm Screamers are the most accomplished Spellhowlers who practice incomparably powerful wizardry, but have been excluded from the ranks of those represented by the Ivory Tower who consider them tarnished by black magic.

Feoh Wizard - Awakening Class - Levels 85-99

All Human, Elven, Dark Elven, and Kamael wizards naturally evolve into Feoh Wizards upon Awakening at level 85. Having perfected their mastery of the elements, Feoh Wizards have the ability to use different elements at the same time and can easily switch between them to exploit the enemy's elemental weakness. The Giant Silver Sage Soltkrieg achieved this greatness by combining intelligence, magic, and strategy.

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Dark Elven Enchanter Classes

Enchanter-type classes support themselves and fellow party members with valuable buffs, and offer a variety of other functions as well, including light healing, damaging, and crowd-control. Whatever their race, Enchanters are a welcome member of any party.

Descriptions of each Enchanter-type class differ by character race, until the Awakening classes begin at level 85.

Level Range Human Enchanters Elven Enchanters Dark Elven Enchanters Orc Enchanters
1-19 Human Mystic Elven Fighter Dark Fighter Orc Mystic
20-39 Cleric Elven Knight Palus Knight Orc Shaman
40-75 Prophet Sword Singer Bladedancer Overlord
Warcryer
76-84 Hierophant Sword Muse Spectral Dancer Dominator
Doomcryer
Awakening 85-99 Iss Enchanter

Dark Fighter - Starting Class - Levels 1-19

A basic melee fighter class, destined for more specialization in weapons and to wear heavy or light armor. At level 20, the Dark Fighter must choose to be either a damage-based warrior, or a more defense-based Palus Knight.

Palus Knight- First Class Transfer - Levels 20-39

Palus Knights are Dark Fighters that have received professional swordsman training. The play style of a Palus Knight is similar to that of other Knights yet with a superior attack capability. Palus Knights possess many skills and magic focused on causing damage. When completing the second class transfer at level 40, the Palus Knight can choose between keeping their tank class by becoming a Temple Knight, or to veer away from tanking and towards being an enchanter.

Bladedancer- Second Class Transfer - Levels 40-75

The Bladedancer primarily uses dual swords and raises the abilities of party members by dancing. They assist in the hunt by increasing the attack power of party members through the Dance of Warrior. The Bladedancer also raises the critical damage of party members through Dance of Fire.

Spectral Dancer - Third Class Transfer - Levels 76-84

Spectral Dancers are Dark Elf knights who are able to call forth a storm of death and destruction through the dances of dual swords. Bladedancers present death and chaos to the enemy with sword dances, and extremely rare dancers among them who can evoke frightful power are referred to as Spectral Dancers.

Iss Enchanter - Awakening Class - Levels 85-99

All Human, Elven, Dark Elven, and Orc enchanters naturally evolve into Iss Enchanters upon Awakening at level 85. The special combination of strategy and magic was mastered by the Giant hero Leister. Iss Enchanters are most at home in parties, where they stay vigilant to maintain buffs on other players and can rescue the situation at a moment's notice with perfected crowd-control skills.

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Dark Elf Summoner Classes

Summoner-type classes employ the use of pets and servitors to fight in battle while the summoner usually stands back and manages their companion with commands. They are excellent for soloing but many also have spells that are beneficial to parties. They wear robes and carry magic weapons and accessories.

Descriptions of each Summoner-type class differ by character race, until the Awakening classes begin at level 85.

Level Range Human Summoners Elven Summoners Dark Elf Summoners
1-19 Human Mystic Elven Mystic Dark Mystic
20-39 Human Wizard Elven Wizard Dark Wizard
40-75 Warlock Elemental Summoner Phantom Summoner
76-84 Arcana Lord Elemental Master Spectral Master
Awakening 85-99 Wynn Summoner

Dark Mystic - Starting Class - Levels 1-19

A basic spell-casting class, mystics wear robes and cast beneficial and damaging spells while wielding staves and magic maces and swords. At level 20, the Dark Mystic must choose to be either a damage-dealing Dark Wizard, or a healing mage.

Dark Wizard - First Class Transfer - Levels 20-39

Dark Wizards divide the magical forces in the world into four elements, as well as light and darkness. They then amplify the power of these elements and combine them to use in their magic. Dark Wizards can use the mid-level elemental magic, black magic and summon magic. Dark Wizards are similar to other wizard classes, but the nature of their magic is based on darkness and death. Also, like Dark Mystics, their magic is powerful but they have low MP recovery speed. When completing the second class transfer at level 40, the Dark Wizard can choose between being a damage-dealing and buffing mage, or a Phantom Summoner.

Phantom Summoner- Second Class Transfer - Levels 40-75

The Phantom Summoner is renowned for summoning wicked spirits. They engage in battle vicariously by raising the defensive power of servitors through Servitor Physical Shield and by raising magic defensive power of servitors through Servitor Magic Shield. The Phantom Summoner can also raise servitors' attack speed through Servitor Haste.

Spectral Master - Third Class Transfer - Levels 76-84

The most skilled of the Phantom Summoners who conjure creatures that sleep in the abyss, Spectral Masters are the most accomplished Dark Elf summoners who have reached a new stage of power through visions of the bygone eras.

Wynn Summoner - Awakening Class - Levels 85-99

All Human, Elven, and Dark Elven summoners naturally evolve into Wynn Summoners upon Awakening at level 85. Far superior to other summoner classes, Wynn Summoners can employ the use of not one but up to four servitors at the same time. They can also mesmerize monsters from afar and weaken the monsters their servitors are fighting, thanks to the incredible powers of the Wynn Summoner Giant hero Nabiarov.

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Dark Elf Healer Classes

Healer-type classes are essential to any party, raid, or siege. Healers help keep themselves and party members alive by using beneficial magic and healing spells. They wear robes and carry magic weapons and accessories.

Descriptions of each Healer-type class differ by character race, until the Awakening classes begin at level 85.

Level Range Human Healers Elven Healers Dark Elf Healers
1-19 Human Mystic Elven Mystic Dark Mystic
20-39 Cleric Elven Oracle Shillien Oracle
40-75 Bishop Elven Elder Shillien Elder
76-84 Cardinal Eva's Saint Shillien Saint
Awakening 85-99 Aeore Healer

Dark Mystic - Starting Class: Levels 1-19

A basic spell-casting class, Dark Mystics wear robes and cast both beneficial and damaging spells while wielding staves and magic maces and swords. At level 20, the Dark Mystic must choose to be either a damage-dealing mage or a healing Shillien Oracle.

Shillien Oracle - First Class Transfer: Levels 20-39

Shillien Oracles are Dark Mystics who borrow the power of the gods-specifically, Shilen-to perform miracles. Although they have similar abilities to Human Clerics and Elven Oracles, because Shillien Oracles worship different gods, they are granted different spells and skills.

Shillien Elder - Second Class Transfer: Levels 40-75

Shillien Elders are adept at the highest levels of support magic, so much so that their intimidating reputation instills fear in opponents. Shillien Elders can cast various spells of support, including Purify, which treats the poisoning, bleeding, and paralysis of allies. In addition, the attack power of other party members is greatly increased by the mere presence of the Shillien Elder.

Shillien Saint - Third Class Transfer: Levels 76-84

Strongly devoted followers, Shillien Saints worship Shilen, who long lay asleep in the shadowy abyss of the underworld. Also referred to as the priests of the abyss, Shillien Saints are able to perform ancient miracles that were once believed to be impossible. However, with the return of Shilen, the Goddess of Destruction, their devotion to the goddess is being tested.

Aeore Healer - Awakening Class: Levels 85-99

All Human, Elven, and Dark Elven healers naturally evolve into Aeore Healers upon Awakening at level 85. Aeore Healers are infused with the powers of light for many uses. They primarily cast spells to mend wounds and vitalize themselves and others, and can resurrect allies. Far superior to conventional healers, Aeore Healers can also protect entire groups thanks to the various powers of Saha, a school of magic created by the Giant Laksis.

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