Human

 
Humans are the most diverse and capable of all the races. They have the most balanced stats and the largest selection of available classes. Although Humans were created by Gran Kain, they worship Einhasad, the Goddess of Light.
Available Fighter Classes Available Mystic Classes
Knight Warrior Wizard Enchanter
Rogue Archer Summoner Healer
Basic Fighter Stats Basic Mystic Stats
STR 88 STR 38
DEX 55 DEX 27
CON 82 CON 41
INT 39 INT 79
WIT 39 WIT 78
MEN 38 MEN 78
Human Fighter Class Path Human Mystic Class Path

Human 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

Human 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 Human Fighter must choose to be either a damage-based warrior, or a defense-based Human Knight.

Human Knight - First Class Transfer - Levels 20-39

The Knight class is specialized for close physical combat with an emphasis on defense. Their defense skills are excellent and their self-heal skill allows them to hunt for a longer period of time without the assistance of a companion. In party play, Knights focus on attracting monsters' attacks and attention to themselves - allowing other party members to focus on dealing damage to make the killing blow. When completing the second class transfer at level 40, the Human Knight can choose between the path of the light or the path of dark to continue its evolution.

Paladin - Second Class Transfer - Levels 40-75

The Paladin is a tank that sustains great damage by healing itself through white magic and holy blessings, and maintains a hate aura to protect itself and fellow party members.

Dark Avenger - Second Class Transfer - Levels 40-75

Unlike the Paladin who uses mostly white magic, the Dark Avenger is a tank that uses black magic to vex his opponents. He absorbs the physical strength from corpses using Life Scavenge and emanates attack points with Reflect Damage.

Phoenix Knight - Third Class Transfer - Levels 76-84

These hallowed Paladins worship the god of light to protect their lord and uphold justice. Phoenix Knights use healing spells invoked by the blessing of the god of light. They are guardian knights who fight to protect fellow knights rather than to kill the enemy.

Hell Knight - Third Class Transfer - Levels 76-84

Rejecting hypocrisy and pretense, these knights of hell direct their wrath at the enemy. Devoted to vengeance and the god of darkness and unwavering in their beliefs, these formidable Dark Avengers are willing to destroy anything that gets in the way.

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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Human Warrior Classes

Warrior-type classes are the juggernauts of fighting. They are not tanks and they may not deal as much damage as some mages or rogues, but warriors can rush into the fray of combat, causing confusion and disarray among enemies, while dealing decent damage with a variety of weapons.

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

Level Range Human Warriors Dwarven Warriors Orc Warriors Kamael Warriors
1-19 Human Fighter Dwarven Fighter Dark Fighter Male Soldier
20-39 Warrior Artisan Palus Knight Trooper
40-75 Warlord Warsmith Shillien Knight Berserker
Gladiator
76-84 Dreadnought Maestro Shillien Templar Doombringer
Duelist
Awakening 85-99 Tyrr Warrior

Human 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 Human Fighter must choose to be either a damage-based Warrior, or a defense-based tank.

Warrior - First Class Transfer - Levels 20-39

Warriors pursue physical power independently, refusing the structured training of military. They focus on having strong swordsmanship skills and gaining strength and power. They are adept at hunting alone, but they add to party play as well. When completing the second class transfer at level 40, the Warrior can choose to focus on one-on-one combat as a Gladiator or one-against-many combat as a Warlord.

Warlord - Second Class Transfer - Levels 40-75

The Warlord is more capable in one-on-many battles than in one-on-one combat and prefers long-range weapons, such as poles. He casts gusts of thunderstorms that cause enemies to faint in their tracks. The Warlord demonstrates his power most effectively in groups, such as during siege battles.

Gladiator - Second Class Transfer - Levels 40-75

None is better at one-on-one close combat than the Gladiator. Enemies attempt to avoid his powerful attacks in vain. The Gladiator displays his superior swordsmanship using the Sonic Storm or with two-bladed swords he implements the Triple Slash.

Dreadnought - Third Class Transfer - Levels 76-84

Called upon by ancient powers, the most powerful Warlords are conferred the designation of Dreadnought. Adept at one-on-many combat, they are endowed with singular combat prowess, enabling them to annihilate enemies regardless of their number. Dreadnoughts prefer large weapons such as the polearm.

Duelist - Third Class Transfer - Levels 76-84

Regarded as the most powerful swordsmen in one-on-one combat, Duelists prefer dual swords as their weapon of choice, and they overcome the enemy with storm-like swiftness. They do not wear heavy armor, as they have inherited the Gladiator mentality of regarding their attack as their best defense.

Tyrr Warrior - Awakening Class - Levels 85-99

All Human, Dwarven, Orc and Kamael warriors naturally evolve into Tyrr Warriors upon Awakening at level 85. They can wield a large variety of weapons in both hands and are masters at engaging multiple targets. The Giant hero Sapyros has inspired his followers with his rough, unruly and undefeated nature.

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Human 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

Human 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 Human Fighter must choose to be either a damage-based Rogue, or a defense-based tank.

Rogue - First Class Transfer - Levels 20-39

Relying on evasion for defense and armed with daggers and bows for attacks, Rogues may find it difficult to battle high level monsters on their own. They are not designed to be tanks, but they can use their high rate of critical melee attacks or inflict significant ranged damage using their bow skills. When completing the second class transfer at level 40, the Rogue can choose between focusing on ranged weapons and becoming a Hawkeye or to veer away from bows and focus on daggers.

Treasure Hunter - Second Class Transfer - Levels 40-75

Treasure Hunters, known as the danger that lurks in the darkness, act according to their own private goals. They move without fear or noise and backstab their enemies to eliminate them from behind.

Adventurer - Third Class Transfer - Levels 76-84

Free-spirited explorers unfettered by class or rank, Adventurers are nomads perpetually in search of the big jackpot that will bring them money and status. Agile warriors adept at hit-and-run combat, they are not to be taken lightly, as they can identify and take advantage of the target's weakness with precision.

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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Human 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

Human Fighter - Starting Class: Levels 1-19

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

Rogue - First Class Transfer: Levels 20-39

Because they rely on evasion for defense and are armed with daggers and bows for attacks, Rogues may find it difficult to battle high-level monsters on their own. Rogues are not designed to be tanks, but they can inflict significant damage using their high rate of critical melee attacks and their bow skills for ranged attacks. When completing the second class transfer at level 40, the Rogue can choose between focusing on ranged weapons and becoming a Hawkeye, or veering away from bows to focus on daggers.

Hawkeye - Second Class Transfer: Levels 40-75

Rather than using daggers, the Hawkeye threatens opponents from afar using a longbow. Hawkeyes become even more powerful as part of a party. The Hawkeye's aim is accurate against single opponents, and a Hawkeye can also attack groups of enemies effectively with skills such as Burst Shot.

Sagittarius - Third Class Transfer: Levels 76-84

Sagittariuses are the legendary archers of the Human Empire. Although the nobility of the title has faded over time, skilled archers continue to pursue the way of the Sagittarius as part of their quest to become a force of great reckoning on the battlefield.

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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Human 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

Human 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 Human Mystic must choose to be either a damage-dealing Human Wizard, or a healing mage.

Human Wizard - First Class Transfer - Levels 20-39

Human Wizards are focused on elemental magic, summon magic, and black magic, and as such can summon a creature and use it as a tank, or absorb HP from a corpse and convert the HP to MP to reduce their downtime. During party play, Human Wizards deal great damage with their powerful spells. When completing the second class transfer at level 40, the Human Wizard can choose to be a damage-dealing mage that either masters the elements by becoming a Sorcerer or dabbles in death magic by becoming a Necromancer, or alternately to concentrate on summoning magic.

Sorcerer - Second Class Transfer - Levels 40-75

The Sorcerer is a very perplexing being who borrows the power of the elements to cast extreme elemental magic. He supports his allies by pouring fire down upon enemies from a distance using Blazing Circle. Enemies within the Sorcerer's range are knocked unconscious with Sleeping Cloud.

Necromancer - Second Class Transfer - Levels 40-75

The Necromancer makes use of the power of darkness by reviving the black magic of the titans. He summons zombies from corpses with Summon Zombie and causes great harm to his enemies through Corpse Burst.

Archmage - Third Class Transfer - Levels 76-84

Archmage are Sorcerers that learned to handle the four basic elements flawlessly. Transcending the limitations unsurpassed by all other sorcerers, they achieved a daunting level of wizardry and were seen as a symbol of the power of strong magic.

Soultaker - Third Class Transfer - Levels 76-84

Masters of the dead and black magic, Necromancers who are able to truly conquer the power of the spirit are given the title of Soultaker. Unlike Sorcerers or Archmages who handle element magic, Soultakers handle black magic. Persecuted since the imperial period, many of their skills were once rendered obsolete until a number of black magicians embarked on a journey in search of a lost vision. The handful that returned were resurrected as Soultakers.

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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Human 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

Human 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 Human Mystic must choose to be either a damage-dealing mage, or a healing and buffing Cleric.

Cleric - First Class Transfer - Levels 20-39

Clerics have chosen white magic and support magic as the focus of their profession rather than direct magical attacks. Clerics fight slowly but can survive for a long time by healing their wounds with magic. Since Clerics can use both support magic and holy magic, they are welcome in parties thanks to their buffing and healing spells. In addition, during a crisis situation, a Cleric can perform crowd control by using spells such as Sleep. When completing the second class transfer at level 40, the Cleric can choose between focusing on buffing and become a Prophet, or to concentrate on healing.

Prophet - Second Class Transfer - Levels 40-75

The Prophet makes allies strong and enemies weak using the highest level of protection magic. With the blessing of the gods, the Prophet increases the maximum value of physical strength for another party through Bless the Body. They also increase their own MP through Bless the Soul, and can use a spell to return to town instead of a scroll.

Hierophant - Third Class Transfer - Levels 76-84

The most exalted of Prophets have become Hierophants. They are much offensive fighters than healers, and they can buff party members as well as control crowds and deal damage.

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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Human 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

Human 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 Human Mystic must choose to be either a damage-dealing Human Wizard, or a healing mage.

Human Wizard - First Class Transfer - Levels 20-39

Human Wizards are focused on elemental magic, summon magic, and black magic, and as such can summon a creature and use it as a tank, or absorb HP from a corpse and convert the HP to MP to reduce their downtime. During party play, Human Wizards deal great damage with their powerful spells. When completing the second class transfer at level 40, the Human Wizard can choose between being a damage-dealing mage, a caster and summoner combination, or the most powerful summoner, the Warlock.

Warlock - Second Class Transfer - Levels 40-75

The Warlock considers the power of magic to be a living entity. They can create something from nothing by using the highest level of summon magic. Like other summoner mages, they engage in battle vicariously by raising the defensive power and magic defensive power of their servitors through Servitor Physical Shield and Servitor Magic Shield, respectively. The Warlock can also raise attack speed through Servitor Haste.

Arcana Lord - Third Class Transfer - Levels 76-84

Arcana Lord is a title given to Warlocks that are the most skillful in rendering manifestations of elemental magic. Calling upon creatures from other realms, they must possess unqualified control over the arcane, the requisite power path which leads to the summoning.

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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Human 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

Human Mystic - Starting Class: Levels 1-19

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

Cleric - First Class Transfer: Levels 20-39

Clerics have chosen white magic and support magic, rather than direct magical attacks, as the focus of their profession. Clerics fight slowly but can survive for a long time by healing their wounds with magic. Since Clerics can use both support magic and holy magic, their buffing and healing spells are welcome in parties. In addition, during a crisis situation, a Cleric can perform crowd control by using spells such as Sleep. When completing the second class transfer at level 40, the Cleric can choose between focusing on healing and becoming a Bishop or concentrating on buffing.

Bishop - Second Class Transfer: Levels 40-75

The Bishop is a holy person who brings about miracles of healing and recovery using the highest level of recovery magic. If necessary, Bishops can engage in melee combat to protect themselves. The Bishop recovers physical power through Vitalize, can heal addiction and bleeding, and uses specialized magic to combat the undead.

Cardinal - Third Class Transfer: Levels 76-84

Cardinals are often referred to as the ultimate healers. They can maintain the balance of life, keeping their allies alive through the most arduous of challenges.

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. 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.