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.

Basic Fighter Stats

Str
88
Dex
55
Con
82
Int
39
Wit
39
Men
38

Human Fighter Class Path

 

Levels 1-19

Human Fighter

Starting Class

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, a stealthy Rogue, or a defense-based Human Knight.

Levels 20-39

Human Knight

First Class Transfer

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 by becoming a Paladin or the path of the dark by becoming a Dark Avenger to continue their evolution.

Races available to become a Sigel Knight:

Warrior

First Class Transfer

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.

Races available to become a Tyrr Warrior:

Rogue

First Class Transfer

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 to become a Treasure Hunter.

Races available to become an Othell Rogue:
Races available to become a Yul Archer:

Levels 40-75

Paladin

Second Class Transfer

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.

Races available to become a Sigel Knight:

Dark Avenger

Second Class Transfer

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.

Races available to become a Sigel Knight:

Warlord

Second Class Transfer

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.

Races available to become a Tyrr Warrior:

Gladiator

Second Class Transfer

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.

Races available to become a Tyrr Warrior:

Treasure Hunter

Second Class Transfer

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.

Races available to become an Othell Rogue:

Hawkeye

Second Class Transfer

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.

Races available to become a Yul Archer:

Levels 76-84

Phoenix Knight

Third Class Transfer

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.

Races available to become a Sigel Knight:

Hell Knight

Third Class Transfer

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

Races available to become a Sigel Knight:

Dreadnought

Third Class Transfer

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.

Races available to become a Tyrr Warrior:

Duelist

Third Class Transfer

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.

Races available to become a Tyrr Warrior:

Adventurer

Third Class Transfer

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.

Races available to become an Othell Rogue:

Sagittarius

Third Class Transfer

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.

Races available to become a Yul Archer:

Awakening 85-99

Sigel Knight

Awakening Class

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.

Races available to become a Sigel Knight:

Tyrr Warrior

Awakening Class

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.

Races available to become a Tyrr Warrior:

Othell Rogue

Awakening Class

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.

Races available to become an Othell Rogue:

Yul Archer

Awakening Class

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.

Races available to become a Yul Archer:

Basic Mystic Stats

Str
38
Dex
27
Con
41
Int
79
Wit
78
Men
78

Human Mystic Class Path

 

Levels 1-19

Human Mystic

Starting Class

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

Levels 20-39

Human Wizard

First Class Transfer

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 by becoming a Warlock.

Races available to become a Feoh Wizard:
Races available to become a Wynn Summoner:

Cleric

First Class Transfer

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 and become a Bishop.

Races available to become an Aeore Healer:
Races available to become an Iss Enchanter:

Levels 40-75

Sorcerer

Second Class Transfer

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.

Races available to become a Feoh Wizard:

Necromancer

Second Class Transfer

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.

Races available to become a Feoh Wizard:

Warlock

Second Class Transfer

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.

Races available to become a Wynn Summoner:

Bishop

Second Class Transfer

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.

Races available to become an Aeore Healer:

Prophet

Second Class Transfer

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.

Races available to become an Iss Enchanter:

Levels 76-84

Archmage

Third Class Transfer

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.

Races available to become a Feoh Wizard:

Soultaker

Third Class Transfer

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.

Races available to become a Feoh Wizard:

Arcana Lord

Third Class Transfer

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.

Races available to become a Wynn Summoner:

Cardinal

Third Class Transfer

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.

Races available to become an Aeore Healer:

Hierophant

Third Class Transfer

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.

Races available to become an Iss Enchanter:

Levels 85-99

Feoh Wizard

Awakening Class

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.

Races available to become a Feoh Wizard:

Wynn Summoner

Awakening Class

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.

Races available to become a Wynn Summoner:

Aeore Healer

Awakening Class

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.

Races available to become an Aeore Healer:

Iss Enchanter

Awakening Class

All Human, Elven, Dark Elven, and Orc enchanters naturally evolve into Iss Enchanters upon Awakening at level 85. Kamaels can also become Iss Enchanters through their specialized subclass progression. 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.

Races available to become an Iss Enchanter:

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