Human Race
Warriors
Specializing in melee combat, these damage-dealers come from a long line of seasoned warriors. They are also famous for being a strong solo class after level 60. Finally, Blademasters are the kings of status effects, specifically in terms of stuns.
Unlike other classes, warrior's skill and stat build is the most alterable in the perfect world. They are mainly based on the weapon choice. And the play style is also determined by the choice.
Though considered a jack of all trades when it comes to dishing out melee damage, they still have skills that allow them to reach or run away from enemy targets easily.Warriors can wield Simple Swords, Dual Swords, Axes, Hammers, Fists, Claws, and Spears. Each of these weapons also has their own set of Skill trees and each of these skill paths each have their own advantages and disadvantages.
Pros:
- High melee physical damage
- Comprehensive weapon choice, skill and stat building variability
Cons:
- Low magic defense
- Disadvantage for ranged combat
Type:
- AOE damage dealer
- Secondary tank
PVE
Different weapons have different advantages. Dual Sword wielders and Axe/Hammer wielders usually have an advantage against all monsters. Both weapons have their fair share of damage that can easily kill enemies. Axe/Hammer wielders often use Area of Effect skills to gather monsters. Make sure though that they're monsters who use physical attacks; otherwise you'll be burnt, electrocuted, poisoned, drowned or maybe even frozen...
PVP
In the PvP environment, Warriors can also be seen running rampant. Especially Axe/Hammer types since they pack quite a wallop. Magic users are an easy target granting that you get them first before they release a spell, otherwise, you'll die very quickly. A Warrior can also cream a Archer... if he has enough dex to hit it.
Territorial Wars
In Territorial Wars, Warriors have many roles to play. They are extremely useful in disabling huge crowds of warriors because of their AOE stun. Warriors also act as protectors for the magic types and the long ranged attackers. Last, but not the least, they serve as the main force of the clan, constantly disabling and killing all those magic attackers to aid in the advance of their force. Several clans even deploy Warriors as some sort of suicide stunners so that the long range attackers can pick them off one by one.
Warriors Skill
Common Skills
Tiger Maw ------ A single focued strike that causes the enemy suffer greater physical damage.
Low damage. rapid casting.
Draw Blood ------ Attack the enemy and cause it bleed.
Same as above.
Stream Strike ------ A violent strike deals physical damage to the enemy and causes greater threat
Warrior's only threat pulling skill. but the effect isn't very good. and need Chi, very useless skill.
Aeolian Blade ------ Leap up and slam the enemy. Deals basic damage and has a chance to stun the target for 3 seconds.
Damage is OK. the stunning effect is very nice both in PVE and PVP.
Aura of the Golden Bell ------ With a tremendous roar, all the party member's in range gain extra physical damage.
Important party buff. very useful in leveling and FB. and can be use in some PVP situation.
Roar of the Pride ------ A raging roar stuns all enemies in range.
Area stun! Higher level shorter cooldown, longer stun time and higher success rate.
Tiger Leap ------ Instantly leap forward.
Leap Back------ Instantly perform a backwards leap out of harm's way.
Can be used to chase killing.
Drake's Ray------ A swift psyonic blade is cast into the air to attack a far off enemy. Inflicts physical damage. skill range 10meters
For warriors, range damage means extra damage to blademaster. If you have polearm skill - Farstrike (range:15meters) , a farstrike - drake's ray combo is really nice.
Ocean's Edge ------ Slash the opponent with mana filled weapon inflicting physical damage. Has a chance do decrease target's speed.
Decent damage. nice speed decreasing effect.
Fan of Flames ------ Bashes opponents with the force of an enraged dragon inflicting physical damage to all enemies in a fanlike spray.
Fanlike area of damage. decent damage output. no special effect.
Drake Sweep ------ Using all of ones strength for a sideswiping deave. Inflicts physical damage to enemies in radius.
Nice AOE. High damage output.
Alter Marrow Magical ------ Increases one's magic defense at the cost of a reduction of physical defense.
Alter Marrow Physical ------ Increases one's physical defense at the cost of a reduction of magic defense.
Duration 30seconds. PVP skills, especially used for 1vs1 duels.
Diamond Sutra ------ Uses ancient knowledge to heal oneself.
Instant healing skill. plus a hot. extremely useful skill. The reason why don't max it asap is just because it always enough to use.
Cloud Sprint ------ Drastically increase movement speed for several seconds.
High speed feels so good ^_^ Say nothing of its great use to pulling mob when AOE solo and escaping in PK.
Will of the Bodhisatva ------ Focus vigor underfoot to move as graceful as a dragon in flight. Greatly increases movement speed, and prevent moving impairing effects such as stun or paralyze.
Requires 1 Spark. Good PKing and escaping skill.
Axes and Hammers
Drake Bash ------ Brandish your weapon menacingly to smash opponent. Inflicts basic physical damage. Stun the target.
Damage is fine. stun 6sec in lv10. only cons is need spark.
Highland Cleave ------ Wields the force of mountain to inflict physical damage to all enemies in range.
High damage AOE.
Fissure ------ Focus full strength and stomp the ground. All enemies in the area of effect suffer physical damage and are slowed.
Good damage AOE with slow effect.
Heaven's Flame ------ Leap onto the opponent using your mana to summon a blazing fire dragon. All enemies within the targeted area suffer physical damage and for a short duration thereafter all damage is amplified.
Ultimate Axe & Hammer skill. Massive damage AOE. The debuff is awesome. duration 6sec. Need 2 spark.
Axe & Hammer Mastery ------ Increase and axe and mace weapon damage.
Other Info
This kind of blademaster have highest attack and defense. and the best AOE ability. the cons is relative low accuracy and dodge.
AH(short for Axe & Hammer) blademasters always cultivate both AH and polearm. It's the real most popular build in the end.
Polearm
Piercing Winds ------ Inflicts physical damage on all the enemies in a straight line and cause them to bleed.
Far worse then the Drake Bash of Axe skill.
Farstrike------ Use one's weapon to stab a far away enemy causing it suffer basic physical damage.
It is the essential polearm skill. 15meters range high damage is so nice to a melee class.
Meteor Rush ------ Emit a lucent beam causing all enemies in a straight line to suffer physical damage and be knocked back a distance.
Another powerful range skill. Great damage. knock back effect is of no matter. can form some combo with Tiger Leap and Leap Back
Glacial Spike ------ All the surrounding enemies suffer physical damage and have their physical defense and magic defense reduced.
Ultimate polearm skill, Massive damage AOE. The debuff is good, not so awesome as Heaven's Flame, but duration 10sec. Need 2 spark.
Polearm Mastery ------ Increase all polearm weapon(poleblade, pike and club) damage.
Other Info
Polearm warriors are better than pure AH warriors in duel indeed. But AH & polearm warriors are the real dominator cause they can alter in all different situations.
This kind of warriors are easy to transfer to the AH & polearm warriors, you can supplement the 0.5 lacking strength easily.
Blade and Sword
Mage Bane------ A ray of brilliance wounds the enemy and inflicts physical damage slowing target's spell casting speed for a short time.
The most waste skill in the 4 lv29 skills
Spirit Chaser------ Summon shadow blades to rapidly strike at the enemy. Inflicts physical damage. Range: 12.0 meters
Range skill, decent damage, but Polearm lv39 skill Farstrike is far better.
Atmos Strike ------ A strike of incredible force. Able to knock the target back.
Very good skill. very high damage. And this knock back effect is better than that of Meteor Rush anyhow. cause Meteor Rush often knocks back the opponent out of the attack range, Atmos Strike won't. So the combo is easier.
Myriad Sword Stance ------ Gather one's vigor into an immense sword that strikes down the enemiy. Target and surrounding enemies suffer physical damage and have their physical and magic attack reduced.
Ultimate Blade & Sword skill, Massive damage AOE. The debuff is also very good, duration 15sec. beside it has a 8 meters range. Which is also very nice. Need 2 spark.
Blade & Sword Mastery ------ Increase all blade and sword weapon damage.
Other Info
Blade & Sword blademasters have the coollist gears ^_^
Fist
Vacuous Palm ------ Using ancient techniques hit the enemy in pressure points to reduce their movement speed. Its speed decreasing effect is better than Ocean's Edge, but consume spark. and not so useful as the lv29 axe skill Drake Bash. but it stack with stun, paralyze. so max it if have spare spirit and coins.
Shadowless Kick ------ With a lightning-fast kick you cancel target current spell cast and deal to him physical damage.
The interrupting effect is really nice. lv1 is enough at first. and can be a good damage skill if max out.
Cyclone Heel ------ Leap from the ground and perform a sweeping kick inflicting physical damage to every enemy in range. The skill CD is 15 seconds at level 10. and the buff at lv10 is also 15 seconds. mean it's a permanent buff. this is really nice to fist blademasters. cause they have the highest normal attack damage output.
Drake's Breath Bash ------ Concentrate all vigor in both fists and release. All enemies in front of you suffer physical damage and adds fire damage to attack.
Ultimate Fist skill. It's far far worse than the 3 other ultimate skills. Don't touch it.
Fist Weapon Mastery Mastery ------ Increase all fist weapon attack damage.
Magician
Trained in arcane knowledge, Magicians have developed an array of long-ranged and high-powered magic attacks utilizing the elements of nature.
Why become a Magician?
Magicians is the hardest hitting magical damage class in the game, and eventually will become the hardest hitting class in both the Physical and Magical damage realm. Not only do they hit very hard, but they're capable of destroying a massive group of enemies of equal level with a single spell. Magician is also a ranged class, which allows for preemptive strikes at a distance and is very capable of annihilating monsters before they have a chance to approach, cast, or shoot you.
Once a Magicians releases a spell, destruction is sure to follow. Magicians are regarded as the character class with the most damage. They control the elements of Earth, Water, and Fire and each of those spells carries different characteristics. Fire spells are mostly fast release spells with medium damage compared to other spells like. Water on the other hand has several status altering effects but take longer to cast compared to fire type spells. Earth spells on the other hand, packs quite a punch but the casting time is the slowest of all other spells.
Since this is a magic class, its stat points is concentrated on Mag(Int) and can wield magical weapons. Its armors are Magic Robes. This class is quite susceptible to physical damage.
I'm afraid I might create a failure, how do I prevent this?
There are common functional builds and abstract builds. The more common builds are the Pure Magic build and the Light Armor build. The more abstract builds are the Hybrid and Balanced builds. As long as most of your stat point distribution goes to Magic, you should not have too much difficulty coping with the game. What you should watch out for is leveling and acquiring skills you don't really need and not have enough points to use later on.
Pros:
- Highest skill damage
- High magic defense
- Get basic heal skill
Cons:
- Slow casting time
- Low physical defense
- Low HP
- High MP consumption. means it's a expensive class.
Type:
- Ranged Magic Damage Dealer
PVE
Since they have the ability to deal enourmous amounts of damage, a Magicians can level up quickly. Upon reaching level 39, Magicians will have the ability to knock back their opponents giving them more ample time to finish them off without getting hit.
PVP
They generally kill people with one hit. A Magicians fighting another magic user would prove to be quite a challenge. Unfortunately forMagicians , casting is certainly a problem unless your prey is not attentive.
Territorial Wars
They are generally considered the class that dishes out the most amount of damage during wars. Because of their extreme damage to Warrirors and Elf Archer, Magicians tend to dominate the field when put up against them They are also catapult carrier killers since it's already clear that usually Werebeast carry the catapults. Unfortunately for Magicians, they should always stay behind the front lines because further exposure will lead to their imminent death.
Magicians Build
Rating System: 1 being lowest, 5 being highest.
Pure Magic build: Attack Rating - 5, Defense Rating - 2
Every Two Levels
Magic 9 Points
Strength 1 Point
Hybrid Build: Attack Rating - 4, Defense Rating - 3
Every Two Levels
Magic 7 Points
Vitality 2 Points
Strength 1 Point
Light Armor Build: Attack Rating - 4, Defense Rating - 4
Every Level
Magic 3 Points
Dexterity 1 Point
Strength 1 Point
Balanced Build: Attack Rating - 2, Defense Rating - 5
Every Level
Magic 2 Points
Vitality 1 Point
Dexterity 1 Point
Strength 1 Point
These are listed in terms of attack power. Each one of these has it's own strengths and weaknesses with its own uses and its own strategies. The further down the list you go, the more strategies become available, but the less damage you can do. It is highly recommended to decide between Pure Magic and Light Armor, but it is still a subjective matter.
Magicians Skills
Fire Spells:
This school of magic has the most attack spells and is varied in terms of attack types, ranging from Damage over Time, Knockback, Physical Damage, and Magic Damage.
Pyrogram - The most basic fire spell, does fire damage with no particular special affects linked to such an ability, it is one of the fastest spells available in the game and can be recast many times quite quickly and easily.
Pyroshell - Raises defense against fire spells and adds very slow HP regeneration over time. Not very effective at any level. Requires 30 Chi.
Crown of Flame - Causes a Damage over Time effect that does a small amount of damage constantly until the effect wears off. Debatable spell in terms of efficiency.
Divine Pyrogram - A very slow casting version of Pyrogram but makes up in terms of power. This is not a spell you should use constantly until much later levels when a unique spell that removes casting time becomes available. It is also a decent "provoker/starter" spell, but there are better.
The Dragon's Breath - An Area of Effect spell that strikes at all enemies within a 6m radius of yourself. This spell lasts as long as you put MP into the spell and will not disappear until you so wish it to be. It is your very first effective Area of Effect Spell, it is used heavily later on, and is severely effective in AoE parties. In order to cancel out of the spell, simply hit the "Esc" Key. Requires 1 Spark.
Will of the Phoenix - A piercing magic spell that hits everything in its path and knocks them many meters away. A very dependable spell , but debatable in terms of efficiency, it is a love/hate relationship with this spell among many wizards, but none can debate that this spell has its uses.
Emberstorm - A self charging area of effect spell that causes more damage the longer it is charged, the spell also burns away up to 60% of your user's HP. This move has a limit as to how long it can be charged and how strong the spell can be, being very efficient to those who can handle timing very well. Unless you're an expert with spell and damage timing, this spell will not be very effective or efficient.
Blade Tempest - A large area of effect spell featuring not only fire damage, but physical damage as well. Not only is this spell very strong, it also has a wide area of effect, literally destroying all enemies within a certain range. Requires 2 Sparks.
Fire Mastery - A passive ability that increases the damage capacity of all fire based spells. Not the most important, but effective skill and should be mastered only when there are points to spare.
Water Spells:
This school of magic is very diverse in terms of aiding the user in many ways. Not only can this school of magic debuff, but it can heal and buff as well.
Gush: One of the fastest, if not the fastest, spells in the game. Not only does it do slightly more damage than Pyrogram of equal level, but it also has a strong chance of slowing the opponent's movement speed by 40%. This spell is an absolute must and is one of the best starter spells available.
Glacial Embrace: A protective spell that protects the user from water damage as well as providing additional MP regeneration. This spell cannot truly replace MP potions, Charms, and become a staple and never ending MP source, but it can relax the amount of MP used. Requires 30 Chi.
Hail Storm: The very first Area of Effect spell available to Wizard with quick casting time and has a 33% chance of freezing enemies for a very brief amount of time. Unfortunately, the area of effect area is very small and the spell is not strong enough to be considered a good source of damage. Avoid this spell until you have accomplished everything else.
Morning Dew: A moderate strength healing spell that has a very long cast time. This spell is very inefficient when used in combat due to its absurd casting time. The spell is best used between battles to heal any wounds of yourself or others. The spell is a must-have for any wizard who wishes to be MP efficient. You cannot replace Clerics, but you can still do something in case there isn't one.
Frostblade: A buffing spell that adds Water Damage to any melee weapon for a party member to use. This spell is extremely useless for a soloing Wizard, but can be a heaven send when used within a large party. The spell itself is debatable in terms of efficiency, so get it if you have a strong feeling you'll be partying much later.
Glacial Snare: A really strong water spell that has a chance of slowing the enemy down by 80%. The recast time of this spell is too large for it to be used repeatedly and constantly, but definitely a very nice and strong starter spell that will open most opponents to other magic attacks before they can get within attack range. High recommendations on getting this spell, but is not a necessity.
Black Ice Dragon Strike: The strongest Area of Effect water spell that can annihilate many opponents in a single blow. If the opponent happens to survive, there's a chance they will suffer 60% slowdown. This spell is a must-have for all masterful Wizards. Requires 2 Sparks.
Water Mastery: A passive skill that increases the water damage potential for all water based spells. Skill up only when extra points are available.
Earth Magic:
The strongest and most direct of all the magic schools. There is very little diversity in this school of magic and can be very slow. In exchange, this school provides the most amount of damage within a single cast and can be very devastating.
Stone Rain: The highest damaging basic spell of all the starting spells available. Due to its strong nature, it is a staple spell that is used from the most basic level to the highest level. This spell is a must have for all masterful wizards who wishes to become very strong. This spell makes for a very good starter and ending spell, but has a longer recast time than Gush and Pyrogram.
Stone Barrier: A protective spell that also raises physical defense of the caster. This spell is a must-have for all wizards that plan to participate in PvP later in the game. Requires 30 Chi.
Pitfall: A strong damage over time spell that slows the enemy down by 15% and has a chance of stunning the opponent for a short time. This spell is not very efficient in terms of battle and should only be skilled with spare points.
Sandstorm: Devastatingly strong and is considered one of the wizard's staple spells. This spell also lowers the opponent accuracy, making it more difficult for them to hit the caster. A definite must have for all wizards who wish to become very strong in the game.
Force of Will: A non-damaging spell that stuns the opponent for a certain amount of time, rendering them helpless to the fury that is to come. This spell is very expensive and is highly recommended by many players, though it is a good idea to save points for another spell if there is a deficiency of points available.
Mountain's Seize: Ironically not the strongest AoE spell, but still strong. This is spell has a very wide Area of Effect and has a very high chance of stunning the opponent for several seconds. This spell is a must-have for any wizard. Requires 2 Sparks.
Earth Mastery: A passive skill that increases earth spell damage efficiency. Not necessary, but skill up when you have points available later on.
Celestial Magic:
A diverse range of spells that is diverse in every single way imaginable. There's no true way to describe the nature of these spells, but the terms of their effectiveness is unquestionable.
Wellspring Quaff: A spell that temporarily increases the max capacity of MP the caster has. Not a completely necessary spell, but a good spell to level when you have extra points available. It's true use actually comes if you take up Celestial Sage at level 89, giving you 100% extra Magic Attack for your weapon. Requires 1 Spark.
Essential Sutra: A spell that consumes 2 sparks to recover 10% of caster's MP and makes every spell cast instantly for the following 6 seconds. A very powerful spell that is a must-have for all wizards who wishes to become very strong.
Manifest Virtue: A spell that increases the damage potential of the caster for 30 seconds at the cost of 1 spark. An absolutely must have for any wizard who wishes to have bragging rights on the damage they can do.
Elemental Shell: A strangely strong spell that increases all spell resistances 1000% for 4 seconds and should only be used when anticipating a really strong spell coming. Skip and purchase it only when you have points available after you have all the necessary spells maxed and mastered.
Soporific Whisper: A spell that has a large cost to put the enemy to sleep for 4 seconds. A very good spell to use in case of emergencies and render most opponents helpless to your fury during that time. The true use of this spell actually comes when either stunning a boss on a spell or sleeping a Cleric in PvP before they sleep you because this spell does not have casting time. Requires 20 Chi.
Distance Shrink: A spell that instantly dashes your character ahead a certain distance within a second. A highly effective move that makes traveling a lot easier and makes it easier for Wizard to combat all sorts of enemies. A certain must have for all wizards. Requires 20 Chi.
Undine Strike: This spell smashes through your opponent's fire, water, and earth magic defenses, making them very susceptible to any spells about to be cast. It shoots the resistances down by 60% for the next 12 seconds, making opponents horribly open for a quick end.
Elemental Invocation: A spell that consumes all your MP and puts it into a single strike. This spell demolishes the opponent's HP, MP, and Chi at the cost of all your own. Extremlely strong, but extremely costly. Requires 1 Spark.
Normal/Advanced/Celestial/Demonic Eruption: This special ability is given to all classes, enhances their damage done to the opponent at the cost of sparks. This ability is given to you at next to no cost and is a must for all Wizards.
Town Portal: A game spell given to all players as a way to quickly transport to a safe location in an nearby town. This spell was originally intended to get players out of stuck situations that they cannot normally get out of. It has a 1 hour recast, so use at your own low risk.
Recommended Spells in terms of Priority
Primary Spells:
You'll need these spells to function in the game. Absolutely needed.
Pyrogram
Gush
Stone Rain
Distance Shrink
Essential Sutra
Level these whenever you can, but never at the cost of a Primary Spell.
Morning Dew
Dragon's Breath
Sandstorm
Blade Tempest
Black Ice Dragon Strike
Spells to be considered when there's nothing else to level up but have SP available.
Glacial Embrace
Stone Barrier
Frost Blade
Manifest Virtue
Mountain's Seize
You can grab these out of personal taste, but not at the cost of something important.
Wellspring Quaff
Glacial Snare
Will of the Phoenix
Force of Will
Soporific Whisper
Raise only when everything else needed is raised.
Fire Mastery
Water Mastery
Earth Mastery
Undine Strike
Hailstorm
Everything else you can get after that.
Tips
"S" Key Kiting, Teleport
The "S" Key makes your character run backwards. While doing this, you can lightly tap on hotkeys containing your spells and your character will stop temporarily to cast the spell then continue running as the spell finishes, giving you some time to gain some distance the small time gap you have to wait between spells.
Same concept of "S" Key kiting, except using Distance Shrink to quickly gain a large distance between enemies. To fully amplify the effectiveness of this spell, slow the opponent down with a water spell, knock them back with will of phoenix, and distance shrink backwards to gain an absurd amount of distance from your opponent.
At later levels, when you master the use of macros, one combination I recommend is 2 separate macros. First consists of Sandstorm, Gush, Will of the Phoenix, Gush; the second consists of Gush, Will of the Phoenix, Gush. The strategy is to start off with Sandstorm, gush them as they approach, shoot them away with will of the phoenix, gush them as they fly away, then you distance shrink away from the opponent, after that gush should be recharged and can be fired off again with a short will of phoenix and gush to follow. This combination keeps next to all melee monsters away from you and you will receive next to no melee damage. This is also very formidable as a boss tanking/kiting strategy, but definitely not the best due to Wizard's slow running speed.
Kiting Guide
Chi and Spark
After a certain level, the bar under your MP bar fills up in yellow; this is your Chi. After several levels, you'll gain an empty red diamond reticle to the right of this bar, when this red diamond fills and shines, it means you've gained 100 Chi and have acquired a Spark to use.
Final Thoughts
Wizard is definitely a class to be feared for it's sheer raw power. They're very slow starters, but in the end, they are absolutely amazing and cannot be rivaled by anyone other than another Wizard in terms of damage. I hope you have enjoy using Wizard as much as I do and have a fun time in the game.