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Guide Human Classes





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.





Defenders


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




Warriors


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





Roques 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.




Assassins


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




Archers


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




Acolytes The third 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.




Priests


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




Clerics


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





Mage 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.




Sorcerers


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




Enchanters


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




Guide Human Classes - RYL2 NORTHPOLE Free to play 3D MMORPG
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