Dark Knight
As a descendant of Lorencia, the kingdom of knights, he is a melee combat character with great physical strength and flashy swordsmanship. They are the vanguard of the attack on the front line during battles and often play a role in protecting their comrades. Therefore, Dark Knights do not neglect their efforts to fulfill their duties, whether training their physical strength or using their swift movements to avoid attacks.
Characteristics
The Dark Knight can use most types of weapons on the continent, including swords, axes, and spears, and can wear a variety of armors, from light and practical armors to heavy armors that cover the entire body.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 05 | 28 | 20 | 25 | 10 |
HP
Base: 110
+2 HP per Level
+3 HP per Vitality point
Mana
Base: 20
+0.5 Mana per Level
+1 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 1st Class: | Dark Knight |
| 2nd Class: | Blade Knight |
| 3rd Class: | Blade Master |
| 4th Class: | Dragon Knight |
| 5th Class: | Ignition Knight |
Dark Wizard
As a descendant of the wizard kingdom, Arka, he possesses powerful magical abilities and can freely use offensive magic. Due to his long training in magic, his physical condition is relatively weak, making him appear vulnerable in close combat. However, his magical abilities are so exceptional that they compensate for his limitations, often leaving his opponents unable to fight.
Characteristics
The Dark Wizards magic is initially weak, but as he trains and approaches the level of a high-ranking wizard, his magical abilities grow exponentially, making him a character that gradually evolves.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 05 | 18 | 18 | 15 | 30 |
HP
Base: 60
+1 HP per Level
+2 HP per Vitality point
Mana
Base: 60
+2 Mana per Level
+2 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 1st Class: | Dark Wizard |
| 2nd Class: | Soul Master |
| 3rd Class: | Grand Master |
| 4th Class: | Soul Wizard |
| 5th Class: | Wizard of Darkness |
Fairy Elf
She is a member of Noria, the kingdom of fairies, and possesses a beautiful and elegant appearance. With keen eyesight, sharp hearing, and a natural talent for using bows and crossbows, fairies are usually good at long-range combat using these weapons, but sometimes use light and handy melee weapons.
Characteristics
In addition to basic physical attacks, fairies use auxiliary magic to help themselves in battle, leveraging their innate magical talents, and thanks to their nature-friendly racial characteristics, they have the ability to summon various creatures.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 05 | 22 | 25 | 20 | 15 |
HP
Base: 80
+1 HP per Level
+2 HP per Vitality point
Mana
Base: 30
+1.5 Mana per Level
+1.5 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 1st Class: | Fairy Elf |
| 2nd Class: | Muse Elf |
| 3rd Class: | High Elf |
| 4th Class: | Noble Elf |
| 5th Class: | Royal Elf |
Magic Gladiator
It is rare for anyone to possess multiple talents at the same time, and even if they do, human life is finite, so they cannot develop all at once. However, even in these times, there are geniuses who demonstrate abilities that go beyond these limitations. A good example of this is the Gladiator, a hybrid character who possesses the characteristics of both a Dark Knight and a Dark Wizard, being skilled in close combat and also able to use magic.
Characteristics
The Magic Gladiator can run regardless of the level of boots he is wearing, and while other classes gain 5 points when leveling up, the Magic Gladiator gains 7 points. Additionally, a Magic Gladiator can move between worlds with only 2/3 of the level required for other characters.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 07 | 26 | 26 | 26 | 26 |
HP
Base: 110
+1 HP per Level
+2 HP per Vitality point
Mana
Base: 60
+1 Mana per Level
+2 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 2nd Class: | Magic Gladiator |
| 3rd Class: | Duel Master |
| 4th Class: | Magic Knight |
| 5th Class: | Dual Knight |
Dark Lord
As a monarch-type character, with sharp charisma and excellent leadership, he can gather more guild members than other characters when creating a guild. Because of this, guilds with a Dark Lord as master have an advantage over other guilds in battles and sieges. Additionally, the Dark Lord is basically a group-oriented character, and instead of going into battle alone, he assists party members and leads them to victory.
Characteristics
In addition to exclusive items and skills, the Dark Lord can use some basic armors and weapons from other characters, and possesses an attribute called "Command, " which other characters do not have. You can also control the unique pets Dark Spirit and Dark Horse, which assist their master Dark Lord during battle and compensate for the Dark Lords weakness in combat compared to other characters.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy | Command |
|---|---|---|---|---|---|
| 07 | 26 | 20 | 20 | 15 | 25 |
HP
Base: 90
+1 HP per Level
+2 HP per Vitality point
Mana
Base: 40
+1 Mana per Level
+1.5 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 2nd Class: | Dark Lord |
| 3rd Class: | Lord Emperor |
| 4th Class: | Imperial Lord |
| 5th Class: | Force Emperor |
Summoner
The purity of the race is maintained through a noble lineage that has been passed down since ancient times. They have a natural talent for sorcery and a mysterious ability to communicate with other worlds. They can summon and use creatures from another world through the "Book of the Other World. " And, through prayer and meditation, they perfected a sharp perception called the "Third Eye, " allowing them to identify enemies weaknesses at first glance and neutralize them.
Characteristics
The Summoner plays a supporting role in a party, using curse magic and summoning abilities to reduce enemies offensive power while maximizing allies attack power. Although her range is more limited compared to the Dark Wizards area magic, she exhibits fast hunting speed by using various curse spells. However, due to high magical power consumption compared to the Dark Wizard, careful mana management is required.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 05 | 21 | 21 | 18 | 23 |
HP
Base: 70
+1 HP per Level
+2 HP per Vitality point
Mana
Base: 40
+1.5 Mana per Level
+1.7 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 1st Class: | Summoner |
| 2nd Class: | Bloody Summoner |
| 3rd Class: | Dimension Master |
| 4th Class: | Dimension Summoner |
| 5th Class: | Infinite Summoner |
Rage Fighter
The heir who mastered the martial arts passed down by the royal knights of the fallen kingdom of Karutan. The Rage Fighter, who practices martial arts focused on physical strength, instills fear in enemies with his powerful physique and rushing attacks. Enemies overcome by fear are affected by a debuff that reduces their attributes. Additionally, the Rage Fighter can unleash the power of divine beasts from within himself, dealing devastating attacks even to distant enemies.
Characteristics
A fighter with a physical type different from other characters. A melee character, like the Dark Knight or Magic Gladiator (Knight type), he maximizes his attack power with debuffs that weaken enemies along with his punches, and possesses PVP-specific skills that instill fear in opponents.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 07 | 32 | 27 | 25 | 20 |
HP
Base: 100
+1.3 HP per Level
+1 HP per Vitality point
Mana
Base: 40
+1 Mana per Level
+1.3 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 2nd Class: | Rage Fighter |
| 3rd Class: | Fist Master |
| 4th Class: | Fist Blazer |
| 5th Class: | Bloody Fighter |
Grow Lancer
The last lancer of the Imperial Knights. She freely uses offensive and defensive techniques with a one-handed spear and shield, and combines Arcas magical power with martial arts to perform powerful attacks. Possesses defensive skills specialized in close combat and is specialized in elemental damage compared to other characters. Also possesses Rage and Wrath attack power, which is influenced by strength and agility, critically increasing attack power.
Characteristics
A melee character who uses a spear. Depending on attributes, she can be effective in both hunting and PVP, with normal damage or powerful elemental damage. Also allows for strategic fights using PVP-specific skills.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 07 | 30 | 30 | 25 | 24 |
HP
Base: 110
+2 HP per Level
+2 HP per Vitality point
Mana
Base: 40
+1 Mana per Level
+1 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 2nd Class: | Grow Lancer |
| 3rd Class: | Mirage Lancer |
| 4th Class: | Shining Lancer |
| 5th Class: | Arcane Lancer |
Rune Wizard
The Rune Wizard belongs to a half-elf race, being the daughter of a Dark Wizard from Arkas noble union with the fairy creator of the Wolf Altar. Influenced by her father, she uses magic, and with the additional power inherited from her fairy mother, she performs even more powerful magical attacks and offensive buffs. Her bodily survival power is low, but she compensates for this with strong attack power based on magic that maximizes energy.
Characteristics
The Rune Wizard is a character who uses some of the Dark Wizards magic, as well as exclusive abilities. These abilities consist of direct character attacks, as well as magic where the released runic energy directly hits the enemy. The Rune Wizard is a highly efficient attacker, and, being protected by runes, possesses strong resistance against elemental attacks.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 05 | 13 | 18 | 14 | 40 |
HP
Base: 60
+1.2 HP per Level
+2 HP per Vitality point
Mana
Base: 60
+1.8 Mana per Level
+1.5 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 1st Class: | Rune Wizard |
| 2nd Class: | Rune Spell Master |
| 3rd Class: | Grand Rune Master |
| 4th Class: | Majestic Rune Wizard |
| 5th Class: | Infinite Rune Wizard |
Slayer
The Slayer is a human born in Lorencia who was recreated through Kunduns experiments, becoming a composite life form, a mix of "human " with a "bat-like monster ". As a human, he possesses superior intelligence and the bats ability to locate and track using ultrasound, as well as a ruthless side that eliminates everything in his path, making him an exceptional assassin.
Characteristics
The Slayer possesses agile physical abilities and uses a short sword (dagger) as a weapon. He has the ability to throw weapons or quickly approach to attack multiple enemies.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 05 | 28 | 30 | 15 | 10 |
HP
Base: 130
+1.5 HP per Level
+3 HP per Vitality point
Mana
Base: 10
+1 Mana per Level
+1 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 1st Class: | Slayer |
| 2nd Class: | Royal Slayer |
| 3rd Class: | Master Slayer |
| 4th Class: | Slasher |
| 5th Class: | Rogue Slayer |
Gun Crusher
In an attempt to overcome the unfavorable situation caused by Kunduns forces, the Empire of Mu secretly formed the Imperial Death Squad and abducted healthy orphans, subjecting them to rigorous training. Fischer, who possessed particularly keen eyes, managed to pass the brutal Imperial Death Squad training. However, in the process, he ended up losing his identity and was assigned as a Gun Crusher, a loyal soldier of the Imperial Death Squad of the Empire of Mu.
Characteristics
The Gun Crusher uses water and fire elemental abilities with a magic weapon. Fire abilities deal a large amount of effective damage at very high speed, while water abilities have a slower attack speed but deal powerful damage.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 05 | 20 | 18 | 20 | 25 |
HP
Base: 100
+1.5 HP per Level
+2 HP per Vitality point
Mana
Base: 80
+1.5 Mana per Level
+2 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 1st Class: | Gun Crusher |
| 2nd Class: | Weapon Crusher |
| 3rd Class: | Master Weapon Crusher |
| 4th Class: | Heist Gun Crusher |
| 5th Class: | Magnus Gun Crusher |
Kundun Mephis
In the year 1022 of Mu, a great sage infiltrated the "Doppelgänger Fortress " and contacted the doppelgängers, with the aim of stopping the evil Kundun. After studying them, the sage gained the power to create doppelgängers using objects related to Kundun and Lemuria. He created copies of these powerful individuals, who not only resembled the originals but also shared their memories and abilities. Under the sages guidance, their abilities as white mages and their good hearts were cultivated. When the time came, the sage sent them on a mission to defeat their evil counterparts and save the continent of Mu.
Characteristics
Kundun Mephis is a mage with attributes opposite to those of the Dark Wizard, using a staff and a magic book as weapons and casting brilliant spells fueled by "light energy. " Despite having low defense, the White Wizard has high magical attack power, which can be further boosted with energy attributes. In a teacher-student relationship with Lemuria, when they party together, a "bond buff " is activated that strengthens their magic and leads to high damage.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 05 | 19 | 19 | 15 | 30 |
HP
Base: 70
+2 HP per Level
+2 HP per Vitality point
Mana
Base: 70
+2 Mana per Level
+2 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 1st Class: | White Wizard |
| 2nd Class: | Light Master |
| 3rd Class: | Shining Wizard |
| 4th Class: | Luminous Master |
| 5th Class: | Glory Wizard |
Lemuria
In the year 1022 of Mu, a great sage infiltrated the "Doppelgänger Fortress " and contacted the doppelgängers, with the aim of stopping the evil Kundun. After studying them, the sage gained the power to create doppelgängers using objects related to Kundun and Lemuria. He created copies of these powerful individuals, who not only resembled the originals but also shared their memories and abilities. Under the sages guidance, their abilities as white mages and their good hearts were cultivated. When the time came, the sage sent them on a mission to defeat their evil counterparts and save the continent of Mu.
Characteristics
Lemuria is a spellcaster who uses an "Orb " to launch spells in the form of spheres. Despite having low health and defense, she has high magical attack power, which can be enhanced by energy attributes. Although not as powerful as the Fairy Elf, the mage can use support spells that help in battle, similarly. Lemuria has a teacher-student relationship with Kundun Mephis, and when they party together, a "bond buff " is activated that strengthens their magical abilities and results in high damage.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 05 | 18 | 18 | 19 | 30 |
HP
Base: 88
+1 HP per Level
+2 HP per Vitality point
Mana
Base: 65
+1.5 Mana per Level
+2 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 1st Class: | Lemuria |
| 2nd Class: | Wo Mage |
| 3rd Class: | Archimage |
| 4th Class: | Mystic Mage |
| 5th Class: | Battle Mage |
Illusion Knight
Born as a doppelgänger of Kundun, Zakard was skilled with the sword from a young age, easily surpassing his fellow knights. However, despite being a descendant of the Dark Knight, he was not recognized as such, as he could not wield a magic sword or use magic. For a long time, Zakard blamed himself for his lack of abilities and lived in hiding, concealing his identity as a Dark Knight descendant. But, at an unexpected moment, he had an awakening. During training, in an unconscious effort to block an enemy sword, a ghostly version of the sword he held in his right hand appeared in his left. This was a new opportunity for Zakard, who had long sought recognition. He immediately began to train in the art of phantoms and soon mastered the ability to turn his weapon into a phantom—or even to become one himself.
Characteristics
The Illusion Knight is a knight who controls the power of phantoms, summoning a ghostly sword in his left hand to use various swordsmanship skills. He possesses high attack power compared to his defense and can increase skill damage and attack power through the agility attribute.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 05 | 25 | 28 | 15 | 10 |
HP
Base: 100
+2 HP per Level
+2 HP per Vitality point
Mana
Base: 20
+1.5 Mana per Level
+1.2 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 1st Class: | Illusion Knight |
| 2nd Class: | Mirage Knight |
| 3rd Class: | Illusion Master |
| 4th Class: | Mystic Knight |
| 5th Class: | Phantom Pain Knight |
Alchemist
Leah, a girl with exceptional alchemy skills, was born in Elbeland, a land inhabited by a mysterious race. At eight, she begins to study alchemy, and at nine, she already successfully transforms materials into gold. Although her parents and villagers keep her talent a secret, Leah sells gold to improve the communitys life. However, her existence is revealed to the outside world, leading to an invasion by Kundun, who tries to capture her and brutally murders her parents. With the help of the villagers, Leah manages to escape, but is traumatized by the events. She then decides to dedicate herself to learning to fight through alchemy. At 16, she embarks on a journey to defeat Kundun, vowing never to use her abilities for purposes other than war.
Characteristics
The Alchemist can use alchemy abilities with a wand or elixir, possessing high defense and magical attack power, which can be further boosted with the energy attribute. Additionally, the Alchemist is characterized by a unique ability that allows her to summon an additional monster in hunting areas.
Initial Attributes
| Points per Level | Strength | Agility | Vitality | Energy |
|---|---|---|---|---|
| 05 | 15 | 20 | 23 | 25 |
HP
Base: 110
+2 HP per Level
+3 HP per Vitality point
Mana
Base: 80
+2 Mana per Level
+2 Mana per Energy point
Evolutions
| Rank | Class |
|---|---|
| 1st Class: | Alchemist |
| 2nd Class: | Alchemist Magician |
| 3rd Class: | Alchemist Master |
| 4th Class: | Alchemist Force |
| 5th Class: | Creator |
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