In Ling Fei Fei there are 21 total classes and 3 extra Classes. At Level 15 a Vagrant can become a Mercenary, Assist, Acrobat, or Magician. At level 60, A Mercenary can become a Blade or a Knight, an Assist can become a Ringmaster or Billposter, and Acrobats can become a Jester or Ranger, and a Magician can become an Elementor or Psykeeper. At Level 120, Knight can become Templar, Blade can become Slayer, Ringmaster can become Seraph, Billposter can become Forcemaster, Jester can become Harlequin, Ranger can become Crackshooter, Elementor can become Arcanist, and Psykeeper can become Mentalist. Each time you change your class, you can either do the Job Change Quests for Level 15, 60, or 120 or select a Job at those Levels when a popup comes up for Quick Job Change(Coming Soon!).
This class is the starting class for all players entering the world of Ling Fei Fei. Vagrants are melee fighters with access to three skills. At level 15, they have the option to advance to one of the four main job classes, which are gained by completing a quest. Upon completing the quest and gaining the new job, their stats are reset, allowing them to quickly adjust to their new job requirements.
After you, the vagrant, achieve Level 15, you will be able to receive a job quest from one of the instructors (All of them are in the town in Flaris called Flarine). You will have the option of becoming either a Magician, an Acrobat, an Assist, or a Mercenary. Afterwards it's up to you to complete the . Until you are finished with your job change, you will not be able to gain any additional experience points.
Melee fighters with the option to wield a or an . Their skills allow more damaging attacks or self-improving buffs. They usually have the most of the starting classes.The mercenary class has the most points in defense amongst other 1st transfer jobs in Flyff making them an ideal tanker at the start of the game.
An Assist is a support class in the game. Assists are able to cast heal and cast buffs. Assists are usually supporting characters who can cast and heal supportive spells or go offensive and use a knuckle. Using a two-handed Stick, Assists can cast various buffs to help another character or themselves in the game. By using Knuckles ar-ups, Assists can be self-sufficient. These variants of assists are the first class to acquire an AoE attack (Burst Crack), at level 28. Assist abilities include healing, hammering the ground to damage surrounding foes, raising stats temporarily of players, and resurrecting dead players. At level 60, Assists can become or .
Acrobats are the ranged combatants in flyff. They use a bow or yoyo to hit their enemies from a far. Acrobat's primary stat points is DEX for faster attack speed and for critical hits. The bow's ranged is farther than the yoyo and relies on Dex for more damage while yoyo's may have shorter range than the bow but pushes an enemy away from the acrobat and rely on Str for damage.
Spellcasters with slow but powerful arsenal of attack . They may choose to master either their elemental spells which greatly increase the damage on the right monster or their only none elemental spell that can harm an enemey no matter what thier element is. Magicians may choose between two weapons, which is a two-handed weapon and will inflict more damage, or which is a one-handed weapon which allows more defense because they can wear a shield on the other hand.
Upon reaching level 60. You will have a number of things to choose from depending on what you are:
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Magician | Psykeeper |
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Knights have nice shiny armor and have big two-handed weapons used to inflict high damage which lack in speed quite a bit. Knights get the highest /defense and ratings per level so they are often known to be users and the tanks of .
If you see someone who is but a blur as they hack away then most likely you have just encountered a Blade. If you are a Mercenary you can become a Blade at level 60. You will gain more abilities that allow to face your enemies without fear for your life, while they shake in their armor. Blades can do many things that a mercenary cannot, like dual-wielding weapons. But they hold the same philosophy. "Hit hard, hit fast and never look back."
Billposters are one of the most common classes. They are second only to in defense, and use the they learned as an Assist to enhance both their attack and defense powers as well as some unique Billposter like the devastating Asalraalaikum which consumes all the Billposter's mp but inflicts insane amount of damage.
Ringmasters are known for their prowess in and healing. Often, they allocate all of their stat points into , and some add some for higher survivability. Their only but powerful AOE attack spell is Merkaba Hanzelrusha which when casted inflicts holy damage that hits nearby enemies per 2 seconds and will last for 10 seconds.
Possessing a large range of attacks. Unlike the court jester of medieval times, these Jesters are masters of trickery and can be bloodthirsty fighters. They use Yo-Yo’s along with dark magic to drain blood in order to replenish their own health, inject poison into foes, launch coins to dent enemy armor, and impair their victims by attacking vital organs. They receive four times as much Critical Hit Rate from the Dexterity stat than any other class. Jesters may use but they will not have access to their skills.
Rangers are known for their high blockrate and skills such as and . Rangers can take damage from many mobs at once and not need as much as most Area of Effect users due to their blockrate. Although they do not excel at , they can make a magician subclass virtually powerless by disabling their spells with a .
Psykeepers can stop their enemies from approaching and inflict great harm to their enemies, although they do not have as many Area of Effect spells as Elementors. All Psykeepers wield wands, coupled with shields to bring oblivion to their enemies.
Elementors are known for their powerful spells. They use the to maximize damage on their foes. All Elementor spells require a staff to cast.
After completing the vovo Quest and re-leveling to 120 you can earn the Hero Quest and turn to level 121, after that you can level to 130. Upon reaching level 130, each of the second classes can progress to the third evolution of there respective class and then you can continue leveling to level 175.
Second Job | Third Job Equivalent |
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Knight | Templar |
Blade | Slayer |
Billposter | Force Master |
Ringmaster | Seraph |
Jester | Harlequin |
Ranger | Crackshooter |
Psykeeper | Mentalist |
Elementor | Arcanist |
The ultimate guardian. They are the epitome of defense and are the knights in shining armor legends are made of. Whether it be with shining sword and shield in hand, with a towering great axe, or with a magnificent great sword, these protectors inspire and fight for their friends while striking fear and imposing their will on whatever evil they may face.
"The best defense is an unrelenting offense," so the saying goes amongst these masters of the battlefield. Lightly armored, but able to wield two weapons with seemingly superhuman skill and dexterity, these ferocious fighters never relent on the attack, and their fury never ceases until all those that oppose them have been laid to waste at their hands.
True masters of mind, body, and soul, these stoic warriors need only mystical knuckles to cover their hands as weapons and let their fists do their talking. Keepers and practitioners of sacred martial arts, these fighters have often been described as near unbeatable, able to level mountains with a single strike, and even as the harbinger of death for all evil. Blessed with titanic strength from Rhisis herself, Madrigal need no more a hero other than these mighty men and women.
Elegant, benevolent, and selfless; while these words describe these mystical healers in truth, it is hard to deny a sense of awe to hear that these blessed men and women may be descendant of Rhisis herself. Oft sought by adventurers in madrigal, they are capable of mending any wound, big or small; can bless their companions and awaken strength, skill, and abilities few may think are possible; and can even raise those fallen on the battlefield. Rumors also say that in times of need, these mystics can even invoke the power of temporary immortality, and that no harm may come upon them.
When you reach level 60 as a , you will be able to job change into a Knight.
As a Knight you can take on the role of being the tank for the . You will be at the front taking damage from and dealing damage.
You will have good defense, enabling you to shield other members from attacks. You will also have the strength to provide consistent damage against monsters.
As a Knight you will wear heavy armor for protection. To fight, you will use Two-Handed Swords and Axes.
Knights focus on defense and power over speed. They have the ability to wield the most powerful, albeit slowest weapons in the game, as well as the most protective armors (the lack of a is made up for by their armors' heavy defense.) In general, Knights are more efficient than other classes at making use of their , as they can fight many more monsters at a time due to their naturally high defense. Knights are usually considered the tank characters in FlyFF, since Knights receive a greater bonus for each point of stamina than any other class in the game. Like the , a Knight can use a single handed or with or without a shield, but will be unable to use any Knight-specific skills. Knights also have a passive skill called Swordcross, which activates at random. It doubles the damage of one hit, whether it's dealt with or without the use of a skill. Swordcross does not stack with Holycross, and only has a chance to activate with a Two-Handed Sword or Axe.
Note: As of v18, knights no longer inflict the Swordcross debuff on enemies while using two-handed weapons. From the Gala Net staff, the developers ran into bugs while implementing v18 (though this sounds like complete and utter BS, this is Gala Labs we're talking about, who is extremely incompetent...)
Skill Name | Image | Weapon | Requirements | Description |
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Charge | Two-Handed Sword | Sword Mastery level 9, Character level 60 | Does maximum damage to a or player, ignoring level damage reduction. | |
Pain Dealer | Two-Handed Axe | Axe Mastery level 3, Character level 60 | Deals high damage and lowers target's defense. | |
Two-Handed Weapon | Character level 60 | Reduces attack, greatly boosts defense. | ||
Earth Divider | Two-Handed Sword | Charge level 4, Character level 65 | Area of Effect attack. Has higher damage than Power Stomp, but slower. | |
Two-Handed Axe | Pain Dealer level 4, Character level 65 | Area of Effect attack with a chance to stun. | ||
Rage | Two-Handed Weapon | Guard level 5, Character level 60 | Increases attack and maximum , reduces accuracy. | |
Pain Reflection | Two-Handed Sword or Axe | Rage level 4, Character level 70 | Recives
damage reflection. | |
Power Swing | Two-Handed Weapon | Pain Reflection level 7, Character level 75 | High damage and knockback. | |
Special Two-Handed Weapon Mastery | Two-Handed Sword or Axe | Status | Increases attack power with two-handed weapon. | |
Drawing | Two-handed Sword or Axe | Status | Pulls the target closer to the caster, similar to the Pulling skill. |
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A Jester is one of the two available to a level 60 , the other being a .
Jesters tend to have high attack power and damage output but low defence and . The class was designed to use , and receives quadruple the critical rate per 10 points of when compared to other classes. Combined with the skill and such as Cannon Ball, Jesters can achieve a very high critical rate and it isn't uncommon for their critical rate to be as high as 99 or 100%.
Gala-Net's official description of Jesters is as follows:
Jesters possess a large range of attacks. Unlike the court jester of medieval times, these Jesters are masters of trickery and vicious fighters. They use yo-yos along with dark magic to , , , and .
There are also Jesters who use (known as Bow Jesters, or abbreviated "BJs"). Although they are unable to use any Jester skills, they take advantage of the Jester's high critical hit rate per 10 points of DEX to obtain as much as 100% critical.
Bow Jesters have long had a negative perception by the community, perhaps due in part to the fact that they are not a "true" class. However, community members tend to claim they dislike Bow Jesters because they act arrogantly.
Bow Jesters are unable to use Ultimate bows, as these are restricted to .
Popular yoyos include the Guardian Yoyo - the first "special" yoyo available to Jesters - which adds defense (available at level 60), the - which adds 28% critical damage and 7 DEX (high Dexterity is a requirement for any Jester who wants to achieve top critical hit rates in his/her ) (level 70), the Lusaka's Yo-Yo, an ultimate yoyo similar to the Historic with higher base damage than the Historic, a 20% critical damage add and +10 DEX - and many more.
Armorwise, at early levels, many jesters are seen using Hyper / Cruiser sets at lower levels due to the fact that the full set increases the power of their critical hits by 40%. Between level 60 and 90, most Jesters either keep using the Cruiser/Hyper Set or switch to a Rebron / Restron set, which loses the critical damage but adds 10 STR and a +15% hit rate (useful for Jesters who have put more points into Strength and/or Stamina instead of Dexterity) and has higher defense. At level 90 or even before via the use of Reduction scrolls, most Jesters that can afford one will switch to a Rasra / Restra Set, which boosts their critical damage by 40% like the Cruiser, increases their critical rate by 15%, and has quite high Defense.
Jesters use skills such as and in combination with powerful Jester skills such as or in to achieve a kind of "hit and run" fighting style. While killing monsters, Jesters tend to just use self-buffs but occasionally use skills such as Pulling or to make getting to monsters easier.
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At level 130 the can progress to the 3rd job change - Harlequin. Harlequins rely on their high Critical Hit Rate and skills for a quick end to a battle. Harlequins may use but just like their previous Jester Job, they will not have access to their skills.
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Info Coming Soon!
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At level 130, a can advance to the Force Master. Their skills aid and are a welcome addition to any party. Force Masters are also one of the few classes that can use Shields for extra defense boosts. Force Masters require the Force Gem to use their new skills, which can be obtained from a quest.
Elementor is one of the two jobs available to a , the other being .
Upon 60, a may job change into an Elementor.
The Elementor's ranged make them one of the best damage-dealing . However, unless they have a specific high-defense build, they have trouble , and will probably die more quickly then, say, an Area of Effect of the same level. Still, Elementors are a valuable member of any due to the sheer amount of damage they can do, and the fact that they can do it to all foes in an area, taking out large chunks of multiple monsters’ HP with one spell.
Elementors have the ability to manipulate the . They can cast spells such as , and . Many of their spells have very dramatic graphics. All Elementor skills require a to cast; it is not possible to use Elementor spells with a . An Elementor's abilities include not only offensive spells of every element, but also to increase the damage of certain elements. Due to their mastery of the elements, they can deal large amounts of damage to monsters by choosing a spell of the element that the monster is weak against.
Elementors are one of the most effective AoE classes in the game, partially due to the fact that they can tailor their spells to take advantage of the weakness of whatever they are fighting, and partially due to the variety of effects their AoEs have.
Elementors are also notorious for the extreme graphical lag some of their skills can cause when cast on a large number of enemies, especially and .
Elementor is sometimes shortened to Ele or misspelled as Elementer.
Elementors serve double duty as 1) An AoE class, and 2) A 'nuking' class. This duality has given rise to two predictable most common :
Elementors (especially below level 80) lack the straight-up survival ability of other classes, and are virtually always one-hitted by skills such as or . However, Elementors have a unique and very powerful Player versus Player weapon in the form of Windfield. Any Elementor who plans to fight other players at all must max Windfield, and when they get it, max Wind Master as well. The advantages of Windfield are as follows:
To be fair, here are some of Windfield's disadvantages as well:
All Elementor skills require a to cast. They cannot be cast with a , unlike skills.
Skill | Requirements | Description | |
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Flame Strike Level 7 | "Damages the enemy with a fire blast." | ||
Rooting Level 3 | "Damages the enemy with a stone spear." | ||
Wind Cutter Level 7 | "To attack the enemy by creating a perfect vacuum." | ||
Lightning Shock Level 7 | "Damages the enemy with a bolt of lightning." | ||
Water Well Level 7 | "Ranged attack that fires an ice projectile." | ||
Level 5 Character Level 65 |
"Does damage to the enemy over a period of time." | ||
Stone Spear Level 4 Character level 65 |
"Damages surrounding enemies area." Does damage to the area around the targeted enemy. | ||
Level 5 Character Level 65 |
"Damages surrounding enemies with a wind attack. The speed of the enemies will be reduced." | ||
Level 4 Character Level 65 |
"Damages surrounding enemies with electricity. Defense of the enemies decreases." | ||
Level 5 Character Level 65 |
"Damages enemies in the surrounding area."awakenings/piercings. | ||
Level 6 Level 5, Character Level 70 |
"Damages surrounding enemies with a falling meteor" | ||
Level 6 Level 5 Character Level 70 |
"Damages surrounding enemies with a sandstorm." | ||
Lightning Storm | Level 6 Level 5 Character Level 70 |
"Damages surrounding enemies with electric blasts." | |
Avalanche | Level 7 Level 7 Character Level 75 |
"Damages surrounding enemies with a snowstorm."
This spell has a low (about 15% when maxed) chance to stun any enemy it hits. | |
Fire Mastery | Fire Strike Level 7 Character Level 70 |
"Increases the striking power of fire spells." | |
Earth Mastery | Rooting Level 3 Character Level 70 |
"Increases the striking power of earth spells." | |
Wind Mastery | Wind Cutter Level 7 Character Level 70 |
"Increases the striking power of wind spells." | |
Lightning Shock Level 7 Character Level 70 |
"Increases the striking power of electric spells." | ||
Water Mastery | Water Well Level 7 Character Level 70 |
"Increases the striking power of water spells." | |
Character Level | Increases INT for a short time. | ||
Character level HERO | Halves target's magic defence when maxed. |
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The Doppelganger class was never actually released to Flyff, it would have been in place of the Acrobat, had the vote turned the way of Doppelganger, it would have been the level 15 Jobchange class.
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At level 130 the can progress to the 3rd job change - Crackshooter. Crackshooters are experts at shooting crack to one or several enemies at the same time. With the Crackshooters skills, they have become even more effective in masquerpet combat.
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This page has been marked for Deletion as it either does not fit within the guidelines of the wikia or is an un-necessary page.
When you reach level 60 as an , you will be able to job change into a .
A Jester, g.
When you reach level 60 as an , you will be able to into a Billposter.
Billposters are the offensive second class of the Assist. Billposters focus on offensive skills rather than defensive and healing ones, but they retain their abilities to and when they utilize a . Billposter skills are executed by utilizing . A Billposter's abilities include Asmodeus to raise attack power and the powerful attack that consumes all of the caster's MP, dealing huge damage when high and high are combined.
Gala-Net's official description of Billposters is as follows:
One of the two second classes. Billposters are the most self-reliant class in the game, able to use their Assist to increase their ability and endurance. When aren't available, higher levels will probably look for a BP to powerlevel, because of their buffs. Billposters are one of the few classes in the game able to equip for an added defense bonus.
Richer Billposters tend to use the rarer equipment available to them while less fortunate billposters make do with equipment purchased from NPCs. At 105, Billposters tend to purchase a / Rodey Set and the Legendary Golden Gloves to greatly increase their damage output with the large critical damage bonuses the combination grants.
All Billposter skills require a to use. If you remove your knuckle while a Billposter self- is active, it will immediately end.
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At level 130 the can progress to the 3rd job change - Arcanist. Masters of the arcane their magic tends to revolve around elemental powers. Arcanist's can wield the power of the heaven's aswell as the elements from their previous incarnation of an elementor. These are highly powerful with the ability to use these elements to maim and hunt down the enemy. LIke the Elementor and Magician they use a staff.
Acrobats are ranged fighters that utilize or as their weapons. used for bows are consumed as they are used and must be repurchased once a player's amount of arrows has been depleted.
Yoyos have a shorter range than bows, but longer range than melee-ranged weapons. Both weapon types are two-handed, disabling the Acrobats' use of shields with their usual weapons equipped. Their yoyo attacks also have a slight chance of knocking the enemy back. Skills used with Yoyos equipped consume , while Arrow skills consume .
Acrobats also have the second available skill (at level 50), Arrow Rain. However, because of this skill's long time, it is used in conjunction with other AoEs which have similar cool down times. Acrobat abilities include slowing enemies down, quickly shoot at an enemy, firing a barrage of arrows, shooting accurately with a bow, stunning opponents, making an enemy bleed (continuous loss of life for a few seconds), countering an opponent's attack, stealing the opponent's money, running faster, and turning invisible for a short moment.
Acrobats can become or at level 60.
Buy about 4 Blinkwing Darkons from the Magic Shop east of Flarine. Use one, and you'll be teleported close to the class change npc.
You will have to do 4 quests for them which are quite easy, except for the last one. If you need to teleport black to Flarine, check if the quest giver gave you a Blinkwing for Flarine. If you don't, there is a magic shop near the npc that will sell those for you.
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An is a support class in the game. Assists are able to cast heal and cast buffs. Assists are usually supporting characters who can cast and heal supportive spells or go offensive and use a . Using a two-handed , Assists can cast various buffs to help another character or themselves in the game. By using Knuckles ar-ups, Assists can be self-sufficient. These variants of assists are the first class to acquire an attack (Burst Crack), at level 28. Assist abilities include healing, hammering the ground to damage surrounding foes, raising stats temporarily of players, and resurrecting dead players. At level 60, Assists can become or .
There are several different builds that an assist follows:
Full Support: Also known as 'FS' for short, a Full Support Assist is one who spends points almost exclusively on INT. Because of this, their Healing spells are very powerful and their buffs last longer, however, they provide almost no combat support otherwise. Their ability to keep members alive through battles makes this build highly sought after by other players. This build almost exclusively resigns a person to life as a Ringmaster.
Area of Effect User: Also known as 'AoE' for short, an Area of Effect User takes advantage of the Assist's Burst Crack skill, the earliest AoE attack accessible by any class at level 28. These Assists usually raise their STR to a moderate range (30-50) and maximize their STA for optimum and . They then attract a large number of enemies within their attack radius and repeatedly use Burst Crack to kill them all at once, gaining rapidly.
Combat Assist: These assists focus on the use of a to strike their enemies down. They often focus on moderate STR, STA, and DEX. They use the primary offensive skills known to an Assist to take down their enemies with relative ease and little retaliation. They tend to see less EXP than an AoE, but have the advantage of being more capable of solo-ing for extended periods of time and can take down stronger enemies as opposed to multiple weaker enemies. They often give way to the DEX-based Billposters.
Combat Support: Often just referred to as an 'Assist,' these are the general assists that don't dabble in too much of either support or combat, focusing on balance. While they are generally pretty self-sufficient, the lack of focus makes them less useful to a party than an FS, they tend to gain experience slower than an AoE, and they aren't as 1v1 efficient as a Combat Assist.
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A Blade is one of the two available to a level 60 , the other being .
Blades hit hard and hit fast. A Blade is comparable to an assassin in that they attack quickly and powerfully, aiming for the kill.
Blades tend to have lower defense and when compared to other classes, but can easily make up for it in their quick attacks and higher dodge rate.
Blades focus on speed and power over defense. Their high attack power and high attack speed make them able to hunt mobs very quickly, giving them one of the highest damage-per-second values in the game. Contributing to this is the ability to or , increasing their current attack rate at the expense of some attack speed. Blades may also use weapon with a , but they will not be able to use their Blade-exclusive skills.
A Blade's melee attacks are made more powerful with higher STR. However, a Blade's skills are strengthened with higher DEX.
Blades are rarely seen not using their ability to hold a weapon in each hand. This is understandable, as using two of a weapon increases their damage output by about 35%. Additionally, they gain all of the bonuses (such as awakenings and piercings) from the off-hand weapon, although jewels set in an will not provide any bonuses from the off-hand.
Blades will usually use the Recorn or Rescorn sets until 75 (when they are able to use the Einy and Akan Sets) or even 90 due to its 20% bonus to attack speed and 15% bonus to their max . At level 90, they unlock the Dayst and Dest Sets, which they usually use for the rest of their levelling due to its 20% critical rate bonus. One on one blades usually use Taytra Axes or until 75 where they switch to a Historic Sword. This they use until level 90, when they unlock the . At level 105, they unlock their infamous . At level 120, many Blades will strive for a Nox Set. Some Blades will also switch their off-hand Legendary Golden Axe for a Bloody Sword, since it offers the same bonuses but with an additional 15% attack speed bonus. At level , most Blades will switch to Ultimate Lusaka's Crystal Axes.
Area of effect Blades must fight one-on-one until level 65 when their first area of effect , Blade Dance, is unlocked. However, most will wait until level 70 when the stronger area of effect skill, Sonic Blade, becomes available. Nearly all area of effect Blades will use the Recorn or Rescorn Set until level 75, and then switch to the Einy/Akan Set. This is also when both the and Ultimate Lusaka's Axe become available to them. At level 90 some area of effect Blades will switch to Angel Swords due to their superior attack rate compared to a Historic Axe. At level 105 they usually switch to the Blain/Virain Set due to its increased defense. At level 120, the Bloody Axe becomes available to them. Due to the very helpful bonuses this axe provides them, many strive for this axe. Additionally, the Nox Set becomes available to them, which many will use due to its superior defense when compared to the Blain/Virain set.
Blades tend to keep up the mercenary self- Blazing Sword and Sword Mastery or Smite Axe and whenever possible, depending on whether they are using a or an in their main hand. One on one Blades will also use the self-buff when possible, as it increases both their attack speed and damage. Most Blades will use the skill to immobilize threats when necessary.
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