Tracker
Tracker is a combination of a mage and a hunter. In combat, he uses ranged weapons - bows enhanced with magic, as well as arrows. The nature of his profession allows him to use three elements: fire, cold, and lightning, each of which, through skills, can affect the opponent in a different way. His defense is based mainly on evasion, absorption, and turn-based healing gained from equipment.
Pros and Cons of the Tracker:
[+] High physical and magical damage.
[+] Ability to strike opponents with attacks that bypass armor.
[+] High chance to evade.
[+] High attack speed value.
[−] Vulnerability to stuns and slows.
[−] High skill costs.
[−] High vulnerability to evasion reduction.
Tips and Advice:
- Weapons with the lightning element work very well against armored opponents, fire magic is especially effective against fast professions, and weapons enchanted with cold magic perform excellently against magical professions.
- In group fights against Titan- and Colossus-rank monsters,
Double Breath works very well, as does
Calming Coolness for healing allies.
- In case of mana shortages during combat, the
Enchanted Arrow skill will restore part of it without wasting a turn.
- After learning the appropriate skill, the Tracker can
freeze his opponents, which interrupts the charging of a special attack (Colossi and Titans) or causes the opponent to lose a turn (PVP).
Paladin
Paladin combines the traits of a mage and a warrior - it is a profession that uses both physical damage and magic. The paladin’s basic attributes are a shield and a one-handed weapon, which may deal fire, cold, or lightning damage. A constantly used shield, relatively high armor, and the ability to heal during combat make the paladin considered the most defensive of all professions.
Pros and Cons of the Paladin:
[+] Has weapons enchanted with
fire, cold, and lightning magic.
[+] Relatively high armor.
[+] Can block strikes and arrows.
[+] Can counterattack after the opponent’s critical hits.
[+] Has auras that allow him to strengthen allies during combat.
[−] Lowest damage.
[−] Vulnerability to slows and turn loss.
[−] High skill costs.
[−] No offensive area-of-effect skills.
Tips and Advice:
- The paladin’s auras work very well in group fights against
Colossus- and
Titan-rank monsters. Keep in mind that two spells of the same type can be active at the same time.
- The paladin’s main strength is
block - the higher its value, the greater the chance to block the opponent’s attacks, allowing combination points to charge faster.
- Weapons with the lightning element work very well against armored opponents, fire magic is especially effective against fast professions, and weapons enchanted with cold magic perform excellently against magical professions.
- After learning the appropriate skill, the Paladin can
freeze his opponents, which interrupts the charging of a special attack (Colossi and Titans) or causes the opponent to lose a turn (PVP).
Hunter
Hunter is a ranged profession based primarily on speed. He has access to bows and arrows that deal purely physical damage, with added poison or the ability to inflict a deep wound on the opponent. His defense is based on evasion, although it does not allow him to avoid a fully magical attack. Like the Blade Dancer, the Hunter also has a limited amount of health points and armor - however, thanks to this, he gains the highest attack speed of all professions.
Pros and Cons of the Hunter:
[+] High chance to evade.
[+] High attack speed value.
[+] Ability to strike opponents with attacks that bypass armor.
[+] Increases opponents’ vulnerability to incoming damage.
[+] Resistance to slows and stuns.
[−] Low amount of health points and armor causes high vulnerability to all kinds of attacks.
[−] High evasion chance is ineffective against
Mage attacks.
[−] Vulnerability to evasion reduction.
Tips and Advice:
- The Hunter has ranged weapons at his disposal that can
poison opponents, causing turn-based health point loss and slowing them, as well as weapons that deal massive
deep wound damage each turn.
- Combining poison and deep wound is not a very good idea - with such combinations, deep wound damage
is weakened by half.
- In group fights, the Hunter can remove incapacitation and slow effects from party members.
- The
Mark of the Beast skill allows the entire group to increase the damage dealt to a given opponent.
Blade Dancer
Blade Dancer is fast, but this comes at the cost of limited armor and fewer health points. His basic form of defense is evasion, although it does not allow him to avoid a fully magical attack. The Blade Dancer fights using two weapons at the same time - a one-handed weapon and an off-hand weapon - which may deal purely physical damage, include added poison, or have the ability to inflict a deep wound on the opponent.
Pros and Cons of the Blade Dancer:
[+] High chance to evade.
[+] Weakens opponents’ sources of healing.
[+] Resistance to slows and stuns.
[+] High turn-based damage.
[−] Low amount of health points and armor causes high vulnerability to all kinds of attacks.
[−] High evasion chance is ineffective against
Mage attacks.
[−] High need for access to many equipment substitutes.
[−] Vulnerability to evasion reduction.
Tips and Advice:
- The Blade Dancer’s main strength is
evasion, which can reduce damage to zero and also prevents any negative effects from being applied during the attack.
- The Blade Dancer can wield weapons that may poison opponents, causing turn-based health point loss and slowing them, weapons that deal massive
deep wound damage each turn, as well as weapons that deal purely physical damage.
- Combining poison and deep wound is not a very good idea - with such combinations, deep wound damage
is weakened by half.
- The combination of high attack speed and skills that speed you up can completely turn the tide of battle, so keep that in mind.
- At lower levels, the Blade Dancer may have trouble breaking through armor - in that case, the best solution is to use items with armor destruction.
Warrior
Warrior is characterized by having the highest amount of health points among all professions. The main features of his defense are the ability to use a shield and large amounts of armor - however, he cannot heal himself during fights. The Warrior also has relatively high attack, especially when he gives up the shield and uses a two-handed weapon, like the Blade Dancer and Hunter, he can also inflict deep wound damage on the opponent.
Pros and Cons of the Warrior:
[+] High attack value.
[+] High physical defense value.
[+] High health points.
[+] Ability to block attacks.
[+] Ability to choose between one-handed, two-handed, and one-and-a-half-handed weapons.
[−] Low attack speed.
[−] When equipping a two-handed weapon, armor drops drastically.
[−] Low magic defense value.
[−] Low dodge chance.
Tips and Advice:
- After learning the appropriate two-handed weapon skill, the Warrior can stun opponents to interrupt the charging of special attacks (Colossi and Titans) or to interrupt an opponent's turn (PvP).
- While wielding a two-handed weapon, the Warrior's armor decreases, making them more vulnerable to damage. Use this setup when you want to deal high damage, especially against heavily armored classes (Paladin, Warrior).
- After learning the appropriate skill, a Warrior wielding a shield can significantly increase their defense while simultaneously slowing down enemies.
- A shield is an excellent choice against fast proffesions.
Mage
Mage is characterized by extremely high damage output, but the price for this power is a low amount of health points. This proffesion fights at range, most commonly using a wand and orb, or a combination of a wand and shield. Like other magical classes, the Mage has access to three elements: fire, frost, and lightning. In terms of defense, the most important factors are absorption gained from equipment and the ability to heal during combat.
Pros and Cons of the Mage:
[+] Ability to combine multiple damage types.
[+] High amount of turn-based healing.
[+] High absorption and magic resistance.
[+] Has skills that can strengthen allies during combat.
[+] Attacks always hit the target.
[−] Vulnerable to slows and stuns.
[−] Low armor, dodge chance, and health points.
[−] Damage can be easily countered by magic resistance.
Tips and Advice:
- Keep in mind that both physical and magical absorption weaken with every attack received. After learning the appropriate skill, the Mage can restore a percentage of absorption with each of their own attacks.
- The Mage can combine elements by equipping wands and orbs enchanted with frost, fire, and lightning magic. Depending on its level, the
Elemental Fusion skill allows the Mage to deal damage equal to a certain percentage of the target's health. The more combination points accumulated, the greater the percentage of health removed.
- The
Hoarfrost skill allows the Mage to slow opponents, which is especially useful in battles against Colossus- and Titan-rank monsters.
- The Mage can abandon the use of a magical orb and equip a shield instead, increasing their defense and gaining the ability to block attacks.