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Each of the 6 first job classes have 2 choices of second job class. | Each of the 6 first job classes have 2 choices of second job class. | ||
Swordsmen can turn into a Knight or a Crusader. | '''Swordsmen''' can turn into a Knight or a Crusader. | ||
Knights specialise in powerful offense and counter-attack. They are able to fight while riding a mount, and move faster than other classes. | Knights specialise in powerful offense and counter-attack. They are able to fight while riding a mount, and move faster than other classes. | ||
The Knight's third job, Rune Knight, gain access to mystical Rune items, which can boost both their offensive, defensive, and supportive capabilities. Their special Dragon mount also gives them unique skills to use in combat. | The Knight's third job, Rune Knight, gain access to mystical Rune items, which can boost both their offensive, defensive, and supportive capabilities. Their special Dragon mount also gives them unique skills to use in combat. | ||
Crusaders specialise in defense and support, while still packing a real punch. Like the knight, they can fight while riding a mount. | '''Crusaders''' specialise in defense and support, while still packing a real punch. Like the knight, they can fight while riding a mount. | ||
The Crusader's third job, Royal Guard, is a master of the spear and the shield. They have significantly powerful offensive skills, excellent defensive capabilities, as well as a unique supportive role, especially in PvP environments. | The Crusader's third job, Royal Guard, is a master of the spear and the shield. They have significantly powerful offensive skills, excellent defensive capabilities, as well as a unique supportive role, especially in PvP environments. | ||
Acolytes can turn into a Priest or a Monk. | '''Acolytes''' can turn into a Priest or a Monk. | ||
Priests are the invaluable support class, having access to healing, buffs, and even resurrection. They also have strong exorcism skills which counter undead and demons. | Priests are the invaluable support class, having access to healing, buffs, and even resurrection. They also have strong exorcism skills which counter undead and demons. | ||
The Priest's third job, Arch Bishop, take their supportive role in to the next level with party-wide healing, buffs, and curing skills. | The Priest's third job, Arch Bishop, take their supportive role in to the next level with party-wide healing, buffs, and curing skills. | ||
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The Monk's third job, Sura, is a master of close-range combat, capable of unleashing huge amounts of damage in a rapid succession. | The Monk's third job, Sura, is a master of close-range combat, capable of unleashing huge amounts of damage in a rapid succession. | ||
Mages can turn into a Wizard or a Sage | '''Mages''' can turn into a Wizard or a Sage | ||
Wizards specialise in offensive magic in an area of effect (AoE). They are able to deal elemental damage to a number of enemies at once in a large casting area. | Wizards specialise in offensive magic in an area of effect (AoE). They are able to deal elemental damage to a number of enemies at once in a large casting area. | ||
The Wizard's third job, Warlock, is a master of elemental magic, having access to more powerful spells in larger AoEs, as well as the ability to store spells to be released in quick successions using Spellbooks. | The Wizard's third job, Warlock, is a master of elemental magic, having access to more powerful spells in larger AoEs, as well as the ability to store spells to be released in quick successions using Spellbooks. | ||
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The Sage's third job, Sorcerer, gain a number of powerful offensive spells, as well as special summoning and insignia-type spells which improves their utility in a party. | The Sage's third job, Sorcerer, gain a number of powerful offensive spells, as well as special summoning and insignia-type spells which improves their utility in a party. | ||
Archers can turn into a Hunter, a Bard, or a Dancer. | '''Archers''' can turn into a Hunter, a Bard, or a Dancer. | ||
Hunters specialise in long-range combat. Using traps, they are able to stop enemies in their tracks to make them an easy target, or harass them and keep them at bay. Their Falcon companion aids them in dealing damage, revealing hidden enemies, and breaking enemy traps. | Hunters specialise in long-range combat. Using traps, they are able to stop enemies in their tracks to make them an easy target, or harass them and keep them at bay. Their Falcon companion aids them in dealing damage, revealing hidden enemies, and breaking enemy traps. | ||
The Hunter's third job, Ranger, gains even more powerful offensive abilities using the bow and arrow. They also get a Warg companion which can be used as a mount or to attack enemies. | The Hunter's third job, Ranger, gains even more powerful offensive abilities using the bow and arrow. They also get a Warg companion which can be used as a mount or to attack enemies. | ||
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The Bard and Dancer's third jobs, Maestro and Wanderer, have more songs, choruses, as well as access to unique voice skills which can be used offensively and supportively. | The Bard and Dancer's third jobs, Maestro and Wanderer, have more songs, choruses, as well as access to unique voice skills which can be used offensively and supportively. | ||
Thieves can turn into an Assassin or a Rogue | '''Thieves''' can turn into an Assassin or a Rogue | ||
Assassins specialise in stealth and poison, to deal critical hits in an instant and disappear into the shadows. | Assassins specialise in stealth and poison, to deal critical hits in an instant and disappear into the shadows. | ||
The Assassin's third job, Guillotine Cross, are able to brew special devastating poisons to use against their enemies, while also having advanced stealth skills to avoid getting a single hit. | The Assassin's third job, Guillotine Cross, are able to brew special devastating poisons to use against their enemies, while also having advanced stealth skills to avoid getting a single hit. | ||
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The Rogue's third job, Shadow Chaser, is a master of debuffs. Using unique Masquerade and Graffiti skills, they can debilitate enemy players and disable them almost completely. | The Rogue's third job, Shadow Chaser, is a master of debuffs. Using unique Masquerade and Graffiti skills, they can debilitate enemy players and disable them almost completely. | ||
Merchants can turn into a Blacksmith or an Alchemist | '''Merchants''' can turn into a Blacksmith or an Alchemist | ||
Blacksmith specialise in weaponry, capable of crafting weapons as well as maximising the potential of their party members' weapons. | Blacksmith specialise in weaponry, capable of crafting weapons as well as maximising the potential of their party members' weapons. | ||
The Blacksmith's third job, Mechanic, can specialise in using the axe in combat, or can pilot a robotic Mado Gear, which gives them new, powerful skills which can cover offense, defense, and support at the same time. | The Blacksmith's third job, Mechanic, can specialise in using the axe in combat, or can pilot a robotic Mado Gear, which gives them new, powerful skills which can cover offense, defense, and support at the same time. | ||
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The extended classes are classes implemented in a later update as an addition to the original six. These include the Taekwon Kid, Ninja, Gunslinger, and Super Novice. | The extended classes are classes implemented in a later update as an addition to the original six. These include the Taekwon Kid, Ninja, Gunslinger, and Super Novice. | ||
Taekwon Kids relies on using the art of Taekwon Do to defeat their enemies. They are unable to wield weapons, but are immensely powerful, capable of enchanting themselves with any element to gain advantage against their enemies. At job level 40, they can turn into a Star Gladiator or a Soul Linker | '''Taekwon Kids''' relies on using the art of Taekwon Do to defeat their enemies. They are unable to wield weapons, but are immensely powerful, capable of enchanting themselves with any element to gain advantage against their enemies. At job level 40, they can turn into a Star Gladiator or a Soul Linker | ||
Star Gladiators are attuned to the elements of the universe. Aligning themselves with the cycles of the Sun, Moon, and Stars, the universe bestows them with incredible strength in battle. However, their powers diminish when the Sun, Moon, and Stars are not in alignment. | Star Gladiators are attuned to the elements of the universe. Aligning themselves with the cycles of the Sun, Moon, and Stars, the universe bestows them with incredible strength in battle. However, their powers diminish when the Sun, Moon, and Stars are not in alignment. | ||
Soul Linkers relinquish martial arts in favour of learning spirituality. They are able to connect others with powerful souls of the past, blessing people with incomparable power. They are also able to wield their spirituality as a weapon against monsters, or as a tool to protect their spouses or children. | Soul Linkers relinquish martial arts in favour of learning spirituality. They are able to connect others with powerful souls of the past, blessing people with incomparable power. They are also able to wield their spirituality as a weapon against monsters, or as a tool to protect their spouses or children. | ||
Ninjas are elusive warriors, capable of using both physical and magical power against their enemies. Their unique ninjutsu allows them to be untouchable by enemies, making them a powerful class. At level 99, they can turn into a Kagerou or an Oborou | '''Ninjas''' are elusive warriors, capable of using both physical and magical power against their enemies. Their unique ninjutsu allows them to be untouchable by enemies, making them a powerful class. At level 99, they can turn into a Kagerou or an Oborou | ||
Kagerou and Oborou are ninjas who have broken the limit. They learned new, more powerful physical skills to destroy their foes, and ways to cast their magic in quick succession, all while remaining untouchable. Their skills in illusion allows them to disorient their enemies, monsters and players alike. | Kagerou and Oborou are ninjas who have broken the limit. They learned new, more powerful physical skills to destroy their foes, and ways to cast their magic in quick succession, all while remaining untouchable. Their skills in illusion allows them to disorient their enemies, monsters and players alike. | ||
Gunslingers are long range combatants, using gunpowder technology to strike from afar, or in desperate times, up close. Their weapons are more finicky compared to the archer's bow, but are capable of wreaking greater havoc to enemies. At level 99, they can turn into a Rebel | '''Gunslingers''' are long range combatants, using gunpowder technology to strike from afar, or in desperate times, up close. Their weapons are more finicky compared to the archer's bow, but are capable of wreaking greater havoc to enemies. At level 99, they can turn into a Rebel | ||
Rebels are masters of firearms, capable of pushing their weapons to the limit, allowing them to overwhelm enemies with their quick, successive, and powerful attacks. Their powerful offensive skills can easily destroy single enemies in one hit. | Rebels are masters of firearms, capable of pushing their weapons to the limit, allowing them to overwhelm enemies with their quick, successive, and powerful attacks. Their powerful offensive skills can easily destroy single enemies in one hit. | ||
Super Novices are | '''Super Novices''' are allrounder, capable of learning most of the original first classes' skills. By doing a special call to their guardian angel, they can attain great blessings that allow them to be an invaluable ally. Players can only turn into a Super Novice after reaching Base level 50 as a Novice. | ||
Upon reaching Level 99, they can do a quest to become an Extended Super Novice, which gives them access to several second job skills. | Upon reaching Level 99, they can do a quest to become an Extended Super Novice, which gives them access to several second job skills. | ||
Doram | '''Doram''' | ||
Unlike the humans, Dorams start out as a Summoner, and does not change into any other job. Summoners are capable of learning three different kinds of skills: Physical offense, Magical offense, and Support. By mastering one of the three branches, they acquire great power which allows them to reach greater potential with the skills they have picked. | Unlike the humans, Dorams start out as a Summoner, and does not change into any other job. Summoners are capable of learning three different kinds of skills: Physical offense, Magical offense, and Support. By mastering one of the three branches, they acquire great power which allows them to reach greater potential with the skills they have picked. | ||
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Stats are the variables that define a character's performance in game. They can be increased by spending Status points, which are gained whenever the character's Base level goes up. Each of these stats affect the character's substats, which directly affects how the character performs. | Stats are the variables that define a character's performance in game. They can be increased by spending Status points, which are gained whenever the character's Base level goes up. Each of these stats affect the character's substats, which directly affects how the character performs. | ||
Strength (STR) affects the character's melee Attack power (ATK) and Weight Limit. More points in STR allows them to deal more damage with melee attacks and carry more items in their inventory. | *'''Strength (STR)''' affects the character's melee Attack power (ATK) and Weight Limit. More points in STR allows them to deal more damage with melee attacks and carry more items in their inventory. | ||
Agility (AGI) affects the character's Dodge Rate (FLEE) and Attack Speed (ASPD). More points in AGI gives them a higher chance of dodging enemy attacks automatically, and allows them to attack in a quicker succession. | *'''Agility (AGI)''' affects the character's Dodge Rate (FLEE) and Attack Speed (ASPD). More points in AGI gives them a higher chance of dodging enemy attacks automatically, and allows them to attack in a quicker succession. | ||
Vitality (VIT) affects the character's Health Points (HP) and Defense rate (DEF). More points in VIT gives the character a larger HP pool and reduces damage taken from enemy physical attacks. | *'''Vitality (VIT)''' affects the character's Health Points (HP) and Defense rate (DEF). More points in VIT gives the character a larger HP pool and reduces damage taken from enemy physical attacks. | ||
Intelligence (INT) affects the character's Magical Attack power (MATK), Magical Defense rate (MDEF), Spiritual Points (SP), and Cast Time. More points in INT makes the character do more damage with spells, take less damage from enemy magic, and have a bigger SP pool for casting skills. It also allows them to take less time casting their spells. More details about Cast Time are explained in the Cast and Delay section below. | *'''Intelligence (INT)''' affects the character's Magical Attack power (MATK), Magical Defense rate (MDEF), Spiritual Points (SP), and Cast Time. More points in INT makes the character do more damage with spells, take less damage from enemy magic, and have a bigger SP pool for casting skills. It also allows them to take less time casting their spells. More details about Cast Time are explained in the Cast and Delay section below. | ||
Dexterity (DEX) affects the character's Accuracy rate (HIT), ranged Attack power (ATK), Cast time, and slightly affects their Attack Speed (ASPD). More points in DEX reduces the chances of missing an enemy with attacks, allows Ranged attacks to deal more damage, reduces time when casting spells, and allows quicker attacks. | *'''Dexterity (DEX)''' affects the character's Accuracy rate (HIT), ranged Attack power (ATK), Cast time, and slightly affects their Attack Speed (ASPD). More points in DEX reduces the chances of missing an enemy with attacks, allows Ranged attacks to deal more damage, reduces time when casting spells, and allows quicker attacks. | ||
A general rule of thumb is to have at least 60 DEX at Base level 60, and at least 80 at Base level 120. More details about Cast Time are explained in the Cast and Delay section below. | *'''A general rule of thumb is to have at least 60 DEX at Base level 60, and at least 80 at Base level 120. More details about Cast Time are explained in the Cast and Delay section below.''' | ||
Luck (LUK) affects the character's Critical rate (CRIT), and slightly affects ATK, MATK, and HIT. Having more LUK allows the character to land more Critical Hits, which deal 40% more damage and cannot miss | *'''Luck (LUK)''' affects the character's Critical rate (CRIT), and slightly affects ATK, MATK, and HIT. Having more LUK allows the character to land more Critical Hits, which deal 40% more damage and cannot miss. | ||
In MuhRO, Stats and Skills can be reset with a small cost by talking to the Reseter NPC in the Main Office. | In MuhRO, Stats and Skills can be reset with a small cost by talking to the Reseter NPC in the Main Office. |