AWAKENING CLASSES




Human



Humans are a race of great diversity and potential. Have forged their own destiny and now stand deque have neither the best nor the worst of the Human carte learn skills dagger, bow and sword / mace basic. Profession can advance from choosing between:

Human Knight (20): The Human-centered defense, has expertise in heavy armor, shield and sword / mace in one hand. It can drain your enemy lives and to heal itself. You can stun (stun) with his shield, leaving his enemy without making any kind of action for a short period of time. Profession can advance from choosing between:

Paladin (40): The Human focuses on the defense of their group, causing the enemies to attack him. He specializes in fighting undead (undead) and can heal himself and others. You can freeze your enemies for a short period of time thereby preventing their escape. Advances to:

Phoenix Knight (76): The People fight to protect their peers rather than kill the enemy, is even able to resurrect himself with his ability "soul of phoenix".



Dark Avenger (40): The Human focuses on the defense of their group, causing the enemies to attack him. He calls up a panther dark to aid him in combat. Continues to develop the drainage, and other offensive skills. May reflect some physical damage to it caused melee. You can freeze your enemies for a short period of time thereby preventing their escape. Advances to:

Hell Knight (76): The Human directs his anger toward his enemy, devoting himself more to kill than to protect.

Warrior (20): This man wears heavy armor and possesses skill in spear, sword and mace which can stun (stun). Profession can advance from choosing between:

Warlord (40): The Human improve their skills with spear, and can damage multiple enemies at once with her. Alone is able to stun (stun) in area (multiple enemies at once, if they are close to each other and has a spear). It can detect the weak point of many types of monsters. Advances to:

Dreadnought (76): The Human unfolds in fighting against multiple enemies.

Gladiator (40): This is a specialist in Human use dual swords and can stun (stun) using mace type weapons. It can detect the weak point of many types of monsters. Advances to:

Duelist (76): The Human unfolds in fighting against an enemy rather than against several. You have reached the perfect management of dual swords.

Rogue (20): This is a skilled fighter Human devoted to the use of the dagger and bow. Bring light clothing, but it causes great damage. Profession can advance from choosing between:

Treasure Hunter (40): This is a specialist in Human stab their enemies, killing them in a very short time, the Human Fighter is most damaging. You can move stealthily for aggressive enemies will not notice their presence, play dead and fool their opponents by 'trick' (ability to cause the enemy to lose sight of the goal I had set. Advances to:



Adventurer (76): These Humans can identify and take advantage of the weaknesses of his enemies with precision.

Hawkeye (40): The Human goalkeeper moderate defense has the best endurance and speed worse. You can stun (stun) using his bow. Advances to:

Sagittarius (76): The Human archer has honed his skills becoming dangerous enemy characters with low physical defense.

Mystic Human: The Human uses low defense clothes, learn basic magic attack, and recovery support. Profession can advance from choosing between:

Human Wizard (20): The Human who uses offensive magic. Its speed is above the magic conjuring the Dark Elves, but less than the Elves, and their damage is above and below the Elves Dark Elf. Profession can advance from choosing between:

Sorcerer / ss (40): This man has offensive magic, its parent is fire, and has numerous spells in the area (they do damage to multiple enemies). Advances to:

Archmage (76): This Human has perfected his mastery of the elements, and has enormous destructive power.

Necromancer (40): The Human uses black magic to their goals, whether cursing his enemies, invoking undead from corpses, freezing, poisoning, etc.. Advances to:

Soultaker (76): This Human has perfected his mastery of black magic associated with death, and has enormous destructive power.

Warlock (40): This Human has the ability to summon magical cubes, and animals to help him in combat. It can cause the invocation of an enemy to betray his master. Advances to:

Arcana Lord (76): This Human has perfected his grip on power that takes you along the path of the invocation.

Cleric (20): The Human uses magic and recovery support for its allies, and magic against undead. Profession can advance from choosing between:

Bishop (40): This is the best healer People of all by far, but the magic of support is lower than the Prophet, Shillien Elder, Elven Elder, Warcryer, Overlord. It has the best resurrection can revive mass even several members of the alliance at a time. It can cause considerable damage to undead using divine power, and sleeping at their opponents with great speed. It may hurt the mana of their opponents and send the invocations of their opponents to another dimension. Advances to:

Cardinal (76): This Human has perfected his mastery in magic recovery, and has a great magic constructive.

Prophet (40): This spell uses Human high level of support is the best buffer, but the cures are lower than those of Bishop, Shillien Elder, Elven Elder. It has expertise in all types of armor, health and all mystics except orcs, making it capable of facing someone melee. You can entangle their enemies to the ground, thus preventing its movement. It can hurt the mana of their enemies, invocations to send their enemies to another dimension and quickly teleport to the nearest city with a high speed. Advances to:




Hierophant (76): This Human has refined its philosophy, becoming a great constructive possession of magic.

Elves



The Elves are the race of nature worship the goddess of water, Eva. They are characterized by thin and nimble bodies, long ears and beautiful faces, are extremely fast in both attacks and in formulation of spells, can hold their breath longer underwater and can jump from high places without getting a lot of damage without force but are minor compared to other races.

Elven Fighter: All Elf Fighters can slow enemies, heal their wounds, poisoning and bleeding. They learn skills dagger, bow, sword / mace basic. Profession can advance from choosing between:

Elven Knight (20): This elf has focused on defense expertise in heavy armor, shield and sword / mace hand. Profession can advance from choosing between:

Temple Knight (40): This Elf is specialized in the defense of their group, causing the enemies to attack him. It has the ability to summon three different types of cubes. Achieve greater defense than the human tanks, has a better constitution and the Dark Elf is the character that achieved with the shield blocks. This is offset by his few aggressive skills. You can freeze your enemies for a short period of time thereby preventing their escape.

Eva's Templar (76): The Eva's Templar succeeds in enhancing the defense capability, with few skills aggressive, is offset by the ability to reflect Curses (curses) and get more defenza and movement.

Swordsinger (40): The Elf sings to inspire, helping your group, as their songs increase mostly defensive characteristics for a few minutes. You can freeze your enemies for a short period of time thereby preventing their escape.

Sword Muse (76): The latest profession of it, learn to raise your energy and abilities of his allies with his beautiful voice, which makes it a great support in the battles, the songs specialize in defenza and reuse skills.

Elven Scout (20): The Elf is a specialist in dagger and bow, use light armor, moderate defense. Profession can advance from choosing between:

Plains Walker (40): The Elf, wearing light clothing, middle defense is the dagger with a faster attack and more likely to succeed in stabbing comparing him to the Dark Elf or Human, but with a smaller force. Known to fake his death and move without being noticed his presence. It is the character with the best avoidance (ability to dodge physical attacks).

Wind Rider (76): Like the Adventure this character is mastered in the use of daggers, and skill in basic status make him an enemy to fear, having great ability in the murder, to balance this ability has few points CON.

Silver Ranger (40): The goalkeeper has the best aim, attack speed and critical hit chance, but causes less damage to the other archers. You can stun (stun) using his bow.

Moonlight Sentinel (76): This archer achieves high capacity in the range attack skills, has great speed running and excellent precision, to their disadvantage has little physical power (STR)

Elven Mystic: The Elf used clothing has low defense and the best speed to do the magic. Learn basic offensive magic, and recovery support. Profession can advance from choosing between:

Elven Wizard (20): This specialist Elf harmful magic. Profession can advance from choosing between:

Spellsinger (40): The Elf uses water as its element of attack. Unlike the other nukers, the main mage spells it can not be blocked with the shield. It has the best attack speed of the magicians, but the least potential for harm.

Mystic Muse (76): The Mystic Muse achieved total domination of the water element, causing great damage to his enemies and taking high speed casting. Destructive has great capabilities.

Elemental Summoner (40): The Elf can hold buckets and unicorns to assist him in combat. It can cause the invocation of an enemy to betray his master.

Elemental Master (76): Master the magical power as a whole, based on their minion or summons, and has great power to damage area.

Elven Oracle (20): The Elf magic specializes in support and recovery. You can advance to:

Elven Elder (40): The Elf Magic has support for your group and is the best healer and reviver after Bishop (Bishop). It has divine magic attack that can be used against undead (undead), and can sleep at his opponents quickly. Is capable of sending invocations to another dimension enemy and teleport your whole group to the nearest city with extreme rapidity.

Eva's Saint (76): This profession perfects their power healer without exceeding the cardinal, is able to drain with great speed manna from enemies and becomes the perfect assistant of the Magi type nuker, giving the power of ancient sorcerers the Profecy Of Water.

Dark Elves

Dark Elf Fighter: The Dark Elf Fighters have the best strength and constitution worse, so prominent in the damage and lack of endurance. Can drain health, lower physical attack or physical defense, slow down by ice, poison and bleed their opponents. The Dark Elf Fighter learn basic skills dagger, bow and sword / mace. Profession can advance from choosing between:

Palus Knight (20): The Dark Elf has focused on defense expertise in heavy armor, shield and sword / mace hand. Profession can advance from choosing between:

Shillien Knight (40): The Dark Elf focuses on the defense of their group, causing the enemies to attack him. It has expertise in handling one-handed sword and heavy armor. You can invoke three different types of buckets to assist him in combat, immobilize enemies for a short period of time thereby preventing their escape and completely paralyze by lightning.

Shillien Templar (76): The Shillien Templar has perfected his method of fighting, while based on defense, can also cause severe damage to their enemies, has the ability to reflect very strong attacks, to become more resilient during a given time and able to invoke a new cube that helps him in battle.

Bladedancer (40): The Bladedancer, formerly known as Gladiator Dark dual swords primarily used to increase the power of his party through a dance with swords. He supports his party during the game by increasing their attack power of Warrior Dance and Mystic Dance of the warriors and magicians respectively. The Bladedancer can also increase the chance of achieving critical attacks of warriors with Dance of Fire. The double swords provide an average speed but the dark elf in this profession does not contain any additional skill for them, and which in itself is relatively fast and does not need it.

Spectral Dancer (76): After much practice, the Elf, learns to dance mortals, increasing magical critical attacks, the use of Shadow Dance, which makes the party undetectable before the mobs or monsters, increasing capacity group.

Assassin (20): The Dark Elves who prefer using bows or daggers become Assassins. They are secretive warriors using bows or daggers and light armor to move more easily. The gameplay is similar to Rogue. Compared with the Rogues, Assassins have a higher attack and also access to spells and abilities focused on cause or increase damage to your enemies.

Abyss Walker (40): These Dark Elves are able to cause as much harm with their deadly knife wounds. You can confuse your opponents while losing sight of your goal and move silently without being seen (Third Change Your Profession is:

Ghost Hunter (76): It is the third profession Dagger Dark Elf, your attacks are improved and can inflict a heavy blow with a new Blow, you can stun your enemies, and increase the chances of Blow.

Phantom Ranger (40): The Dark Elf is a specialist in combat with dark bow and techniques related to it, as a skill that lets you do more damage to your enemy the worse their health. It is the archer who causes more damage with less stamina. You can stun (stun) using his bow.

Ghost Sentinel (76): The archer attack but more striking is the slower and has little CON (points and CP)

Dark Mystic: The Dark Elf wears clothes have low magic defense and basic offensive, defensive and recovery. Profession can advance from choosing between:

Dark Wizard (20): The Dark Wizards have a great power in their spells, but are slow to realize them. Profession can advance from choosing between:

Spellhowler (40): Mystic Dark Elf attacks specialist with the element of air, which has more powerful attacks. However, it takes longer to make spells, and mana runs out quickly.

Storm Screamer (76): The Dark Elf has achieved the highest dominion of the air element, and by demonstrating their ability to end the cyclone

Phantom Summoner (40): The Dark Elf relies cubes and creatures of the underworld to attack their enemies. It can cause the invocation of an enemy to betray his master.

Spectral Master (76): The master has come spectral has mastered the arts of invocation without problems, invokes the most powerful creature of the spectral underworld lord.

Shillien Oracle (20): Priest of Shilen, Goddess of the Dark Elves, develops support and recovery magic. You can advance to:

Shillien Elder (40): The Dark Elf is able to increase the physical and spiritual needs of your group. Their role is more supportive than offensive or recovery. You can entangle their enemies to the ground, thus preventing its movement. It can hurt the mana from their enemies and sending enemies to another dimension summons.

Shillien's Saint (76): Through much meditation, Shilien Elder advances to full strength and may improve resistance to elemental attacks, devastating and blocking auras defensive and to improve the allies with Profecy of Wind (Prophecy of the wind) , which is the only Profecy, that does not drop any status. After much study, the Saint, can learn to entangle enemies to the ground closer to this while they gradually decreased Hp.

Dwarves



The dwarves are a race born of the earth, and they are highly physical and a curious nature that makes them create new objects.



After the destruction of the giants, dwarf race always tried to side with the more powerful side, but the politics of deceit and betrayal ultimately led to the dwarfs to remain isolated losing the trust of the other races.



Your company can be compared with a large company rather than a culture, and are renowned for their ability to maintain their business and organization. The dwarfs are divided into two great classes, which are scavengers who are responsible for search and collect the raw materials and artisans who make products from raw materials.



As a special ability is that the size of your inventory is greater than that of other races and their weight penalty is lower. The basic characteristic of the dwarfs is that they possess great physical strength, is the only range that distinguishes them from other races.



The main ability is to get articles dwarves of monsters, and components of objects to be sold or to be transformed. Due to their physical superior force, they're excellent in tanks when they party.

Dwarven Fighter

Artisan (20): Instead of going on adventures, this dwarf would rather stay at work and create objectives of the materials gathered by Scavengers and Bounty Hunters. When they go into combat, techniques used to attack your enemy invocation. While focusing on creating objects, this class can summon machines made for battle. The Artisan have good defense and attack techniques, and often fight beside their machines invoked.

Warsmith (40): This Dwarf is able to create things with a high level of expertise and craftsmen can match. It is regularly welcomed by the kings of other lands, thanks to its unique ability to create siege weapons. The Warsmith also often uses the whirlwind in battle, as have many hablidades related to the Manufacture.

Master (76): Teachers have a special craft technique that has earned the title of Master. Even among association leaders and gentlemen, to call someone Master is extremely rare. His resurrection was thought impossible by the vision of the ancient Dwarf craftsmen, but recently a number of Warsmiths returned to re-exhibit the skills that are believed unexplained losses.

Scavenger (20): The manufacturer of the dwarf guild there are two types of profession. Scavengers travel the world to collect materials and create objects. They also receive combat training to enable them to face the enemy.

Bounty Hunter (40): This Dwarf is a Veteran who has the best ability to harvest. He even says he met Dragon scales. It is adept at using the "whirlwind" in battle. It also has many other techniques related to business activities.

Fortune Seeker (76): The Fortune Seeker Bounty Hunter are to have the best collection techniques. There is no reliable evidence, but it is said that Fortune Seekers were able to start Valakas Hair Mustache. Even though the legend of a large number of Fortune Seekers has been passed down unconfirmed, the recent return of a few travelers Bounty Hunters to believe that the return Fortune Seekers.

Orcs



Orc: Her special ability is to have strong resistance to disease and are virtually inmues poison. Its basic characteristic is that the orcs have great physical strength. Also regenerate quickly, however, are slow and have lower attack speed and spell casting. Also has a lower accuracy and evasion

Orc Fighter: All Orcs from their youth are trained to be fighters. Receive special training in handling the double sword. His style of play is similar to the other fighters but considering their low skill. For their physical strength and speed of recovery, this is a good character for the beginning player.

Orc Raider (20): The Raiders are fighters who have honed their skills in the war. They are the main fighting force of the Orcs. His playing style is similar to the Warriors, however, compared to the Warriors, Orcs use more techniques in addition to his physical strength.

Destroyer (40): This orc is an evolved version of the Raider, The destroyer is a skilled fighter who always kept watch in front of the battlefield. Use whirlwind to sweep their enemies close and his tireless fight ye afraid of their enemies to defeat them. The Aura of the destroyer causes opponents to flee in fear and dismay.

Titan (76): Wielding swords or axes heavy, these powerful Orc warriors are the best in advanced attacks which used to trample their enemies without mercy.

Monk (20): The cult of the Religious Order Paagrio is the religion of the Orcs. Among the orcs, elders select those who want to improve their physical strength rather than their skills with weapons. These orcs are trained as Monk. The Monk who agree to go on the road to power and covenant with the fire do not use weapons but learn to use the techniques of "tangsu" to improve their physical strength. The Monk are characterized by rapid attacks with his hands. They can also be a technique that allows them to raise magical forces and shoot your enemies to weaken and damage the opponent. When alone, Monks use tattoos to use only light armor and equipment to attack with his fists, and can cause damage while evading attacks from enemies. When in groups, are useful to cause devastating damage.

Tyrant (40): The Tyrant uses weapons that help in its "tangsu" personal. It is the best student in the Temple of Power and Fire. The Tyrant is famous for using techniques such as "Rocket Power", which explodes energy and attacks multiple enemies, "Flaming Claws," which throws strong fists of fire, and "Fists of Doom", which causes extreme damage the opponent while consuming great physical strength.

Grand Khavatari (76): It is said that the greatest priests of the Monastery of Fire possess enough strength to face the "Titans". These Masters Tyrants possess abilities previously seen in "Titans" getting real physical feats. They are dedicated fighters who have won the title of "Grand Khavatari", the warrior with the "quintessence", these practitioners of "tangsu" prefer tattoos on the annoying armor in combat.

Mystic Orc: The Orc Mystic are sent to the temple of fire and power from an early age where they learn the magic of the Orcs, and receive basic combat training because their breed is predisposed to fight because of his physical strength.

Orc Shaman (20): An Orc Mystic who has been blessed by the God of Fire may follow the pact to become a Shaman. Mystics can bless the fighters who go to war and improve their skills in combat. Can cast curses to inflict damage on enemy forces. There are things that used to scare to face a military unit with a Shaman in your hand. They can also magical curses on enemies in combat and have some choice in physical combat.

Overlord (40): The Overlord is a Shaman who is a candidate for leader of the People. He creates his own clan and has different types of magic to support members of their clan. The Overlord leads the Orc race through the "Seal of Winter," which reduces the attack speed of enemies around and the "Vision of Paagrio" which increases the accuracy of the members of his clan.

Dominator (76): The dominators are the orcs who have reached the highest level in the power of tactics. The Dominators are natural leaders and strategists. Being given the title of Dominator, which is given only the most powerful Overlord. They lead to proud warriors who can jump the cliff without hesitation or a little about his victory.

Warcryer (40): The Warcryer is a Shaman who has received special training in the songs of Battle, which is the best in the system spells the Orcs. He supports his alliance through songs that have magical powers. The Warcryer is an advantage in a group at the time of the battle, thanks to his "Song of Fury", which increases the attack speed of your group members; Just as the "Song of Evasion," the which icrementa agility.

Doomcryer (76): At the height of the songs of battle, special spells in the form of songs. The warcryers Doomcryers are perfectly fluent in battle songs that are destroying their enemies. With mere words, cure forces with great magical powers, raise morale, and curse their enemies.

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