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The only way to give a pet additional lifes is to buy a cash shop item named Pet energy.<br />
The only way to give a pet additional lives is to buy a cash shop item named Pet energy.<br />


==Flying==
==Flying==
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===PK===
===PK===
As of September 19th 2007 (for english version) the player killing option of the game was removed due to overly negative responses about version 9 updates. All servers but one are now back to PVE (non-pk). A separate server has been created devoted to player killing as a temporary measure, since more the previous system of PK could not be restored. The PK server is named Demian after a level nine monster. (eFlyff)<br /><br />
As of September 19th 2007 (for English version) the player killing option of the game was removed due to overly negative responses about version 9 updates. All servers but one are now back to PVE (non-pk). A separate server has been created devoted to player killing as a temporary measure, since more the previous system of PK could not be restored. The PK server is named Demian after a level nine monster. (eFlyff)<br /><br />


A player's name may attain one of three colors as a result of engaging (or not engaging) in PK: '''White Name''', '''Pink Name''' and '''Red Name'''. White is the default color for a player's name, and is a result of refraining from attacking other players.  A White player name will turn Pink if that player attacks any other White or Pink players (even if that attack was in self defense).  A Pink player will turn Red if that player kills a White player. The pink name status lasts for 8-16 seconds after the last attack on another player, during which time any player may kill the attacker without gaining a red name themselves.  Killing a player with a red name carries no penalties.  The Red name status is a permanent status that can only be removed after taking certain steps.  <br /><br />
A player's name may attain one of three colors as a result of engaging (or not engaging) in PK: '''White Name''', '''Pink Name''' and '''Red Name'''. White is the default color for a player's name, and is a result of refraining from attacking other players.  A White player name will turn Pink if that player attacks any other White or Pink players (even if that attack was in self defense).  A Pink player will turn Red if that player kills a White player. The pink name status lasts for 8-16 seconds after the last attack on another player, during which time any player may kill the attacker without gaining a red name themselves.  Killing a player with a red name carries no penalties.  The Red name status is a permanent status that can only be removed after taking certain steps.  <br /><br />
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===Arena===
===Arena===
With V10 the Arena was introduced. The Arena is situated on a special Island which can only be reached by talking to a special NPC. This NPC is avaiable in every city.
With V10 the Arena was introduced. The Arena is situated on a special Island which can only be reached by talking to a special NPC. This NPC is available in every city.


Fighting in the Arena does not affect the player in any way. No exp are lost or gained and fightig in the Arena does not give dueling points. As soon as the player enters the Arena he can be killed by anyone in the Arena and he can kill anyone. When the character dies he is respawned near the Arena on the Arena-Island.
Fighting in the Arena does not affect the player in any way. No exp are lost or gained and fighting in the Arena does not give dueling points. As soon as the player enters the Arena he can be killed by anyone in the Arena and he can kill anyone. When the character dies he is respawned near the Arena on the Arena-Island.


==Classes==
==Classes==
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*'''Vagrant''' - All characters begin the game as Vagrants. Vagrants use swords and axes and have access to three melee skills. At level 15, quests may be taken to progress to a stronger class. This is also known as the "First Job" change. Vagrants have an option of four different classes to progress to: a Mercenary, a Magician, an Assist, and an Acrobat. Characters must change their class at level 15, as no more experience points can be gained until they do so.
*'''Vagrant''' - All characters begin the game as Vagrants. Vagrants use swords and axes and have access to three melee skills. At level 15, quests may be taken to progress to a stronger class. This is also known as the "First Job" change. Vagrants have an option of four different classes to progress to: a Mercenary, a Magician, an Assist, and an Acrobat. Characters must change their class at level 15, as no more experience points can be gained until they do so.


To change the job there are three quest (different for each class), which have to be completed. For the fist one, the player has to kill a number of monster in a limited time. The second quest constists of getting different quest items and the third quest is to kill a special quest monster. There is a special monster for each class.
To change the job there are three quest (different for each class), which have to be completed. For the fist one, the player has to kill a number of monster in a limited time. The second quest consists of getting different quest items and the third quest is to kill a special quest monster. There is a special monster for each class.


===First classes===
===First classes===
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*'''Assist''' - 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. The needed stats are different for a battle and a healing (fs - full support) assist. For the healing assist the most important stat is int (most fs assists are full int) and for a battle assist it is also sta. At level 60, Assists can become Ringmasters or Billposters.
*'''Assist''' - 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. The needed stats are different for a battle and a healing (fs - full support) assist. For the healing assist the most important stat is int (most fs assists are full int) and for a battle assist it is also sta. At level 60, Assists can become Ringmasters or Billposters.


*'''Acrobat''' - Acrobats are ranged fighters that utilize Bows or Yoyos as their weapons.  Arrows 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 yo-yo attacks also have a chance of knocking the enemy back. Skills used with Yoyos equipped consume FP, while Arrow skills consume MP. Acrobats also have the second available AoE skill (at level 50), Arrow Rain. However, because of this skill's long cool down 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 (continous 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. For Bow Acrobats Dex is the most needed stat and sta, while for yoyo Acros it is Str and Sta. Acrobats can become Jesters or Rangers at level 60.
*'''Acrobat''' - Acrobats are ranged fighters that utilize Bows or Yoyos as their weapons.  Arrows 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 yo-yo attacks also have a chance of knocking the enemy back. Skills used with Yoyos equipped consume FP, while Arrow skills consume MP. Acrobats also have the second available AoE skill (at level 50), Arrow Rain. However, because of this skill's long cool down 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. For Bow Acrobats Dex is the most needed stat and sta, while for yoyo Acros it is Str and Sta. Acrobats can become Jesters or Rangers at level 60.


===Second classes===
===Second classes===
Players may change to an advanced class by completing certain quests at level 60. These advanced classes, also known as second classes, specify certain characteristics of the previous classes. Upon reaching level 60, no further experience points are gained until the character completes a "Second Job" change. Each of the four first classes branch into two second classes. On a visual note, some of the classes have a unique battle stance unlike their first class counterparts.
Players may change to an advanced class by completing certain quests at level 60. These advanced classes, also known as second classes, specify certain characteristics of the previous classes. Upon reaching level 60, no further experience points are gained until the character completes a "Second Job" change. Each of the four first classes branch into two second classes. On a visual note, some of the classes have a unique battle stance unlike their first class counterparts.


the second job change is very much like the first one. It also constists of three quests and the last one is to kill a special quest monster.
the second job change is very much like the first one. It also consists of three quests and the last one is to kill a special quest monster.


====Mercenary second classes====
====Mercenary second classes====
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==World==
==World==
The World of Flyff constists of different continents, each with one city on it and with different monsters and characteristics. The players can see the whole worldmap by pressing M.
The World of Flyff consists of different continents, each with one city on it and with different monsters and characteristics. The players can see the whole worldmap by pressing M.


===Flaris===
===Flaris===
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Saint Morning, often referred to as sm, is the second continent players go to. It is east of Flaris. The city is called Saint City and is located in the north of the continent. Saint City is the largest city in the game and the NPC for creating a guild can be found there.
Saint Morning, often referred to as sm, is the second continent players go to. It is east of Flaris. The city is called Saint City and is located in the north of the continent. Saint City is the largest city in the game and the NPC for creating a guild can be found there.


Players have to go to Saint Morning to do the magican job change.
Players have to go to Saint Morning to do the magical job change.


Monsters from lvl. 20 to 42 can be found in sm and the Ivillis Dungeon is located in the south of the continent.
Monsters from lvl. 20 to 42 can be found in sm and the Ivillis Dungeon is located in the south of the continent.


===Garden of Rhisis===
===Garden of Rhisis===
The Garden of Rhisis is the smalles continent of all and the only one without a city. It is north east of Saint Morning. Mobs from lvl. 43 to 50 can be found there.
The Garden of Rhisis is the smallest continent of all and the only one without a city. It is north east of Saint Morning. Mobs from lvl. 43 to 50 can be found there.


===Darkon 1&2===
===Darkon 1&2===
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==References==
==References==
<references/>
{{reflist}}[[Category:Suggestion Bot Tag]]
 
==External links==
*[http://flyff.gpotato.com/ ''Flyff'' Official English Website]
*[http://www.zoomby.cl/ ''Flyff'' Official Spanish Website]
*[http://flyfffr.gpotato.eu/ ''Flyff'' Official French Website]
*[http://flyff.gpotato.eu/ ''Flyff'' Official German Website]
*[http://www.flyff.com/ ''Flyff'' Official Korean Website]
*[http://flyff.levelupgames.ph/ ''Flyff'' Philippines Official Website]
*[http://flyffonline.in.th/ ''Flyff'' Thai Official Website]
 
==Fan Sites==
*[http://www.flyffworld.com/ ''FlyffWorld'' English Fansite]
*[http://www.flyfffansite.com/ ''Flyff Fan Site.com'' English Fansite]
*[http://iflyff.us.to ''iFlyFF'' English Fansite]
*[http://www.flyff-online.de ''German Fansite]

Latest revision as of 11:04, 17 August 2024

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This editable Main Article is under development and subject to a disclaimer.

Flyff, short for Fly For Fun, is a free MMORPG made by the Korean company Aeonsoft, a subsidiary of GALA Incorporated. The game features a flying system which allows players to fly around the world on flying boards and broomsticks and fight airborne enemies. It also offers a Player versus player combat system on a specified server along with 120 levels of land-or-air character progression.
Flyff received an award from South Korea's Ministry of Culture in June 2004.[1]

Flyff is currently in its 10th version.

Background story

In the beginning, five beings of unlimited power saw fit to create a world. They gathered bits of themselves and, walking amongst the stars, created a world devoid of fear, of hate, and of danger. They created the land known as Roika. When they had finished, they looked upon their world and felt that it was somehow incomplete. Until, from amongst the trees, stepped the curiosity-driven Humans and, from high in the mountains and deep underground, came the mighty Dwarpets. The Gods nodded in quiet approval sensing that their world was now seemed perfect. That land, long since lost, enjoyed the peace and tranquility of a true Utopia. For generations the five creators of Roika smiled gracefully upon their work. Doting on their creations like proud parents, they watched as Mankind grew into a species of thoughtful philosophers, loving care-givers, and brilliant scholars. The Gods pushed stars across the night sky to illuminate the pearlescent cities of the Dwarpets and danced through the heavens to the thumping rhythms of their songs. Then, without warning, they decided to leave. Before they left they did two things. They passed all of their secrets to the Dwarpets, certain that they alone possessed strength enough to protect them. And they created the Goddess Rhisis, to watch over Roika and all the life on it. For a time, things were good. But alone on a planet she barely knew, Rhisis felt the need to create life of her own. She created three beings; and put into each of them an aspect of herself. Bubble was the kindness of Rhisis, her love for the beings that created her and the love of the life that those beings had created. Iblis was the apathy of Rhisis, her indifference towards Roika, and her lack of care for what would happen if she were to leave. Shade was the hate of Rhisis, her shame at being left behind, her fear of being trapped with beings that could never understand her. The destruction of Roika began with hate. Shade, in an attempt to destroy all life on Roika, moved everyone to a small corner of the world and, using nearly all the power available to her, separated it and set it adrift in the great sea that covered the world. The Humans ran to the Dwarpets and, with their help, built caves, cities, and mines, to protect themselves. Shade realized that life had not ended as she had hoped and forced her way into the minds of the Dwarpets, stealing the Gods. secrets and destroying most of the Dwarpets in the process. Shade created the race of creatures known as Masquerpets to destroy anyone who remained in her way. Bubble, hearing the cries of the humans, struck at the small continent, scattering the Masquerpets and splitting the land into four pieces. Iblis watched, doing nothing, saying nothing. Her left eye, blue in color, sparkled like a child's, while her right eye, violet as a winter's dusk, gazed into the nothingness beyond the world.

The remaining Humans armed themselves, ready to face the threat of the Masquerpets and to someday stand against the Goddess Shade herself...

[2]

In the game, the background story is quite irrelevant. One can read some bits about it in different Quests, but most players don't.

Graphic & Controls

The graphic of Flyff has a childish style, even so Flyff is not only a children game. The effects are very colourful and get more fascinating as the character learns more powerful skills. Similar the monsters get bigger and look more powerful.

Like many MMORPGs, it is possible to control the player character with both the WASD keys, and the mouse, in a point and click version. It is also possible to jump using space. While flying, players can use the WASD keys and can hold or click the right-button of the mouse, enabling them to control the character with the mouse while flying.

There is a menue enabling the player to access all windows, but most player use the hotkeys to open them. For example i opens the inventar, h the character window and p the party window.

Game mechanics

Flyff's mechanic is similar to many other MMORPGs. Player-created characters defeat monsters or complete quests to gain experience points. When enough experience points have been gained, the character advances to the next level to become more powerful, acquiring additional skills and abilities, and use them to tackle more difficult monsters and quests. The amount of experience points required for the next level rises and as a result of this more time is needed to complete a level. Food can be used by the character to restore lost health, but has a cooldown time after each use. Food dropped that is not available in food shops has 1.5 second of cool-down, while food shop items has 2 seconds. If a character runs out of hp, they die. Dead characters may respawn at the nearest town (Lodestar), get resurrected by an Assist with the Resurrection skill, or consume revival-type Cash Shop items to resurrect themselves at a set point. Whenever a character dies without using a blessing scroll, a Cash Shop item, or is resurrected by an assist with a high level resurrection skill, they lose between 1.5% and 6% of their maximum experience percentage, depending on the character's level (higher level = less experience loss upon death). If they have less experience than the penalty to be deducted from dying at the time of death, the character will de-level (go down to the level before his/her current level). If this happens, the player's skill and stat points remain assigned (if allocated before the experience loss), and the character will not gain additional points when they regain their level. Any learned skills that have a minimum level greater than the level after de-level will be unusable.

Stat points

When a character levels up, two status points are given to use toward advancing any of the character's statistics. The status points do not have to be used immediately and can be left to accumulate. However, unused status points are not in any way beneficial. Each class needs different statistics to develop their power, eg. str. is useless for a bow acrobat, but very important for a mercenary.

Strength (Str.) - Strength is the main factor in determining the melee damage dealt by any weapon (excluding wands [strength does increase bow damage, but by a very small amount]). Strength also extends the duration of a few Mercenary and Knight buffs.

Stamina (Sta.) - Stamina determines a character's maximum hit points (HP), maximum fighting points (FP), and Defense Rate. Stamina is arguably the only stat that is useful to every character class. Stamina also extends some Mercenary buffs like Protection.

Dexterity (Dex.) - Dexterity determines a character's attacking speed, dodge rate, critical rate and accuracy. It also increases the damage dealt with a bow. One point is added to the dodge rate for every two points of Dexterity. For every 10 points, the Jester class gains a 4% increase in their critical hit rate, and all other classes gain a 1% increase.

Intelligence (Int.) - Intelligence determines a character's maximum magic points (MP), how potent offensive spells are, the duration of various buffs and debuffs in the game (such as Satanology), but especially those of the Assist and Ringmaster (such as Haste), and the amount of health healed by the healing skill. Intelligence also determines the damage of the two AoE (Area of Effect) skills given to the second classes of the Assist class: Merkaba Hanzelrusha for Ringmasters and Bgvur Tialbold for Billposters. MP(Magic Points)increases Asalraalaikum's (a special attack used by the Billposter class) power.

Skills

All characters are able to use certain skills depending on their class. The starting class Vagrant has three skills and from then onwards every class has a different skill tree. The level of skills can be increased through skill points. Skill points are independent from stat points. For every level up the character gains skill points (how many depends on the level of the character). These points can be used to rise the level of a skill. The Vagrant skills need one skill point per level, first class skills two and second class skills three.

It is not possible to reach the highest level (for most skills lvl 20) with every skill, so the player has to choose wisely which skills they want to level. For every job change the player gets a certain amount of skill points depending on the class.

Trading

Characters may purchase items from non-player characters(NPCs), or from other characters by trading or an in game shop or private shops. These shops are set up by players and other players purchase items from them. Very few items, such as certain quest items, are not available to be traded between characters. Due to the recent version 9 release, Cash Shop items are now available to be put up in private shops. Multiple other restrictions, such as extreme overpricing (selling an item for more than 999,999,999 penya), are also disallowed.

Masquerpets

Masquerpets in Flyff (normally referred to as mobs) consist of four different versions (other than the base enemy). They are distinguished by their prefix as follows:

  1. Small [masquerpet name]
  2. [masquerpet name]
  3. Captain [masquerpet name]
  4. Giant [masquerpet name]

Though some monsters may have different difficulty names (for instance, Cute Nyangnyang, 2 Class Fefern or Lumping Basque), they still convey the same system of difficulty levels. Giant monsters take a much larger amount of skill and power to beat, compared to their other forms. However, the experience and item reward is much higher for doing so. The small and normal version have often the same level while the captain is one level higher.

Exceptions to this system are the new monsters added in Version 7 of Flyff, which have many different forms and names.

Additionally, many, but not all monsters in Flyff are imbued with an element. Different levels of monsters might also possess a different element. For example, Small Drillers have the Earth element while Drillers have the Electricity element. The small and Captains have most time the same element, while the normal one has a different. Attacking a monster with an attack of the elemental type it is weak against will do increased damage, and attacking it with an element it is strong against will do decreased damage. Non-elemental monsters, usually monsters that need to be killed for a quest, are not strong to any element, nor weak to any. None of the quest only monsters (monsters whose only purpose is to advance a quest) have an element. An example of this is the Venel Guardian, used for the second job quest for every class, which has no element, or the monster Clockworks also has no element.

Pets

Premium Pets

These pets are purchased with real money through Gpotatos, the Gpotato currency.
The function of these pets are to follow the player around and pick up any nearby monster drops.

There are many different kinds of pets such as Baby Aibatt, Baby Lawolf, Baby Leyena, Doggy Pet, Kitty Pet, Baby Cobra, Soccerball Angel, Cute Hamburger, Iguana and a Baby Turtle.

V9 pets

With the release of version 9 new pets can be hatched from eggs found in game randomly from monsters when the player is level 20 or above. The higher level of the player and the monster the better the chance of an egg dropping. The closer level the character to the monster, the better chance of finding an egg, this goes for any item. The pets will aid the player in battles by providing stat boosts. Pets lose HP from being out, and must be fed "pet feed" to be kept alive. Pet feed can be made from "pulverizing" quest item monster drops by taking them to the "pet tamer" NPC and selecting the feed bag option.

In addition to losing health when not fed, pets "lose lives" if summoned when the player is killed. If the pet loses all their lives , that is, when they have 0 lives and cannot lose any more life, they will be dead as if they were not fed. If this happens, it will remain in the player's inventory until deleted or revived with a cash shop item (see Cash Shop). Pets have five ranks, which affect the stat boosts they contribute. Rank S is the highest rank a pet can have, at which point they will be at their full form. There are seven different pet classes: White Tiger, Barbari Lion, Rabbit, Old Fox, Dragon, Griffin and Unicorn. The kind of pet that results is chosen at random.

The only way to give a pet additional lives is to buy a cash shop item named Pet energy.

Flying

At level 20, the player may use brooms or snowboard-like flying boards to fly around the world of Flyff. A broom or board requires time to get on and to accelerate to its maximum speed, where more expensive boards or brooms have a higher maximum speed. A character can dismount a broom or board in midair and will fall until reaching the ground. Regardless of how high the drop may be, the character will receive no damage by hitting the ground. There are also several other kinds of flying items available in the Cash Shop.

One can also choose to engage in air combat with flying monsters, however flying monsters take longer to kill than ground monsters. Whenever a player defeats a flying monster (and are not in a group), they gain normal experience as well as "flying experience" which allows a player to level up their "flying level", which is independent of the normal character level. When these levels are increased, players accelerate faster and corner better. The monsters that help increase flying level are Mothbee, Flybrigen, and Rockepellers (Small, Normal, Captain, and Giant).

PvP

The three forms of player versus player combat currently available in Flyff are dueling and Player killing(PK) and the Arena.

Dueling

Before version nine, dueling was restricted to a dueling arena behind the town hall of the primary city in the game (Saint City). As of the V9 update dueling is no longer restricted to the duel arena. Unlike previous versions, dueling in version nine doesn't kill characters, the loser simply assumes a submissive stance while the winner taunts the loser. To duel, a player alt+clicks another player, and then selects duel. After a short countdown, the duel begins and the players attack each other until one is declared a winner. Duel points, are awarded to the winner and points are subtracted from the loser. Through gaining points in duels, characters gain titles as a prefix to their names. The type and rank of the title is awarded in accordance to the player's class and the number of duel points a player has, respectively. The title appears next to the player's name (for example: "[Fighter] charactername" is the second rank title attainable by a Mercenary class player or "[Rouge] charactername" is the second rank for Acrobats).

PK

As of September 19th 2007 (for English version) the player killing option of the game was removed due to overly negative responses about version 9 updates. All servers but one are now back to PVE (non-pk). A separate server has been created devoted to player killing as a temporary measure, since more the previous system of PK could not be restored. The PK server is named Demian after a level nine monster. (eFlyff)

A player's name may attain one of three colors as a result of engaging (or not engaging) in PK: White Name, Pink Name and Red Name. White is the default color for a player's name, and is a result of refraining from attacking other players. A White player name will turn Pink if that player attacks any other White or Pink players (even if that attack was in self defense). A Pink player will turn Red if that player kills a White player. The pink name status lasts for 8-16 seconds after the last attack on another player, during which time any player may kill the attacker without gaining a red name themselves. Killing a player with a red name carries no penalties. The Red name status is a permanent status that can only be removed after taking certain steps.

With a red name, players cannot use shops or banks in town and will be attacked by the NPC guardians that surround the towns if they try to approach them. Turning red will increase a player's PK count by 1, and increase his or her Disposition by a variable amount related to how high his or her PK count is. The more players are killed (the higher the PK count gets), the faster the Disposition grows. Players with positive disposition (red names) and a PK count greater than 1 can drop items from their inventory upon death. The higher the player's disposition, the greater the chance and number of items that will drop. Red named players with a PK count of 1 will not drop items upon dying.

In order to regain White name status, a player must reduce their disposition to 0, either by being killed repeatedly (which removes some disposition) or by completing a special Angel quest (which resets disposition to 0.) The only way for a player to reduce their PK count is to complete the Angel quest, which removes some of the PK count of the player, to a point that the PK count reaches zero.

Arena

With V10 the Arena was introduced. The Arena is situated on a special Island which can only be reached by talking to a special NPC. This NPC is available in every city.

Fighting in the Arena does not affect the player in any way. No exp are lost or gained and fighting in the Arena does not give dueling points. As soon as the player enters the Arena he can be killed by anyone in the Arena and he can kill anyone. When the character dies he is respawned near the Arena on the Arena-Island.

Classes

There is one starting class and four first classes in Flyff. Two classes branch out from each of the four first classes, making eight available second classes in total.

  • Vagrant - All characters begin the game as Vagrants. Vagrants use swords and axes and have access to three melee skills. At level 15, quests may be taken to progress to a stronger class. This is also known as the "First Job" change. Vagrants have an option of four different classes to progress to: a Mercenary, a Magician, an Assist, and an Acrobat. Characters must change their class at level 15, as no more experience points can be gained until they do so.

To change the job there are three quest (different for each class), which have to be completed. For the fist one, the player has to kill a number of monster in a limited time. The second quest consists of getting different quest items and the third quest is to kill a special quest monster. There is a special monster for each class.

First classes

Players have to change to another class when they reach level 15 by completing a certain quests for that particular class. When those quests are completed the player gets some items and a restat, which can be used to reset the skill points. Also the stats of the character are reset and the player can set them as appropriate for the chosen class. There are four classes:

  • Mercenary - Mercenaries fight with melee weapons such as swords and axes, but their weapons are more refined than the ones of their predecessors. They also have the highest attack and defence rate out of all the first classes. Mercenary abilities involve spinning about to shred enemies, a certain attack that absorbs an enemy's life while damaging them, spreading nets, and firing shockwaves at opponents from a close up distance.The most important stats for them are Str and Sta. A Mercenary can become either a Knight or Blade when they reach level 60.
  • Magician - Magicians are masters of magic who use weapons such as a one-handed Wand or two-handed Staff, with the former having a ranged attack. They can also melee attack with their weapons, although they are meant more for the use of magic. Staffs are the most powerful of the two, but using a wand gives the option of wearing a shield to increase defense. Magicians can cast powerful ranged spells and normally have the lowest HP, but the highest MP, among all the classes. Magician abilities include fire, water, earth, wind, lightning and short-range teleportation spell for attack and escape. The most important stat for them is Int and (depending of the second class) Sta. They may advance to an Elementer or Psykeeper at level 60.
  • Assist - 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. The needed stats are different for a battle and a healing (fs - full support) assist. For the healing assist the most important stat is int (most fs assists are full int) and for a battle assist it is also sta. At level 60, Assists can become Ringmasters or Billposters.
  • Acrobat - Acrobats are ranged fighters that utilize Bows or Yoyos as their weapons. Arrows 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 yo-yo attacks also have a chance of knocking the enemy back. Skills used with Yoyos equipped consume FP, while Arrow skills consume MP. Acrobats also have the second available AoE skill (at level 50), Arrow Rain. However, because of this skill's long cool down 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. For Bow Acrobats Dex is the most needed stat and sta, while for yoyo Acros it is Str and Sta. Acrobats can become Jesters or Rangers at level 60.

Second classes

Players may change to an advanced class by completing certain quests at level 60. These advanced classes, also known as second classes, specify certain characteristics of the previous classes. Upon reaching level 60, no further experience points are gained until the character completes a "Second Job" change. Each of the four first classes branch into two second classes. On a visual note, some of the classes have a unique battle stance unlike their first class counterparts.

the second job change is very much like the first one. It also consists of three quests and the last one is to kill a special quest monster.

Mercenary second classes

  • Knight - 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 shield is made up for by their armors' heavy defense.) In general, Knights are more efficient than other classes at making use of their Area of effect (AoE) skills, as they can take many more monsters at a time due to their naturally high defense. Knights are usually considered the tank characters in Fly For Fun, since Knights receive a greater HP bonus for each point of stamina than any other class in the game. A Knight can use a single handed weapon with or without a shield, but will be unable to use any Knight-specific skills.
  • Blade - 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 among the highest damage-per-second ratios in the game. Blades are given the ability to dual wield, either two swords or two axes, increasing their current attack rate at the expense of some attack speed. Like a Knight a Blade may also use one sword and one axe (or a weapon and a shield), but they will not be able to use their Blade-exclusive skills.

Magician second classes

  • Elementer - Elementers have the ability to manipulate the elements. They can cast area of effect spells such as poisonous clouds, sandstorms and summon massive meteors from deep space. At a certain level Elementers are able to use their elements to attack all the monsters in the surrounding area. Most spells are very graphic. All Elementer skills require an equipped staff; it is not possible to use Elementer spells with a wand. An Elementer's abilities include not only offensive spells of every element, but also buffs to increase elemental damage. Due to their mastery of the elements, they can deal a large amount of damage to monsters by choosing the appropriate element that the monster is weak against.
  • Psykeeper - Psykeepers are the masters of hexes. When wielding a wand, Psykeepers "hover" in the air instead of walking on the ground. They will glide across the air without touching the ground. Psykeepers have access to the forbidden arts that can damage monsters from the inside, synchronize their own minds with their antagonists to share the pain from attacks, or create barriers to ward off oncoming attackers. All of their spells are non-elemental and can only be cast using a wand. Most of a Psykeeper's spells are known as debuffs, or spells that deal negative effects other than direct damage to an enemy. A Psykeeper's abilities include Crucio to reflect physical damage, Satanology to root enemies in place (one of their most useful skills), and some highly damaging offensive spells.

Assist second classes

  • Billposter - Billposters are the offensive second class of the Assist. Billposters focus on offensive skills rather than defensive and healing ones. Billposters retain their Assist abilities to heal and buff when they utilize a Stick. Billposter skills need Knuckles to execute. A Billposter's abilities include Asmodeus to raise attack power and the powerful Asalraalaikum attack that consumes all of the caster's MP, dealing considerable damage proportionate to the amount of MP(magic points) consumed.
  • Ringmaster - Ringmasters are the supportive second class of the Assist and have the most powerful buffs in the game. They are often the most sought-after class in the game, often desired to help a partner fight higher leveled monsters that they otherwise would be unable to. Ringmasters use Sticks to buff and heal. A Ringmaster's abilities include Spirit Fortune to raise the attack power of allies and Geburah Tiphreth to raise the fighting capabilities of allied players. They are also capable of debuffing enemies and damaging them through force fields. Ringmasters are usually formed from Full Support (fs) Assists. These assists devote themselves to helping others and supporting them. This type of assist is best suited to become a Ringmaster, because of their high MP. Ringmasters are easy to level up with a partner. Ringmasters are not limited to full support characters. They are quite capable of fending off for themselves depending on how they distributed their stats. Upon reaching level 80, they will obtain their one and only damaging skill, Merkaba Hanzelrusha, which is an int based aoe skill which deals damage over a time span of 10 seconds no matter what the skill level is set to be.

Acrobat second classes

  • Ranger - Rangers use bows to inflict damage as well as to render enemy strategies useless. They utilize the powers of nature in their attacks, such as creating Flame Arrows to singe flesh and Poison Arrows to inject toxic acids into foes. (Ice Arrow no longer slows enemies, as of version 9). Rangers often use their abilities to inflict damage on many opponents. A Ranger's abilities include skills like Triple Shot, Silent Arrow, and Fast Shot. Silent Arrow is among the Ranger's most deadly skills against magician-type player characters, as it renders all skills requiring MP useless by silencing the opponent. Most Rangers use their AoE skills to take down more than one enemy at a time.
  • Jester - Jesters possess a large range of attacks. Unlike the court jester of medieval times, these Jesters are masters of trickery and are literally bloodthirsty fighters. They use yoyos 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. Jester abilities include Enchant Poison and Vital Stab to attack an enemy's vital parts. However, Jesters are not limited to the use of a yoyo. If they wish to, they can take a bow and abuse the large crit rate, and damage that comes with having very high dex. When using a bow they cannot use the jester skills, but only the acrobat skills. They are referred to BJ (Bow Jesters), and are very efficient in taking out mobs. However it is unclear if the possibility of fighting with a bow will be removed in any future version of Flyff.

World

The World of Flyff consists of different continents, each with one city on it and with different monsters and characteristics. The players can see the whole worldmap by pressing M.

Flaris

Flaris is the starting continent. Every character starts at the Lodestar in Flarine. Flarine is the city of Flaris, located in the south of the continent. Flaris contains mobs from lvl. 1 (Aibatt) to lvl. 35 (without dungeon). However most players decide to go to Saint Morning (next continent) after they reach level 20.

Flaris also holds the Mas Dungeon and the NPC for the Mercenary and Assist job change. <--Not sure about v9-->

Saint Morning

Saint Morning, often referred to as sm, is the second continent players go to. It is east of Flaris. The city is called Saint City and is located in the north of the continent. Saint City is the largest city in the game and the NPC for creating a guild can be found there.

Players have to go to Saint Morning to do the magical job change.

Monsters from lvl. 20 to 42 can be found in sm and the Ivillis Dungeon is located in the south of the continent.

Garden of Rhisis

The Garden of Rhisis is the smallest continent of all and the only one without a city. It is north east of Saint Morning. Mobs from lvl. 43 to 50 can be found there.

Darkon 1&2

Darkon 1 and 2 are linked and it isn't really possible to distinglish them. The city of Darkon is called Darken and is in the east of the continent in an open cave. This is apart from Saint City the biggest city in Flyff and definitely the city where one can purchase high level items. The NPCs for all second job changes and the acrobat job change are there.

The Dekane Mine is located in Darkon and Monsters from lvl. 51 to 74 are in Darkon.

Darkon 3

Darkon 3 is the last continent. Only very few characters get so high that they play in Darkon 3. It holds mobs from level 60 to 104.

other Features

Cash Shop

As all versions of Flyff are free-to-play, revenue is generated from a Cash Shop where players may use real money to obtain items more powerful than those a player would find ingame, such as a Scroll of Activation, which increases the ability of the player to use skills. In the Version 7 update of International Flyff, a Reskill, an item for resetting characters' skill allocation, was introduced. The first job change quests reward the character with items otherwise obtainable only from the Cash Shop.

To summarize it, cash shop items enables the player to access more additional features of the game. Since cash shop items are tradable among players, this basically means that all players can have access to what the cash shop offers, however, usually in a considerable amount of penya - the ingame virtual currency in Fly for fun. Version 9, unlike previous versions, enable players to set up user shops that contain cash shops item while they are away.

Collector System

With V10 the Collector System has been implemented in the Game. There are special collecting areas, where the player can use a collector to gain pieces of items from the ground. The collector itself can be purchased for one Million penya from a NPC near the collector area. In addition to the collector a battery is needed.

10 pieces of one type make one card eg. Rain Card. The player has to bring the pieces to the NPC to convert them to a card.

References

  1. NetEase.com. Financial Releases - NetEase.com Announces 2004 Second Quarter Results. Retrieved on 2007-11-5.
  2. gpotato. Official English Website. Retrieved on 2007-11-14.