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Classes

From Flyff Wiki

In Fly For Fun, there are a total of 13 classes to play as. Player will always start out as a beginner class called the Vagrant class. With training, players can level up their characters and advance to the second job at level 15 and go to a third job at level 60. Every job offers new skills and abilities.

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[edit] Vagrant

This class is the starting class for all players entering the world of FlyFF. Vagrants are melee fighters with access to three skills. At level 15, they have the option to advance to one of the four main job classes, which are gained by completing a quest. Upon completing the quest and gaining the new job, their stats are reset, allowing them to quickly adjust to their new job requirements.

[edit] Mercenary

Melee fighters with the option to wield a sword or an axe. Their skills allow more damaging attacks or self-improving buffs. They usually have the most HP of the starting classes.

[edit] Blade

Known for their ability to hold either an axe or a sword in each hand, blades can inflict massive amounts of damage in short amounts of time. They also get the highest evasion/block rate per point of DEX of any class.

[edit] Knight

Knights have nice shiny armor and have big two-handed weapons used to inflict high damage which lack in speed quite a bit. Knights get the highest STA/defence and HP ratings per level so they are often known to be Area of Effect users and the tanks of FlyFF.

[edit] Assist

Melee fighters with a vast array of buffs which can also be used on other characters. These tend to follow two paths, one which concentrates of buffing others at the expense of fighting ability (known as a full-support assist), and another intended for battle (known as a battle assist). The path chosen also influences the weapon wield; sticks are need to cast most buffs, whereas the knuckle inflicts more damage.

[edit] Billposter

Billposters are one of the most common classes. They are second only to Knights in defence, and use the buffs they learned as an Assist to enhance both their attack and defence powers as well as some unique Billposter skills.

[edit] Ringmaster

Ringmasters are known for their buffing and healing powers. Often, they allocate all of their stat points into INT, and some add some STA for higher survivability.

[edit] Magician

Ranged attackers with slow but powerful spells. These are typically elemental in nature, which greatly increase the damage on the right monster, or render it completely ineffective on the wrong one. Staves can inflict more damage, but Wands allow more defence.

[edit] Elementor

Elementors are known for their powerful Area of Effect spells. They use the elements to maximize damage on their foes. All Elementor spells require a staff to cast.

[edit] Psykeeper

Psykeepers are also known for their powerful spells, although they do not have as many Area of Effect spells as Elementors. All Psykeeper spells require a wand to cast.

[edit] Acrobat

Ranged bow and yoyo-users, this is a fast and agile class which usually counts on a high attack speed and high critical rate. Yoyo wielders are not often seen prior to the Second Job Advancement.

[edit] Jester

Jesters, known for their high critical hit rate, use either a bow or a yoyo. Although a yoyo using jester is known as a "true" jester, bow jesters use large amounts of DEX to gain a 100% critical hit rate.

[edit] Ranger

Rangers are known for their high blockrate and skills such as Fire Arrow and Ice Arrow. Rangers can take damage from many mobs at once and not need as much STA as most Area of Effect users due to their blockrate. Although they do not excel at player versus player, they can make a magician subclass virtually powerless by disabling their spells with a Silent Arrow.