Your fighter is a separate character built for the Arena and Hunt. Their style takes shape over time: race and damage type establish the foundation, while class, skills, and suitable equipment define how they perform.
Creating your fighter
Creation begins with a unique name, gender, race, and damage type. Gender is purely cosmetic. You can choose Human, Elf, Dark Elf, Orc, or Dwarf; every race except Dwarf can follow either a physical or magical path, while Dwarves are limited to physical damage.
Race sets the starting spread of six attributes: STR, DEX, CON, INT, WIT, and MEN. Each race has a different profile, favoring qualities such as health and defense, speed, accuracy, or critical attacks. This foundation and your damage type are permanent choices. What each attribute does, and which combat stats grow out of them, is covered in the attributes guide.
Your first fighter slot is free, and you can unlock up to 5 slots in total. Extra slots let you develop different characters and explore other combinations of race, damage path, and class.
Class and equipment
At level 20, you choose a class. A physical fighter can become a Warrior, DD, or Archer; a magical fighter can become a mage-DD or healer. The choice depends on race: Orcs have no Archer, and Dwarves can only choose Warrior or DD.
Each class has its own familiar weapons:
- Warrior — two-handed sword, spear, and dual swords;
- DD — dagger and fist weapons;
- Archer — bow;
- mage-DD — staff;
- healer — one-handed sword and hammer.
Before choosing a class, matching the weapon's physical or magical damage path is enough. After level 20, weapons intended for your class are the better choice. You may equip a mismatched item, but it will be less effective in battle.
Armor uses 4 slots: body, helmet, gloves, and boots. Weapons and armor progress through NG, D, C, B, A, and S grades. Physical sets offer stronger protection from physical attacks, while magical sets favor magical defense. The enchanting guide explains how equipment grows through these grades.
Classes by race
A class name comes from your race and the specialization you choose — the game has 21 classes in total. The name is assigned together with the class at level 20 and appears on the skills screen, in the Mastery path.
| Race | Warrior | DD | Archer | mage-DD | healer |
|---|---|---|---|---|---|
| Human | Gladiator | Treasure Hunter | Hawkeye | Sorcerer | Bishop |
| Elf | Temple Knight | Plains Walker | Silver Ranger | Spell Singer | Elven Elder |
| Dark Elf | Shillien Knight | Abyss Walker | Phantom Ranger | Spell Howler | Shillien Elder |
| Orc | Destroyer | Tyrant | — | Warcryer | Overlord |
| Dwarf | Warsmith | Bounty Hunter | — | — | — |
Class names stay the same in every language of the game.
The specialization gives your fighter one standout quality: it sits higher than in other classes, while the remaining four drop slightly.
- Warrior — combo;
- DD — critical hits;
- Archer — evasion;
- mage-DD — accuracy;
- healer — block.
How that bias stacks with race, equipment, and skills is explained in the attributes guide.
Race still matters underneath: it sets the attribute spread and the level 80 racial ability. That is why a Gladiator and a Temple Knight are both Warriors yet play differently.
SP and skills
Skills are available from level 1 and divided into three paths:
- Spirit — shared passive and active abilities for physical or magical fighters;
- Body — improvements to all six attributes and a unique racial ability;
- Mastery — class abilities and weapon training, unlocked after the class choice at level 20.
A new fighter starts with 4,000 SP. Each new level grants another 1,500 SP, and more can be earned through Arena battles and defeating monsters in Hunt. Higher skill levels become available as the fighter grows, so it helps to decide what fits your style: survivability, active abilities, core attributes, or mastery of a favorite weapon.
For the first hero on an account, SP and XP come several times faster until level 76 — see the Novice's Blessing.
Class abilities
Every class has its own Mastery path: two passive skills and two active abilities. Names repeat across classes, but each version behaves in its own way.
Warriors
- Gladiator (Human) — Heavy Armor Mastery raises block and accuracy, Resistance strengthens both defenses. Fatal Strike cuts the opponent's block, Stun Attack can stun.
- Temple Knight (Elf) — Vital Force adds critical chance and combo, Resistance covers evasion and magical defense. Whirlwind lowers evasion, Fatal Strike grants critical chance for the rest of the fight.
- Shillien Knight (Dark Elf) — Vital Force raises evasion and critical chance, Iron Will adds health and armor. Fatal Strike pierces armor, Whirlwind lowers accuracy.
- Destroyer (Orc) — Iron Will holds health and armor, Vital Force speeds up the attack tempo. Stun Attack hits harder than other Warriors' and can stun, Warcry powers up the next strike.
- Warsmith (Dwarf) — Heavy Armor Mastery strengthens armor and block, Vital Force adds health and accuracy. Stun Attack stuns more often than usual, Warcry briefly reduces incoming damage.
DDs
- Treasure Hunter (Human) — Critical Power boosts critical damage and accuracy, Majesty adds block and combo. Backstab lowers evasion, Burning Fist weakens the opponent's hits.
- Plains Walker (Elf) — Critical Power gives critical chance and evasion, Puma Spirit Totem adds combo and magical defense. Sting pierces armor, Burning Fist strikes twice in one turn.
- Abyss Walker (Dark Elf) — Frenzy boosts critical chance and critical damage, Majesty adds evasion and speed. Backstab lowers accuracy, Sting adds combo.
- Tyrant (Orc) — Frenzy raises damage and critical damage, Puma Spirit Totem adds health and magical defense. Burning Fist powers up the following strikes, Stunning Fist can stun.
- Bounty Hunter (Dwarf) — Majesty gives combo, accuracy, and extra DC for victories, Puma Spirit Totem adds health and block. Backstab lowers block, Stunning Fist can stun.
Archers
- Hawkeye (Human) — Light Armor Mastery strengthens block and magical defense, Accuracy adds accuracy and combo. Power Shot lowers evasion, Stunning Shot stuns more often than usual.
- Silver Ranger (Elf) — Vicious Stance raises damage and critical damage, Accuracy adds accuracy and evasion. Power Shot pierces armor, Double Shot fires twice in one turn.
- Phantom Ranger (Dark Elf) — Vicious Stance gives critical chance and combo, Light Armor Mastery adds evasion and magical defense. Power Shot lowers block, Stunning Shot stuns more often than usual.
Mage-DDs
- Sorcerer (Human) — Empower boosts damage and critical damage, Mana Shield adds armor and accuracy. Frost Bolt hits especially hard and can stun, Blazing Circle weakens the opponent's hits.
- Spell Singer (Elf) — Empower gives damage and critical chance, Elemental Assault adds speed and evasion. Curse of Weakness pierces magical defense, Frost Bolt slows the opponent's attack tempo.
- Spell Howler (Dark Elf) — Soul Cry raises critical chance and critical damage, Elemental Assault adds damage and combo. Curse Death Link lowers evasion, Curse of Weakness pierces magical defense.
- Warcryer (Orc) — Soul Cry gives damage and health, Mana Shield adds armor and block. Curse Death Link hits hard and powers up the following strikes, Blazing Circle pierces armor.
Healers
- Bishop (Human) — Robe Mastery strengthens magical defense and evasion, Bless Shield adds armor and block. Heal restores health and weakens the opponent's hits, Aura Bolt lowers accuracy.
- Elven Elder (Elf) — Nature's Blessing gives evasion and damage, Spirit of Earth adds health and speed. Heal restores health and adds evasion, Sleep puts the opponent to sleep unless the ability is blocked.
- Shillien Elder (Dark Elf) — Bless Shield holds block and health, Nature's Blessing adds critical chance and critical damage. Vampiric Claw strikes and returns part of the health, Sleep puts the opponent to sleep unless the ability is blocked.
- Overlord (Orc) — Spirit of Earth gives health and armor, Robe Mastery speeds up the attack tempo. Vampiric Claw heals through damage, Aura Bolt hits hard and powers up the following strikes.
Healing and life drain follow the common rule: they trigger once health drops below 40%.
Skills in battle
Passive skills work on their own: they raise the fighter's attributes and count toward every strike. Active abilities follow the order you set in advance through the "Skill usage order" button on the skills screen.
How this plays out in a fight:
- the fighter uses the first ready ability on the list, then the next one, and so on;
- an ability takes the entire turn — instead of the usual series of strikes, the opponent receives a single skill event;
- every ability is followed by a 3 personal turn cooldown shared by all active skills;
- each ability triggers once per fight, so a short fight may never reach the end of the list;
- healing stands outside the order: it fires on its own once health drops below 40% and takes priority over other abilities;
- the level 80 racial ability also fires on its own — once per fight, when 20% health or less remains, and it costs no turn.
An active ability can be dodged or blocked: the chance is lower than against a regular attack, but it exists. When that happens no damage lands, yet the use and the cooldown are still spent. That makes the order worth planning: buffs pay off early in the fight, and the strongest hit should not sit at the very bottom of the list.
Arena puts your completed build against other fighters, while Hunt provides XP, SP, and equipment for further progress. Regular leveling ends at level 80, but future XP advances the fighter through the rank system.