
Choosing a Class

When playing turf battles it is imporant to note how many different pros and cons each class posesses.
For example: Mages can begin Area of Effect (AOE) at level 15 while Archers, Blade and Fist warriors have to wait for level 100.

Lets have a look at the mages
Pro tip: Most veteran players suggest playing mage on your first run through, even if it's not your first time playing. Mages simply level faster at low levels.

Blue Wizard
Blue mages are reknown for their ability to utilize multiple renditions of black magic throughout all levels of gameplay.
Blue wizard should focus on their blue magic and dexterity stats before attempting to upgrade their staff due to the Nephillim race having a slow move speed.
Blue mages should work on getting 155 blue magic first for the "Ice flower" skill. Afterwords you'll focus 90 vitality for Grade 3 armors and then you stop focusing blue magic at 390 when you get blizzard.
Once you are able to wear full Grade 11 you'll work out 700 blue magic and 430 black magic as a priority for lowering the opponents health defense and magic defense.

Red Wizard
Red mages are the tank/dps of the earlygame providing high defense stats and high damage per second skills to improve farming and leveling aswell as sustainability in dungeons.
Red mages should focus on their vitality and red magic stats before attempting to improve their staff. Most staffs under Grade 11 have very little difference between their attack point boosting modifiers. Focus on getting your red magic to 200 points for fireball spell, and then 90 vitality for Grade 3 armors. After you have achieved both milestones you'll be ready to go straight for 700 red magic.
Once you have 700 red magic you unlock meteor shower and you'll need to learn how to kite... or don't get hit.

Physical Damage classes:
Hint: Though they take a bit longer to get to mid/late game do not sell them short. There's many reasons mages need that low level boost.

Archer
The archer is the heavy burst damage long range physical attack class of turf battles.
Archer not only runs and attacks much faster than most classes, but the archer can jump while moving and shoot while jumping; making jump shots an effective gap closer.
After level 160 the archer's transformation skills have more deadly attacks than any other class. If used timely, archer's transformation skills may likely be difficult to survive.
Like Blade, Archer also has a Stun Bow which prevents the opponent from moving, attacking and even potting. With a stun bow, Archer can be a great support player as well as a killer. Archer's mana steal bow may also negate the abilities of any mage if properly used. Dexterity gives archers move speed, attack speed and attack damage.
When playing an archer remember not to stand still. Even mages will take advantage of you standing still and you wouldn't want to see what a melee class has to say about that either.
Poison arrow transformation skill takes 50% hp off the opponent every second, while the Scatter shot deals a flat 10k health when cooldowns have lifted.

Fist Warrior
The Fist warrior is similar to the traditional "assassin" style class. This class relys on move speed, attack speed, high damage output and vampirism at higher levels to maintain a high output of both offensive and defensive stats. Very difficult to master in the early and mid game, but incredibly beastly in the end game scenarios.
Fists can use specific gauntlets to steal mana aswell as protectors (shields) to increase defense, increase attack power, or drastically increase magic defense..
Much like the blade warrior, a fist warrior should concentrate on their move speed as much as possible. Dexterity gives fist warriors three stats: attack speed, move speed. Where strength gives them attack power.
improving your critical rate with jewlery and other enhancers the fist warrior is the most likely to 1 hit an equally geared opponent.

Miscellaneous Stat Knowledge
- Strength provides HP to all classes, though hp is based on class and much less than vitality.
- Dexterity provides all classes with move and attack speed while archers recieve AP from dexterity also.
- Vitality is required to wear armors and jewlery
- Red points are used on red wizard, archer and fist warrior.
- Yellow points are used on red wizard and fists.
- Blue points are used on blue wizard only
- Black points are used on blue wizard, blade warrior, and archer.
- White magic is used on blue wizard, archer, blade and fist warrior.
- The "extra" tab can show you miscellaneous stats such as pk points, drop rate and critical attack rate.
- Typing "/Stats" into the chat bar will reveal boosts such as exp and fame.