Equal basics, less randomness
No stones, party bonuses, guild skills, dews or equipment bonuses. Only armour and weapons remain; costumes give no bonuses and their appearance, names and colours can be hidden. All eight specialisations have useful roles. General-combat 1v1 kills are harder; the PvP system provides dedicated duels.
Fixed values
30,000 HP, maximum 170 attack speed and 200 movement speed without slows; casting speed varies by specialisation. Every character's basic hit deals 1000; unarmed attacks deal no damage. Buffs do not expire. Equipment changes and dances have a three-second restriction.
Predictable combat
No block, poison, slow, fire, critical, piercing, stun, HP regeneration, HP loss, HP stealing or arrow-dodge bonuses. There is no MP or stamina. Roles depend on damage, animations, buffs and teamwork rather than random bonuses.
Archer Ninja
Unlimited arrows, modern bow animations and no distance-based damage. Feather Walk has a fixed animation and grants casting speed. Shot and skill damage reflect animation lengths; there are no G-level skills. High damage but vulnerable when caught: teammates should peel opponents, while long skills are best used at range or to finish a target.
Dagger Ninja
Fast attacks make the fixed 1000 basic hit strong even without buffs. Buffs often last longer because the Ninja is less often the first dispel target. Camouflage cannot reactivate before invisibility ends. Catch enemies stopping to buff or dispel; keep a mobility skill to escape and avoid knocking targets out of your team's group unless you can kill them.
Body Warrior
Two-handed weapons hit harder but slower, making pulls easier. Very strong with buffs and weaker without them. Berserk grants casting speed without increasing incoming damage. Avoid the enemy Weapon Sura; ask teammates to occupy them, then pressure opponents with Sword Aura.
Mental Warrior
Area skills are the focus; strong even without buffs. Strong Body no longer adds defence or changes incoming damage. Aim into groups and knock enemies down. Combo stops or hit resets keep targets in place; full combos work against a wall or with a teammate behind the target.
Healing Shaman
Party buffs and faster skill recovery. The “critical” buff grants attack value, another grants casting speed, and Cure heals 10,000 HP. Select low-HP teammates, heal, use area skills and help allies break free.
Dragon Shaman
Party buffs grant the same attack value as Healing Shaman, plus reflection and Blessing. Skills knock enemies down. Buffs make this a valuable teammate although other buffed classes can be stronger. Rebuff quickly after a death and use area knockdowns.
Weapon Sura
100% dispel removes party buffs without relying on luck. Average with buffs, weaker than Body Warrior and among the weakest without buffs. Reflection loses defence, Blade loses HP-loss mechanics and Fear loses arrow dodge. Dispel the strongest buffed targets and groups; this gives the class an essential team role.
Black Magic Sura
Even dispelled, stronger than a buffed Weapon Sura. Among the toughest characters when not dispelled, with average damage. Work inside groups, but reserve long-animation skills in the centre for reliable finishing blows.
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