Flyff/Walkthrough

Stats
Character stats, like any RPG, drive many aspects of Flyff. The stats here do not stray far from the RPG norm. For clarity sake their details will be outlined here. There are only four of them so it's not difficult to grasp.


 * STR (Strength)- affects the damage done on a successfull hit, each point in STR adds a possible 5 damage
 * STA (Stamina)- affects the max hit points, max FP, and defense of your character
 * DEX (Dexterity)- affects accuracy of an attack and the chance to dodge
 * INT (Intelligence)- affects the max MP and the length of buff type skills

Classes
You can make up to 3 characters in Flyff. Each class does have a distinct "feel" so it can be easy to fill this up.

Vagrant
The Vagrant class is the beginning class for all Flyff players. You select a permanent class once you hit level 15 and complete certain quests. What makes Vangrants even more of a tutorial class is the fact that once you select a class at level 15 you get a stat reset. This will allow the player to experiment with how stats effect gameplay without the permanent mistakes.

As a Vagrant you are capable of using three skills, the skills are Clean Hit, Brandish , and Over Cutter. You can drag these skills to the Action Slot bar in the lower right but there are some rules. Clean Hit is what is called a combo starter, it can be used by itself, Brandish is a middle combo skill, it must be used after a combo starter. For this reason you can assign Clean Hit to your F keys but not Brandish since it requires Clean hit to be first and in the Action Bar.

Possible combinations of the Vagrant skills

or up to or up to

Assist
The Assist class is the "support" class. They have skills that toughen, empower and heal themselves and other players. They use either a Stick or a Knuckle. Assists do have the benefit of being able to solo or support due to their buffing skills and since they have a very nice AOE attack (area of effect) the fighting build can level up quite quickly. It's important to know that assists have some skills that require you to wear either a Stick or a Knuckle, most require the use of a Stick.

None of the Assist skills require a particular order in the Action Bar slot and all Assist skills max out at lvl 20.

Builds
There are four types of assists that can be found that are the most common, the Full Support, High Stamina, Battle Support, and Hybrid.

Full Support
This type of Assist is heavily dependant on fighting in groups. They solo slower than other builds due to low STR although they can handle their own ok 1 on 1. To create a Full Support Assist raise STA up to 30 or 40 and put the rest in INT. The FS is unmatched in healing and buffing other players. Since their buffs have time limits based on their INT they can spend more time healing or fighting when they have to. This build can possibly reach high levels quicker than any other class due to their ability to help out higher level players all the while getting power leveled. All buffs are useful to the Support Assist. Second class job change will be Ringmaster.

High Stamina (AOEr)
The high stamina assist maintains a high amount of HP so they can fight more then one creature at a time. Their staple attack is Burst Crack since it has the ability to hit any targets that are around the character. Stam Assists can usually handle up to 10 creatures around their same level at a time HP wise and depending on the level of Burst Crack they can defeat them fairly quickly. To make a high STA Assist you can go in either one of two ways, bring STR up to around 30 or 40 and the rest in STA, or, put all your points in in STA. Skills that are good for the High Stam Assist are (in order or most to least) Burst Crack, Heap Up, Beef Up, Stonehand, Cats Reflex. Second class job change will be Bill Poster.

There is some controversy over this type of Assist. Since they have the ability to take most if not all of the creatures in a spawn some people hate this type of Assist. This is in part due to some careless players who did in fact take every monster leaving none for anyone else. There are a few things an Assist can do to prevent this like only fighting in spawns where there are few people and leaving one or two monsters alone that are near other players.

Battle Support
This is a rare type of build that some argue its effectiveness. This type of Assist can be made several ways. This is just an off of the Full Support build and all of these focus heavily on INT with a secondary focus on STR, STA, or DEX. The reason some like this type of Assist is that their buffs will last, they will be able to solo well, and they can still get power leveled easily. This Assist will use all of the Assist skills. Second job change will be Ringmaster

Hybrid
The Hybrid Assist is the jack of all trades. They can solo, AOE, and support well but not great. This type of assist can change play style quickly to suit a parties needs. This Assist will make use of all the assist skills. Second class job change Bill Poster.

Mercenary
Mercenaries are like the warriors of Flyff. They are very powerful and have high HP. They can withstand most blows and can deal very high damage. They usually use swords and axes as their main weapons.

Builds
There are many ways to use your stat points to make a mercenary, but one of the best ways is with the 20 point gap. The 20 point gap is, like it's namesake, a gap of 20 points between two stats. For mercenaries, the 20 point gap is for strength and stamina. A mercenary's strengths should be 20 points higher than it's dexterity at all times.

2nd Job Classes
At level 60, Mercenaries can change into two different classes, Knights and Blades.

Knight
Knights are like tanks. They have very, very high stamina and can deal very, very high damage. The only weakness is his speed. He is very slow and does not attack that fast. They can still use axes or swords as their main weapon.

Blade
Blades are like ninjas, speedy, quick, and very powerful. They, however, have low defense and HP, but they make up for it with their high dodging rate, and massive attack.