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 successful 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 increases damage of bows
 * INT (Intelligence)- affects the max MP and the length of buff type skills increases damges of magic skills ( mage and ranger)

Classes
You can make up to 4 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, Flurry , 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, Flurry 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.

Bill Poster
Bill Poster is one of the 2nd jobs an assist can select. This job is usually selected by people who like the fighting type of play: soloing, AOE, and such. usually, most of the points when your a BP are invested of STR in order to do more DMG. They fight with the knuckle, and have plenty of strong attack skills. As a BP it is still possible to use your Asist buffs [with a stick]. also there are different kinds of bill poster's some are the STR build wich is mostly STR and a little STA

Ringmaster
The support type. They level faster and [in high levels] get good money. The play type is usually to connect to a party or find a partner. The ringmaster heals and buffs while the partner\ party fights. However, there is a fighting base ringmaster players, which can solo and fight by using his buff skills on himself. This type is rare and not all agree on his effectives.

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 it all depends on whether you're going to make a Knight or a Blade. It also depends on whether it's a strength Blade you will be building or a dex Blade you will be building. There are many variations, but there hasn't been a perfect build. However many go with these builds for a Knight and a Blade. Knights are slow but powerful, they can dish out a great deal of damage. You can put more dex in your build to make the attack speed faster. Blades are strong. Stronger than knights, but Blades lack one thing. Defense. Without a high defense, people who are Blades need to use a lot of food.

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. They can still use axes or swords as their main weapon. For Knight builds, you would need high dexterity and high strength. Many people who use Knights cap their dexterity at 15 forever and only concentrate on strength and stamina. However, because of this Knights tend to miss a lot, they only use skills such as splmash and keenwheel, and they are very hard to level up to make an AOE (Area Of Effect) Knight. Because of this, in certain builds, Mercenaries who want to be Knights use a Blade build until they turn into a Knight and then, they use a restat. The only problem with this is that restats are very expensive.

Most Knights like to go AoE as it is a quicker way to level that 1v1. Some builds are:


 * 50 str
 * XXX sta
 * 15 dex
 * 15 int


 * XXX str
 * 130 sta
 * 15 dex
 * 15 int

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. For Blade builds, they level up very quickly due to their great stats. There are two types of Blade builds: one that focuses on strength, and one that focuses on dexterity. The strength build is more of the one hit one kill type and the dexterity build focuses more on making a better average damage. Also the dexterity based Blades tend to hit critical hits more due to their high dexterity.

Acrobat
Acrobats use bows and yoyos. They are probably one of the most chosen characters in Flyff (after blades). Acrobats focus on doing fast damage and will mostly use only dex-based builds.

Ranger
Rangers are like mages: they use bows with enchanted arrows to hit their enemies hard and fast. Ranger skills use MP so you will need int to get enough MP and extra skill damage. Rangers builds are mostly:
 * str: 15
 * sta: 40-50
 * dex: 80-90
 * int: xXx

or

(Rangers aren't very popular because you will need to spam your skill to get to lvl 60 and become a ranger.) (As far as my research has gone a ranger hardly touches int. Int adds a slight damage bonus to Flame-Arrow but nothing near to the block, evasion and damage that dex gives.(left the first build in just to be kind))
 * str: 15
 * sta: 40-60
 * dex: xXx
 * int: 15(-20)

Jester
Jesters are played in 2 forms:
 * 1) the real jester which uses yoyos to knock back his enemy and deal great damages without getting a scratch on themselves, or…
 * 2) a bow jester: bow jesters use the extra critical you get from being a jester (every 10 dex you get 4% critical). Because bow jesters go for a full dex build they will have on lvl 60 48% bonus critical (they never miss and always crit).

Yoyo jester builds are very diverse.

Build Time!!!!!
Now it is time for builds, first off I will start with Pre-90 builds. Builds differ for 2 main reasons at 90 which I will explain in a bit.

This first build is what I used from 80-90 and I wish I used it sooner.


 * xXx Str
 * 15 Sta
 * 83 Dex

With the Historic yoyo I hit 90 Dex, add max Cannon into that I will be at 110 Dex. That gives me 44% crit+40% Crit from Crit swing giving me a grand total of 84% Crit. With this build I was out leveling everyone I saw and I was able to laugh at every classes damage output because mine was far better.

Second build is what I read in a guide way long ago, and decided to use it. This build is pretty good and worth it at pre-90.


 * xXx Str
 * 15 Sta
 * 65 Dex

Historic yoyo +Cannon lets us be at 92 Dex which is the speed break. This will only let us be at 76% Crit rate but you will still be leveling pretty fast. Those are the only two builds I would ever think of using as a Jester before 90.

Level 90 Builds
At 90 we get two very important things at our disposal which is why we can cut our Dex way down. We get our 90 set which gives us 15% Crit, and we get GT.(Reminder these builds our including the fact that you get 2 Dex from a +8 set, and 7 from Historic yoyo)

First up is the one I am currently using and will probably use forever.


 * XxX Str
 * 15 Sta
 * 41 Dex

With our set, yoyo, and cannon we hit 70 Dex, add Crit Swing, and our 90 set we hit 83% Crit. This is a very good number to stick with. With Gt we also get 100% attack speed which means we just get to kill everything in site.

The second build has slightly more Dex.


 * XxX Str
 * 15 Sta
 * 51 Dex

With the set, yoyo, and cannon we hit 80 Dex adding to a whopping 87% Crit. This is the highest I would ever get my Crit to, I think anymore is sacrificing too much Str. (with thanks to iluvya with his/her guide

Bow jester build (always the same):
 * str: 15
 * sta: 15
 * dex: XXX
 * int: 15