Warriors


Background:


Dragon Warriors is a premier-class isolation, because of their high number of health and armor, including their ability to deal decent melee damage. Their primary function is to close to the enemy when you press the party members. PvP combat, use a courage strong as a blessing against the heavy damage dealers as a magician.


Class Type:


Warriors seek strength constant. They might seem daredeveils because of their desire for power, but the Warriors are endowed with quick wit and a sense good fight. With high health and strength, making their ability to melee attack and defend the avant-garde ideal in all matches.


Gladiators is a fighter high DPS (damage per second) with an incredible AOE skills. They carry around a giant two-handed sword.


The Knights are the oil of high Dragonica Armor defense. They fight in the battle with one handed swords and shields.


    Archers


    Background:


    Projectile weapons load times require long-distance and long term are often considered the weapon more cumbersome and complicated to be competent. Of all the long-range weapons, the bow is especially famous for being the most difficult to control.


    Archers are those who have gone through the struggles and become true conquerors of the bow. It is even more surprising that the archers are not only effective long-term battle, but also effective in the semi-closely.


    They are very competent in hit and run tactics SWIFT. They approach the enemy with guerrilla tactics and key allies to gain time in difficult situations.


    As Elga is a dark force is slowly spreading across the continent, archers have taken their bows to join the war, giving a force invaluable to a small force, but a bulwark in feet between the Lord of Darkness, and freedom.


    Class Type:


    The archers are for those who like creating simple, long, airborne combos. Apparently low in simple wounds, they are attacked for her incredibly fast, the player must be able to "jack-hammering" button to keep the enemy in the air. They are suitable for those who like soft skills in games solo, but a supporting role in the group action. Archer as you are used primarily to add to the damage of the team per second (DPS) to help launch enemies into the air and leave the crowds with Anti-Air Shot.


    At 20, the archers will be promoted:


    Hunters who are skills-intensive child-of-art with "convocation" of the attacks of competence. They use long bows, which have low damage, but at high speed.


    Rangers, a higher base damage, but less skill. Includes rocket launchers, tanks and machine guns of their artillery. They carry crossbows, which give high and low speed.


      Magicians


      Background:


      It is a lonely and difficult path to follow wizards, often created in isolation study of witchcraft.


      Wizards of magic even more love than anything else. Thus, it can withstand all the difficulties that face the Magic Tower. Although I am only a magician apprentices, are wiser and more reasonable than anyone else in the real world. They came for the magic tower to study witchcraft to establish a new principle of witchcraft. However, the crisis has become the continent would not allow them to dedicate themselves to their research. They understood that the end of the study, they need to run out of the crisis in the world. Do not hesitate to run into a war knowing that there is a marked difference between study and learn how to learn from the battle.


      Class Type:


      As is typical of any RPG class magician, the magician is the best "players Nuker". Their high damage output to compensate for the lack of health and physical defense. People normally extracted from nature, the importance of the parties is to break down the enemy fast and hard. They have different area of ​​effect spells that can inflict damage to multiple enemies at once. In addition to long-range magic spells that can deal with a quantity rather excessive damage when used properly. Moreover, the only class, access to skills of healing, are wanted in the party and are very versatile.


      After reaching a minimum level of 20, Wizards can be:


      Acolytes: well-rounded range of Magic, which focuses mainly on healing. They continue to use spells. DPS high which makes them ideal for killing bosses.


      Battle Mage: Magician offensive Specialized high DPS and a nice ability to AoE. Spears, ability to handle a mild melee.


        Thieves


        Background:


        The thieves, lovers of wild life as seen by the right and noble warriors and magicians, used to walk in the dark alleys of cities and their slums, loved what they did. They and their vast urban network, a hotbed of information ... at a price that is. So accustomed to an ambush, and an excuse, many in their ranks, literally, never fought a battle and direct "honorable". With a strong power and speed, form a special force of unprecedented urban warfare.


        Elga penetrated breath that hovers on the neck, even if the thieves did not take its eyes to the situation of others. Reluctant but resolute, when the Invisible Thief Guild emerged as a tip the scales in favor of a secret society, who used to work against.


        Class Type:


        Thieves can choose between two different paths after reaching Level 20:


        Jesters who use attacks that are visually striking, to accept a more direct style of fighting an entry into force of high surface area. Shall maintain their nails.


        Assassins, who have been detained in contrast, specializes in the battle of the only class that can attack at the Burrow, and at the same time. Blades use a Katar.