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Sunday, August 17th, 2008
Bellato
| Bellato Federation | |
| Hero | Be Hammer |
| Special Weapon | Massive Armored Unit |
| Area | Solus Settlement, Anacaade Settlement, Bellato HQ, Sette Union Port, Ether Bellato Wharf, Crag Union Port |
| Government | Federation, Union |
| Life Expectancy | 150 years |
| Procreation | 1 Year |
| Time taken to reach adulthood | 22 years |
Introduction
Due to the intense gravity on their home planet, the Bellato are the smallest people. They are a race of inventors that are able to combine creative tools and weapons with the Light form of universal magic. The Bellato enter the war as the least physically capable and yet given their ingenuity they have the potential to become the strongest. Before they became the Bellato Union, however, they were the Bellato Empire, who seized control after the Cora civil war but were beaten by the Accretians. Under such sustained attacks they fell from power, yet they have bided their time until they can become a force to be reckoned with once again.
[edit] Background Story
The mechanized equipment was initially produced for use in scientific progression, and was used on construction sites in the past and not for battle purposes. As the technology progressed, more diverse types of armour equipment were mass-produced and as the armour unit became more established it was placed into live battle zones.
Those early battles featuring the armoured machines saw some impressive victories for the federation. This led to the national defence expenditure increasing, with the army gearing towards producing more of the armour units. However, in the course of the Novus War, the armour units previous criminal records coupled with a series of defeats in battle to the Accretian launcher units, saw the internal position of the unit’s effectiveness within the army weakened. These defeats where largely as a result of the armoured units not being designed in consideration of the geographical features of the Novus Planet, but after the rights to manufacture was handed over to the civilian contractors, they were remodelled to suit the landscape of Novus.
As the efficiency of the armour units dropped due to the huge operational costs involved, the federations peace committee decided to close down the armour unit group. The armoured units can be divided into two types; one constructed as a field style unit and the other as a siege warfare unit. The Siege unit was very complicated to produce and required vast amounts of consumable resources, more than the federation could really sustain. The Field Armour unit in contrast was better suited to mass production as it was possible to produce them economically and for this reason they are more widely available. The committee then became unsure as to how to dispose of the units, so they decided that the civilians could dispose and trade the units at a low price, but a law was passed due to the powerful firepower of the units to ensure that they were not used outside of the army.
[edit] Bellato Society
Bellateans learned early on that the fastest way to develop technology and profit is for their people to be happy. A happy person is a productive person. This is why they have freedom of expression and individualism. They have long understood that freedom drives minds to think better, rather than oppression. This is why Bellato citizens enjoy many freedoms and liberties.
However, most, if not all of the dominant Bellateans are members of Houses. Houses are congregations of individuals who share the same blood (family ties being taken very seriously by Bellateans) and/or interests (wealth and power being taken much more seriously by Bellateans).
Success breeds success, and while Bellateans promote individual achievement, over the years, the same families harvest most of the wealth and power. Influential Bellateans then lend money, offer services or help to lesser ones, for the conduct of their business or other matters, and strong ties develop between the two sides. Soon enough, it is a vast network of interests that emerges. A House. Several networks can intertwine, of course, but the core of every one of them is a powerful and identifiable family that will do its best to keep the relatives, allies, and clients in line with the House’s interests.
[edit] The Union
The Union is the Bellatos military and colonization force.
The Bellato Union utilise machines and some magic in their culture. Renowned for their great mechanical minds, intelligence and hand-eye coordination, the Bellato can construct huge armoured battle mechs and weapons to use in the war. Though they are physically strong and intelligent, the huge gravitational energies from their home planet have left the Bellato with smaller builds. The Bellato are experienced traders and their financial minds and greed have driven the need to extend out to other planets, to colonize and claim resource. To expand to the rest of the universe, the Bellato have to ensure that the Novus Sector doesn’t fall under the supremacy of the Accretia or Cora. This desire to expand and grow will no doubt leave the galaxy engulfed in turmoil and chaos.
[edit] Bellato Classes
[edit] Ranger
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[edit]
Desperado (Lv30)
Desperado take advantage of both long range and close range skills to dominate the battle. They are looked at as the damage-dealing junior ranger class.
Class Bonus,
Range PT 91,714
Defense PT 51,589
Basic Range Skill 2,500 (to all)
Lv30 Intense Firearm
Gain 1 skill
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Name | Class | Req. Weapon | Cost | Delay |
| Strength | Desperado | All | 60 (FP) | 10s | |
| Temporary increase to an ally’s ranged attack power. Target: Self (Atk+25%, Duration:120s) |
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[edit]
Hidden Soldier (Lv40)
They are the secretive Desperado unit of the Bellato Union. They are best with firearms and are positioned at the rear of the battle lines to attack from a distance. This class change is only available if your character was first a Desperado.
Class Bonus
Range PT 944,327
Defense PT 225,350
Basic Range Skill 13,044 (to all)
Expert Range Skill 19,566 (to all)
[30,000] Terra Ammunition
Gain 2 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Eagle Cruiser | Hidden Soldier | Firearm | 90 (FP) 120 (SP) | 20s | |
| Fires a series of shots at an enemy. Target: Another Race, Monster | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Quick Attack | Hidden Soldier | All | 90 (FP) | 10s | |
| Reduces all skill reuse timers. Target: Self (skill cool down -3s, Duration: 240s) |
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[edit]
Sniper (Lv30)
Snipers specialize in long range combat, making close-range attacks very risky. They do have sneaky class abilities that make them great for scouting or laying traps.
Class Bonus
Range PT 91,714
Defense PT 51,589
Basic Range Skill 2,500 (to all)
Lv30 Intense Bow
2x Blasting Powder Trap
Gain 3 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Find Trap | Sniper | All | 60 (FP) | 10s | |
| Searches the immediate area for traps set by enemy players. | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Shadow Walker | Sniper | All | 60 (FP) | 10s | |
| User becomes invisible for a certain amount of time. Target: Self (Duration: 120s) |
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Name | Class | Req. Weapon | Cost | Delay |
| Trapping | Sniper | All | 0 | 0 | |
| Sets a trap on the ground using a trap kit. Passive skill(no need to activate) Target: Another Race | |||||
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[edit]
Infiltrator (Lv40)
A secretive force! Using stealth, their mission is to infiltrate enemy lines and demoralize them using their trapping skills or stealth attack. This class change is only available if your character was first a Sniper.
Class Bonus
Range PT 550,857
Defense PT 450,701
Basic Range Skill 13,044 (to all)
Expert Range Skill 19,566 (to all)
Lv40 Throwing Knife (white/normal)
3x Advanced Blasting Powder Trap
Gain 2 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Fatal Step | Infiltrator | Throwing | 90 (FP) 120 (SP) | 30s | |
| Massive damage to an enemy by attacking vital organs. Target: Another Race, Monster | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Trap Box | Infiltrator | All | 0 | 0 | |
| *Passive* Permanent increase to the maximum amount of traps that can be deployed at any one time. | |||||
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[edit]
Sentinel (Lv40)
Special defense force of the Bellato Union. Their unique skills can render their opponent’s force ability powerless, and they use holy force in order to protect themselves. This class change is only available if your character was first a Sniper or Desperado.
Class Bonus
Range PT 826,286
Defense PT 300,467
Basic Range Skill 13,044 (to all)
Expert Range Skill 19,566 (to all)
[30,000] Terra Advanced Beam Cell
Gain 3 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Divinity | Sentinel | All | 90 (FP) | 20s | |
| Instantly removes all “debuff” spells and negative effects on the user. Target: Self | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Mental Assault | Sentinel | All | 90 (FP) | 50s | |
| Reduces an enemy’s maximum FP and causes FP costs to rise. Target: Another Race (4/5 Max FP, FP Costx2, Duration:?) |
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Name | Class | Req. Weapon | Cost | Delay |
| Scamper | Sentinel | All | 90 (FP) | 60s | |
| Temporary increase of walk / run speed. Target: Self | |||||
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[edit] Spiritualist
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[edit]
Psyper (Lv30)
Psypers have greater force power than all other classes. They make use of this great force to overcome their enemies, and rarely use supporting force skills.
Class Bonus
Fire/Aqua/Earth/Air Basic 10,000
Lv30 Staff
Gain 1 skill
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Name | Class | Req. Weapon | Cost | Delay |
| Edian’s Soul | Cypher | All | 60 (FP) | 10s | |
| Temporary increase to an ally’s attack power. Target: Self (Atk+25%, Duration:120s) |
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[edit]
Wizard (Lv40)
These are the most offensive spiritualists in the Union. They make great use of the staff and dish out very effective damage. This class change is only available if your character was first a Psyper.
Class Bonus
Fire/Aqua/Earth/Air Basic 58,696
Fire/Aqua/Earth/Air Expert 58,696
1 Elite fire spell of choice.
Gain 3 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Sage Force | Wizard | All | 90 (FP) | 10s | |
| Temporary increase to self magic accuracy. (Dmg +10%, Accuracy +30, Range increases) Target: Self | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Deadly Staff | Wizard | Staff | 90 (FP) | 20s | |
| Attacks and attempts to stun an enemy with staff. Target: Another Race, Monster | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Force Impact | Wizard | Staff | 90 (FP) 120 (SP) | 30s | |
| Damages an enemy and is resist piercing. Target: Another Race, Monster | |||||
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[edit]
Chandra (Lv30)
Chandras do not focus on battle. They make use of their abilities to help their allies instead. Their abilities are made up of holy force.
Class Bonus
Holy Basic 30,000
Lv30 Staff
Gain 2 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Recall | Chandra | All | 60 (FP) | 600s | |
| Returns user to Chandra. Must be in the same location. | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Healing Wind | Chandra | All | 60 (FP) | 6s | |
| IInstantly recover HP of all group members. (Max HP Recover 50%) Target: Same Race | |||||
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[edit]
Holy Chandra (Lv40)
They are at the peak of mastering the holy force. They can blind their opponents and have maximum healing abilities. A valuable support class for any party. This class change is only available if your character was first a Chandra.
Class Bonus
Holy Basic 117,393
Holy Expert 117,393
1 Elite holy spell of choice.
Gain 3 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Intensive Meditation | Holy Chandra | All | 90 (FP) | 10s | |
| Reduces all skill reuse timers. Target: Self (skill reuse timers-2s, Duration:240s) |
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Name | Class | Req. Weapon | Cost | Delay |
| Nerve Fuzz | Holy Chandra | All | 90 (FP) | 60s | |
| Blinds an enemy, reducing their accuracy and hit rate. Target: Another Race | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Recovery Circle | Holy Chandra | All | 120 (FP) | 8s | |
| Instantly recover HP of all group members. (Max HP Recover 80%) |
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[edit]
Astralist (Lv40)
They usually support their allies rather than fight on the front lines. Their unique abilities allow them to flee the danger of battle to safety with their party members. This class change is only available if your character was first a Psyper or Chandra.
Class Bonus
Dark/Fire/Aqua/Earth/Air Basic 58,696
Dark/Fire/Aqua/Earth/Air Expert 58,696
1 Elite debuff spell of choice
Gain 3 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Escape | Astralist | All | 90 (FP) | 10s | |
| Teleports self to user’s bind point. Work in battle mode. Target: Self | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Force Freezing | Astralist | All | 90 (FP) | 60s | |
| Temporary make you immortal, but causes immobilization. Target: Self | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Return Gate | Astralist | All | 90 (FP) | 300s | |
| Teleports entire party to user’s bind point. | |||||
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[edit] Warrior
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[edit] Commando (Lv30)
Commandos are a typical type of warrior. They prefer to use 2-handed weapons to crush their enemies and focus on close-range combat with an effective skill that increases their attack power.
Class Bonus
Melee PT 91,714
Defense PT 51,589
Basic Melee Skill 2,500 (to all)
Lv30 Intense Melee Weapon
Gain 1 skill
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Name | Class | Req. Weapon | Cost | Delay |
| Howl | Commando | All | 60 (FP) | 10s | |
| Temporary increase to attack power. Target: Self (Atk+25%, Duration:120s) |
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[edit] Berserker (Lv40)
Berserkers are the most specialized in close-range combat. The name “Berserker” comes from a legendary warrior of ancient times who only focused on offense. This class change is only available if your character was first a Commando.
Class Bonus
Melee PT 826,286
Defense PT 300,467
Basic Melee Skill 13,044 (to all)
Expert Melee Skill 19,566 (to all)
99 “Bust Potion” (+50% attack for 5 minutes)
Gain 3 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Double Crash | Berserker | Knife, Sword, Axe, Mace, Spear | 90 (FP) 120 (SP) | 5s | |
| Strong spinning attack against one enemy. Target: Another Race, Monster | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Laboring Breath | Berserker | All | 90 (FP) | 60s | |
| Snares an enemy, reducing their movement speed. Target: Another Race, Monster (Duration:30s) |
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Name | Class | Req. Weapon | Cost | Delay |
| Beast Eye | Berserker | All | 90 (FP) | 10s | |
| Increases Attack and Dodge. Target: Self (Dmg+15%, Dodge+15, Duration:240s) |
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[edit] Miller (Lv30)
Millers are warriors focused on defense. They are commonly seen wielding a sword and shield combination rather than 2-handed weapons. They play an important role in the Bellato ranks.
Class Bonus
Melee PT 61,143
Defense PT 34,393
Shield PT 34,393
Basic Melee Skill 2,500 (to all)
Lv29 Intense Shield
Gain 2 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Defender | Miller | All | 60 (FP) | 10s | |
| Temporary increase to self defense rating. Requires the user to have a shield equipped. Target: Self (Def+30%, Duration:120s) |
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Name | Class | Req. Weapon | Cost | Delay |
| Taunt | Miller | All | 60 (FP) | 10s | |
| Causes NPC enemies in the immediate area to attack the user instead of others. Target: Monster | |||||
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[edit] Shield Miller (Lv40)
Shield Millers are at the forefront of every battle. They specialize in defensive power and stand to protect their allies with deadly abilities such as absorbing their opponent’s HP. This class change is only available if your character was first a Miller.
Class Bonus
Melee PT 413,143
Defense PT 300,467
Shield PT 300,467
Basic Melee Skill 13,044 (to all)
Expert Melee Skill 19,566 (to all)
99 Protect Potion (+50% def for 5 minutes)
Gain 2 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Fortification | Shield Miller | All | 90 (FP) | 10s | |
| Temporary increase to defense rating and block rate. Requires user to have a shield equipped. Target: Self (Def+40%) |
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Name | Class | Req. Weapon | Cost | Delay |
| Blood Suck | Shield Miller | All | 90 (FP) | 20s | |
| Damages an enemy and slightly restores the HP of the user. Target: Another Race, Monster | |||||
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[edit] Armsman (Lv40)
Armsmen specialize in using the Mace as their primary weapon. They have a very good balance of offensive and defensive abilities. This class change is only available if your character was first a Miller or Commando.
Class Bonus
Melee PT 550,857
Defense PT 450,701
Basic Melee Skill 13,044 (to all)
Expert Melee Skill 19,566 (to all)
99 Bust Potion (50% atk) or Protect Potion (50% def)
Gain 3 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Judgement | Armsman | Hammer | 90 (FP) | 20s | |
| Creates a shockwave that stuns nearby enemies. Target:Another Race, Monster | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Stamina Zero | Armsman | All | 90 (FP) | 40s | |
| Lowers an enemy’s max stamina and slows their stamina recovery. Target: Another Race | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Perfect | Armsman | All | 90 (FP) | 10s | |
| Temporary increase to aiming ability. Target: Self (Accuracy+50, Duration:240s) |
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[edit] Specialist
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[edit]
Craftsman (Lv30)
The Craftsman’s duty is to mine and process ore to produce weapons and armor for the race. They have proven invaluable to guilds and an essential element to the success of the Bellato Union. They do not focus on combat. Becoming a craftsman sets you on your way to become a Mental Smith at level 40.
Class Bonus
Weapon/Shield 500
Armor 500
Ammo 4500
Light Guard Tower (x3)
Ruby (x6) and Crystal (x6)
Gain 1 skill
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Name | Class | Req. Weapon | Cost | Delay |
| Set Guard Tower | Craftsman | All | 0 | 0 | |
| Constructs a stationary defense turret that automatically fires upon nearby enemies. | |||||
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[edit]
Mental Smith (Lv40)
These soldiers bear the task of supplying armor to their race. They spend their time crafting and perfecting their skills of trade. They have a unique ability to revive their allies but only limited combat capabilities. This class change is only available if your character was first a Craftsman.
Class Bonus
Weapon/Shield 600
Armor 600
Ammo 10,000
Defense PT 180,280
Choice of amulet* (12% HP/FP increase) or 10 high-grade gems of choice. (*Amulets cannot be traded or removed from the character.)
Gain 2 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Gauge Recovery | Mental Smith | All | 90 (FP) | 20s | |
| Restores DP gauge of ally. Target: Same Race | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Rebirth | Mental Smith | All | 240(HP/FP) 480(SP) | 60s | |
| Resurrects a fallen ally. Target: Same Race | |||||
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[edit]
Driver (Lv30)
The Driver’s main focus is on handling the MAU. Drivers are feared in the field of battle.
Class Bonus
Gain 1 skill
| Name | Class | Req. Weapon | Cost | Delay | |
| Driver | Driver, Armor Rider | All | 0 | 0 | |
| *Passive* Allows the use of MAU | |||||
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[edit]
Armor Rider (Lv40)
Masters of the MAU, only the best MAU pilots may join the Armor Rider unit. They are qualified to pilot the all-new Black MAU or BMAU. Feared in battle and glorified at home. 
Class Bonus
Unit PT 10,000,000
Defense PT 90,140
Choice of amulet* (12% HP/FP increase) or 10 high-grade gems of choice. (*Amulets cannot be traded or removed from the character.)
Gain 2 skills
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Name | Class | Req. Weapon | Cost | Delay |
| Armored Mastery | Armor Rider | All | 0 | 0 | |
| *Passive* Increase to the attack and defense power of the user’s MAU. | |||||
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Name | Class | Req. Weapon | Cost | Delay |
| Armor Repair | Armor Rider | All | 0 | 0 | |
| *Passive* All MAU repair costs are reduced by 30% automatically. | |||||
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[edit] The MAU
The MAU has many upgrades which are labeled based on their color.
[edit] MAU Upgrades
12 Unit PT – Advance Headpiece (Goliath, Catapult) Increases accuracy
15 Unit PT – Booster(Goliath, Catapult), Backpack (Goliath, Catapult), Earthquake Punch Arms (Goliath), Flame Blaster Arms (Catapult)
30 Unit PT – Cutter Arms (Goliath), Rocket Launcher Arms (Catapult)
40 Unit PT – Net Gun (Sub-weapon Goliath), Multi Missile (Sub-Weapon Catapult)
Once you get 40 Unit PT you can upgrade your MAU with a sub-weapon. The Goliath has a Net Gun which can pin down an enemy for 10 seconds, this prevents them from moving and attacking. The Catapult gets a Multi-Missile Launcher, currently available missile’s decrease defense and evasion rate’s of your foes. Each sub-weapon ammo clip can only be used 10 times before you need another clip (you can carry multiple clips). These clips cost around 33,000 varying dependent on your race’s current tax rate.
Level 35, 52 Unit PT – Advanced Scissors (Goliath) Galvanic Gatling Gun (Catapult)
Level 37, 62 Unit PT – Last Weapon Upgrades and Leg Armor Upgrade +10 elemental defense
Level 38, 75 Unit PT – Last Chest Armor Upgrade with more DEF
[edit] BMAU Upgrades
Once you reached level 40, become an Armor Rider and have 80 Unit PT you will have new upgrades available. All except the booster. Upgrading will result in having a Black MAU or BMAU.
Upgrades for Armor Riders Level 40-50
[edit] Goliath Upgrades
LV41 80pt Energy Booster (ST500+ 8 ammo)
LV42 88pt Correct Eye Head (Def 891, increase 40 from LV40’s Head)
LV43 81pt Electro Knife Arm (Attack 9205-10228)
LV45 78pt Type C Missile (longer range than previous one, and the looks) F. Reflet Leg (Def 2552 resist 15, increase 671 from LV40’s Leg)
LV48 93pt new arm, head, and armor. Names not confirmed, only arm’s attack power is known 16237-18040
[edit] Catapult Upgrades
LV41 80pt Mega Megazine Tab (ST10 + 4 ammo)
LV42 88pt Correct Catapult Head (Def 821)
LV43 81pt Advance Gattling Arm (Attack 9205-10228)
LV45 78pt Type C Missile (Longer Range) Harden Steel Leg (Def 1861 Resist 15)
LV48 93pt new arm, head, and armor.
[edit] The Red MAU
The Red MAU becomes available at level 50.
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Its size is larger than the original BMAUs and MAUs. It has a much faster attacking rate and increased hit rate. Cross class specialists are able to ride a Red MAU. Red MAU users also gain 2 new skills
Red MAU have 2 skills of self buff, 1 attack skill, and 1 passive skill. Buff skills are +30% attack and +30% defence, only one buff can be activated at a time. A passive skill called critical mode is implemented wherein when the Red MAU reaches 5% of its remaining hp, it will let you choose the option of self destruct mode, after choosing self destruct mode you cannot get out of your Red MAU and will wait for 10 sec till explosion (max damage 24089-27086 area attack within a 20 cm radius and can be interrupted). Ramming Skill is Implemented on Monsters (not to other races, max damage 20764-24857) it is a splash damage skill which causes the FP gauge to deplete a little (FP gauge are like gas tanks). FP gauge is enabled for self buff and ramming skill. Frame HP recovery tanks are sold separately to the MAU NPC (the pots for MAU, it doesn’t really help though cause it just heals 500 hp per tank and it’s very cheap).
[edit] Red Goliath
The Red Goliath has more powerful blade arms (max damage 25367-31568) The net gun of the Goliath Red MAU causes some slight damage and applys the a debuff that keeps the target from moving, attacking or even use potions for 10 seconds.
[edit] Red Catapult
The Catapult’s Vulcan deals more damage (max damage 24791-29246) The Catapult’s sub weapon is now a charging particle cannon (max charging time 25 seconds with max damage 39745-43063) and applys the -50% evade and -50% defense debuff but it has a long cooldown time of 2 mins, and only 10 of these bullets can be carried. A new set of bullets are available that increase the attacking power of the Catapult Red MAU.
Teal MAU[Goliath] & Blue MAU [Catapult]
This MAU available in lvl 55 Goliath attack arms named Titan Impact Arm[max damage 36k - 46k. The Catapult attack arms named Judgment Rail Cannon Arms [ max attack 48k - 52k].
[edit] Cora
| Holy Alliance of Cora | |
| Heroine | Jiz Kadasha |
| Special Weapon | Animus |
| Area | Haram Stockade, Numerus Stockade, Cora HQ, Sette Alliance Port, Ether Cora Wharf, Crag Alliance Port |
| Government | Theocratic, Alliance |
| Life Expectancy | 200 years |
| Procreation | 3 months |
| Time taken to reach adulthood | 16 years |
[edit] Background Story
DECEM has created the world to turn oblivion into beauty, and the Corites to enforce his will. Knowing they are the chosen race, Corites have organized their society accordingly to their faith in their god. Everything they do in “This Life” is to ascend to a high station or being, gaining them a closer relationship with their god. It is evident that those who do enforce His will are granted more powers, abilities and become stronger in the use of the Darkling Force, the most precious gift Decem has made to His children.
DECEM states that Corites must not harm the planet or any planets they inhabit, that they must insure its well being and take care of it, for harming the planet would be harming DECEM himself. Corites are permitted only to use the resources they need to expand and move on to help fulfill the will of DECEM. They do all things within nature, heightening it in its vast beauty. The Corites refine metals with the Darkling Force, combining alloys without causing pollution to create their items and weapons. All of their items are technologies empowered by the Darkling force.
Corite clothing and armours are made from nothing but natural materials, the clothing they wear is loose and allows for a lot of flexibility. It is the Corites’ belief that their bodies are a shrine to DECEM, for he created them. Corites hold beauty with a lot of value, and take care of their bodies and hygiene extremely well. They love and respect their bodies as to act in perfect unison within DECEM.
All foods and consumables eaten by the Corites must be blessed by DECEM before they eat them. In accordance with their beliefs, all the food they ingest is to be completely natural wholesome foods grown specifically by the Corites for the purpose of eating, using only natural means to create the sustenance which they require to survive.
[edit] Cora Society
Corite society is based on a caste system of governance. This caste system is by abilities; the Corites are organised into their castes solely based on their relevant skills in life, their devotion and their dedication to Decem’s will. In this way, the castes function much like that of old ‘tribal clans’ where priests were of a higher station than warriors and they in turn were of a higher station than workers. One’s strength in the Darkling Force and capacity to serve Decem and enforce His commands set their caste. The Spiritualist is the highest caste because they have the gifted strength in the Darkling Force.
The entire populous is grouped into one of these castes; once in a caste, the other members become your family, blood relationships are not a priority amongst the castes. Indeed, nothing is to be put before Decem, and marriage is not to be allowed because of the conflicts that could arise between family and god. Because everything Corites do reflects on she/he to their god, their children of course are a direct reflection on them. Seeking out the best possible mate to have children with is a very major decision. Corite children are raised in schools and only staying with their parents during vacations and Holy celebration’s. The Corites use the term Sires for parents, not showing either one mother/father as more important than the other.
[edit] The Holy Alliance
The Holy Alliance Cora is a spiritual civilization with a firm belief in religion and the magical arts. Though the history of the Cora has been built on religious wars, which has created multiple states and nations, the country is strongly unified through its core religious beliefs. The Cora people, united as the Holy Alliance, now battle for their survival using the magical powers drawn from their spiritual beliefs, and traditional weapons blessed by their god, Decem.
[edit] Cora Classes
[edit] Ranger
[edit]
Archer (Lv30)
This ranger class is suited for long range combat. Archers prefer to use the classic bow rather than firearms, and because of this their class skills focus on the bow.
Class Bonus
Range PT 122,286
Defense PT 34,393
Basic Range Skill 2,500 (to all)
Lv30 Intense Bow
Gain 2 skills
Constrict – freezes enemy movement and attack (enemy, FP=60, Recharge=20s, Duration=?)
Primal Strike – attack skill that deals critical damage (enemy/mob, FP=60, Recharge=20s, Duration=N/A)
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[edit]
Adventurer (Lv40)
From the experiences of their explorations they have gained remarkable vision of sight. They earned their reputation as the most dangerous archers as far as damage is concerned.
Class Bonus
Range PT 944,327 Defense PT 225,350 Basic Range Skill 13,044 (to all) Expert Range Skill 19,566 (to all) [30,000] Terra Advanced Beam Cell Ammo
Gain 2 skills
Sublime Aim – increases attack power and accuracy (self, FP=90, Recharge=10s, Duration=240s)
True Sight – increases attack range (self, FP=90, Recharge=10s, Duration=240s)
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[edit]
Hunter (Lv30)
Hunters are very similar to Archers, but focus on firearms instead. They are weaker than Archers when it comes to dealing damage. Hunters make excellent spies.
Class Bonus
Range PT 91,714
Defense PT 51,589
Basic Range Skill 2,500 (to all)
Lv30 Intense Firearm
2x Blasting Powder Trap
Gain 3 skills
Dark Shroud – allows player to become cloaked/invisible (self, FP=60, Recharge=10s, Duration=120s)
Trap Skill – allows player to set a bomb trap (ability, FP=0, Recharge=0, Duration=N/A)
Detector – allows player to detect enemy traps (self, FP=60, Recharge=10s, Duration=120s)
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[edit]
Assassin (Lv40)
The secret Assassin force of Decem’s sanctuary. They are sneaky and make good use of stealth.
Class Bonus
Range PT 550,857 Defense PT 450,701 Basic Range Skill 13,044 (to all) Expert Range Skill 19,566 (to all) Lv40 Throwing Knife (normal/white) 3x Advanced Blasting Powder Trap
Gain 2 skills
Sneak Attack – stealth attack skill from cloaked state (enemy/mob, FP=90 + SP=120, Recharge=30s, Duration=N/A)
Trap Box C Increases amount of traps you can set (ability, FP=0, Recharge=0, Duration=N/A)
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[edit]
Stealer (Lv40)
They’re a skilled group who like to think and act for themselves. They do whatever it takes to survive and are labelled as Stealers by the Bishop.
Class Bonus
Range PT 826,286
Defense PT 300,467
Basic Range Skill 13,044 (to all)
Expert Range Skill 19,566 (to all)
[30,000] Terra Mineral Magazine or [30,000] Terra Laser Magazine.
Gain 3 skills
Feign Death – feign death (self, FP=90, Recharge=60s, Duration=30s)
Confusion – increases FP cost and decreases max FP (enemy, FP=90, Recharge=50s, Duration=?)
Parry – increases evasion while lowering attack power (self, FP=90, Recharge=60s, Duration=30s)
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[edit] Spiritualist
[edit] Caster (Lv30)
The Caster type focus on the power of the staff and deal pure elemental damage. Their high force attack power and HP makes them great for combat.
Class Bonus
Fire/Aqua/Eart/Air Basic 10,000
Lv30 Intense Staff
Gain 1 skill
Concentration – increases attack power by draining stamina (self, SP=120, Recharge=10s, Duration=120s)
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[edit] Warlock (Lv40)
They study for the efficient use of Force. They have the power to freeze their enemies in their tracks and a special force attack spell. Their high accuracy makes them great against enemies with high evasion.
Class Bonus
Fire/Aqua/Earth/Air Basic 58,696
Fire/Aqua/Earth/Air Expert 58,696
1 Elite fire spell of choice.
Gain 3 skills
Meditation – increases magic attack accuracy (self, FP=90, Recharge=10s, Duration=240s)
Stone Curse – freezes enemy’s movement, attack, and healing abilities. (enemy, FP=90, Recharge=60s, Duration=?)
Force Strike – attack spell that strikes from long distances (enemy/monster, SP=120, Recharge=30s, Duration=N/A)
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[edit] Summoner (Lv30)
Summoners focus on the study and use of the Animus C creatures from a higher realm with various uses. This class is more diverse and benefits from higher Dark Force, but suffers from lower HP than the Caster.
Class Bonus
Dark Basic 30,000
Summon PT 100,000
Lv25 Animus (Paimon, Inanna, or Hecate)
Gain 1 skill
Summon – ability to summon from four types of Animus (ability)
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[edit] Grazier (Lv40)
Graziers are masters of the Animus and can harness their true powers.
Class Bonus
Dark Basic 117,393
Dark Expert 117,393
Summon PT 5,518,709
Lv35 Isis or 1 Elite dark spell of choice.
Gain 3 skills
Animus Heal C heals all desummoned animus (self, FP=90, Recharge=30s, Duration=N/A)
Quick Summon – removes a 30 second delay between desummoning and resummoning Animus (self, FP=90, Recharge=30s, Duration=N/A)
Elite Animus – increases Animus attack power by 60% (self, FP=120, Recharge=30s, Duration=240s)
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[edit] Dark Priest (Lv40)
The Dark Priest watches and protects its allies in the field of battle. They are given the unique ability to escape from battle at will.
Class Bonus
Dark/Fire/Aqua/Earth/Air Basic 58,696
Dark/Fire/Aqua/Earth/Air Expert 58,696
1 Elite debuff spell of choice
Gain 3 skills
Aegis – damage taken is converted from HP to FP drain (self, FP=90, Recharge=60s, Duration=60s)
Return Gate – set up a portal back to your binding location (party, FP=90, Recharge=300s, Duration=?)
Escape – teleport to your binding location (self, FP=90, Recharge=10s, Duration=N/A)
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[edit] Warrior
[edit] Champion (Lv30)
Champions are not the main force of the Holy Alliance, but are more like general infantry soldiers. This warrior class focuses primarily on offense over defense.
Class Bonus
Melee PT 91,714
Defense PT 51,589
Basic Melee Skill 2,500 (to all)
Lv30 Intense 2H Melee Weapon
Gain 2 skills
Vital Power – increases chances of critical hit (self, FP=60, Recharge=10s, Duration=120s)
Faith – increases attack power and defense stat (self, FP=60, Recharge=10s, Duration=120s)
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[edit] Templar Knight (Lv40)
They are blessed by Decem with maximum physical ability. These holy champions deal strong and effective blows which makes them feared on the battlefield.
Class Bonus
Melee PT 826,286
Defense PT 300,467
Basic Melee Skill 13,044 (to all)
Expert Melee Skill 19,566 (to all)
99 Bust Potion (+50% attack for 5 minutes)
Gain 3 skills
Full Swing C a powerful spin attack (enemy/monster, FP=90 + SP=120, Recharge=20s)
Dash – increases speed of movement (self, FP=90, recharge=60s, duration=30s)
Grace C Increases attack accuracy and power (self, FP=90, Recharge=10s, Duration=240s)
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[edit] Knight (Lv30)
The Knight class brings out the best in defense in the Cora race. Their high defense makes them front line units in any battle.
Class Bonus
Melee PT 61,143
Defense PT 34,393
Shield PT 34,393
Basic Melee Skill 2,500 (to all)
Lv29 Intense Shield
Gain 2 skills
Accession – increases HP regeneration and raises defense stat (self, FP=60, Recharge=10s, Duration=120s)
Vampire Groan – absorbs a monsters HP (PvE only, FP=60, Recharge=10s, Duration=N/A)
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[edit] Black Knight (Lv40)
Black Knights are blessed by Dark Force. They use the self-hypnotism of Dark Force to increase their defense ability. They can also hypnotize their enemies into attacking them. Black Knights are heavy infantry with the best defense in the Holy Alliance.
Class Bonus
Melee PT 413,143
Defense PT 300,467
Shield PT 300,467
Basic Melee Skill 13,044 (to all)
Expert Melee Skill 19,566 (to all)
99 Protect Potion (+50% def for 5 minutes)
Gain 2 skills
Barricade – increases defense ability (self, FP=90, Recharge=10s, Duration=240s)
Torment C Forces a target to attack you (enemy/mob, FP=90 + SP=120, Recharge=20s, Duration=N/A)
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[edit] Guardian (Lv40)
They are guardians of Decem’s sanctuary, with the power to make their enemies weak.
Class Bonus
Melee PT 550,857
Defense PT 450,701
Basic Melee Skill 13,044 (to all)
Expert Melee Skill 19,566 (to all)
99 Bust Potion (50% atk) or Protect Potion (50% def)
Gain 2 skills
Swiftness – deacreases the skill recovery time and increases skill attack power slightly (self, FP=90, Recharge=10s, Duration=240s)
Tendon Ripper – lowers enemy attack power (enemy, FP=90, Recharge=60s, Duration=?)
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[edit] Specialist
[edit] Craftsman (Lv30)
The Craftsman’s duty is to mine and process ore to produce weapons and armor for the race. They have proven invaluable to guilds and an essential element to the success of the Holy Alliance. They do not focus on combat.
Class Bonus
Weapon/Shield 500
Armor 500
Ammo 4500
Light Guard Tower (x3)
Ruby (x6) and Topaz (x6)
Gain 1 skill
Set Guard Tower – can create guard towers using gems and Guard Tower parts (ability, FP=0, Recharge=0, Duration=several hours)
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[edit] Artist (Lv40)
Artists bear the task of supplying armor to their race. They spend their time crafting and perfecting their skills of trade. They have a unique ability to revive their allies but only limited combat capabilities.
Class Bonus
Weapon/Shield 600
Armor 600
Ammo 10,000
Defense PT 180,280
Choice of amulet (12% HP/FP increase) or 10 high-grade gems of choice. (Amulet cannot be traded or removed off the character.)
Gain 2 skills
Gauge Recovery – restores a player’s defense durability gauge (ally/self, FP=90, Recharge=20s, Duration=N/A)
Revival – Resurrect an ally (ally, HP=240 + FP=240 + SP=480, Recharge=60s, Duration=N/A)
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[edit] Animus
[edit]
Paimon
[edit]
Hecate
[edit]
Inanna
[edit]
Isis
[edit] Accretia
| Accretian Empire | |
| Hero | Lothan the 3rd |
| Special Weapon | Launcher |
| Area | Armory 213, Armory 117, Accretia HQ, Accretia Sette Port, Ether Accretia Wharf, Crag Empire Port |
| Government | Totalitarianism, Imperialist |
| Life Expectancy | 300 years |
| Procreation | 1 Year |
| Time taken to reach adulthood | 5 years (once training and indoctrination are complete) |
[edit] Background Story
Accretians are organic brains merged into mechanical bodies… Not being mere robots acting accordingly to a rigid piece of software, they are to obey a motive, and that motive is the pursuit of perfection.
While individualism is not promoted, and not even tolerated, self-consciousness does remain; the Accretian society is not to be seen as a hive or a collective mind. The way they are created, educated and indoctrinated makes the Accretians solely concerned by the evolution of the society as a whole. However, perfection at a higher level can only be achieved through perfection at an individual level.
Accretians are the direct descendants of the EMC researchers, the humans who gave birth to Bellateans and Corites through their experiments. Thriving on that heritage, they have brought the intelligence and dedication to science of their ancestors up to new levels.
Accretian culture is all about science and rational thinking. That makes them seek relentlessly for knowledge and rational explanations and solutions to problems, at every level. Be it a soldier learning tactics from past skirmishes or a leading scientist searching new cloning methods by the study of other races’ anatomy.
The Accretian army, being fully mechanised has very few needs, it does however require constant maintenance. Apart from this downtime for repairs, the Accretian army is quite self-sufficient; their robotic bodies completely self sustaining and replenishing their energy and bodily functions where required.
However the human brain inside of the Accretians cybernetic bodies does need to rest every once in a while, the brain is incapable of being on alert constantly without suffering from fatigue, thus when needed to, the Accretians will shut down and ‘rest’ to recover . Despite this biological need to rest, an Accretian are still far stronger than it would be if still in human form. Their metallic bodies also grant the Accretian populace a far superior regeneration capability then that of the Bellateans or the Corites.
[edit] Accretian Society
Accretians are cloned and, during their first years of life, indoctrinated via a combination of neurochemical procedures and education, until they are estimated efficient enough to become fully fledged citizens of the Empire. Then, they undergo a radical surgical procedure to get rid of their weak and disposable flesh and have their brains integrated into mechanized bodies.
Abilities and potential of every Accretian are estimated as early as the first stages of the creation process; education and training unfold accordingly to these estimations. Every Accretian is assigned a specific task, the one at which he will be the most efficient. They embrace it totally; it is their path to perfection.
Accretian society is organized as a strict hierarchy ladder; the upper along the ladder, the more complex and far-reaching the task assigned to the individual. Despite that hierarchy, there are no social classes, not in the way the other races could understand it, for social segregation comes only from resentment and will for changes, and contentment and will for status quo. Such things do not exist in the Accretian society. At least, they shouldn’t…
[edit] The Accretian Empire
The Accretian Empire follows a totalitarian regime where goals are for the Empire, a thought that is embraced by its followers. There is no feeling when it comes to the destruction of other races and for good reason, for the Accretia are a race of mechanized units with a materialistic thinking. The Accretia are proud to be the strongest and most formidable race in the galaxy, and are proud of the huge weapons they have created to kill men, women and all things living. Their need to expand to the further reaches of the universe to become even stronger is paramount and a key driving force to their being. This has inevitably led them to the Planet Novus and the arcane civilizations it plays home to.
[edit] Accretia Classes
[edit] Ranger
[edit] Scout (Lv30)
Scout type of rangers are mixed with combat abilities and special ability. They can fight in long range combat and can lay traps. Their class skill allows them to go invisible and sneak behind enemy lines.
Class Bonus
Range PT 91,714
Defense PT 51,589
Basic Range Skill 2,500 (to all)
Lv30 Intense Firearm
2x Blasting Powder Trap
Gain 3 skills
Cloaking Device – allows player to become cloaked/invisible (self, FP=60, Recharge=10s, Duration=120s)
Trap Skill – allows player to set a bomb trap (ability, FP=0, Recharge=0, Duration=N/A)
Detector – allows player to detect enemy traps (self, FP=60, Recharge=10s, Duration=120s)
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[edit] Phantom Shadow (Lv40)
They attack the main place of their enemy. Strong offense and high speed help them to wound their enemies critically. Their surprise attack is simple yet deadly.
Class Bonus
Range PT 550,857
Defense PT 450,701
Basic Range Skill 13,044 (to all)
Expert Range Skill 19,566 (to all)
Lv40 Throwing Knife (white/normal)
3x Advanced Blasting Powder Trap
Gain 2 skills
Illusionist – stealth attack skill from cloaked state (enemy/mob, FP=90 + SP=120, Recharge=30s, Duration=N/A)
Trap Box – Increases amount of traps you can set (ability, FP=0, Recharge=0, Duration=N/A)
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[edit] Gunner (Lv30)
Gunner type of rangers are well balanced in both close and long range combat. All Accretian classes can use a launcher but Gunners are the class that can use them best.
Class Bonus
Launcher PT 122,286
Defense PT 34,393
Basic Range Skill 2,500 (to all)
Lv30 Intense Launcher
Gain 3 skills
FlashBang – cancels your target’s attack (mob, FP=60, Recharge=10s, Duration=N/A)
Target Fix – precision launcher shot (enemy/mob, FP=60, Recharge=20s, Duration=N/A)
Compound Siege – powerful launcher attack (siege mode) (enemy/mob, SP=240, Recharge=20s, Duration=N/A)
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[edit] Striker (Lv40)
The most powerful launcher class! They are most capable of using the launcher to its maximum capabilities. They are feared as an invincible force.
Class Bonus
Range PT 944,327
Launcher PT 944,327
Defense PT 225,350
Basic Range Skill 13,044 (to all)
Expert Range Skill 19,566 (to all)
[30,000] Terra Rocket Ammo
Gain 3 skills
Dread Fire – powerful launcher attack (enemy/mob, FP=90 + SP=120, Recharge=30s, Duration=N/A)
Doom Blast – powerful combo attack (siege mode) (enemy/mob, FP=120 + SP=360, Recharge=60s, Duration=N/A)
Siege Mastery – increases launcher attack power (self, FP=90, Recharge=10s, Duration=240s)
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[edit] Dementer (Lv40)
They help their allies to escape from danger. They are programmed to sacrifice their lives to complete their mission. They can assist their allies in retreating from battle.
Class Bonus
Range PT 826,286
Defense PT 300,467
Basic Range Skill 13,044 (to all)
Expert Range Skill 19,566 (to all)
[30,000] Terra Ammunition
Gain 3 skills
Self Destruct – turns the user into a time bomb, and decreases HP to 1 (self, FP=90, Recharge=300s, Duration=300s)
Mind Poison – increases FP cost and decreases max FP (enemy, FP=90, Recharge=50s, Duration=?)
Gate Capsule – creates a portal that returns your party to a binding location (party, FP=90, Recharge=300s, Duration=?)
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[edit] Warrior
[edit] Destroyer (Lv30)
Destroyer type of warriors are the main force for the Accretian Empire. They have a similar with other race’s warrior class but their unique class skills make it all the difference. They are specialized in close-range combat and they are the most powerful warriors among all 3 races.
Class Bonus
Melee PT 91,714
Defense PT 51,589
Basic Melee Skill 2,500 (to all)
Lv30 Intense Melee Weapon
Gain 2 skills
Mangle – powerful attack combo (enemy/mob, SP=240, Recharge=20s, Duration=N/A)
Shield Battery – maximum regeneration of HP/FP/SP (self, FP=60, Recharge=10s, Duration=120s)
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[edit] Punisher (Lv40)
This force is organized as a biological force. They target their opponent’s weak points and use their special skills to trap their enemies.
Class Bonus
Melee PT 826,286
Defense PT 300,467
Basic Melee Skill 13,044 (to all)
Expert Melee Skill 19,566 (to all)
99 Offense Charger (+50% attack for 5 minutes)
Gain 3 skills
Rage Slice C drains the target’s HP (enemy, FP=90 + SP=120, Recharge=30s, Duration=?)
Magnetic Web C ensnares the target, rendering them immobile (enemy, FP=90, recharge=40s, duration=?)
Magnetic Arm C Increases attack accuracy and power (self, FP=90, Recharge=10s, Duration=240s)
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[edit] Gladius (Lv30)
Gladius type of warriors use one-handed sword and shield combo. What makes Gladius different is special shields. Their shields are very unique and powerful than the other races. Their class skills are executed using shields.
Class Bonus
Melee PT 61,143
Defense PT 34,393
Shield PT 34,393
Basic Melee Skill 2,500 (to all)
Lv29 Intense Shield
Gain 2 skills
Mega Shield – increases defense (self, FP=60, Recharge=10s, Duration=120s)
Rapid Logic C Increases attack speed (self, FP=60, Recharge=10s, Duration=120s)
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[edit] Mercenary (Lv40)
To fight against their opponent’s force ability, they have special internal frame that uses chargers more efficiently against force.
Class Bonus
Melee PT 413,143
Defense PT 300,467
Shield PT 300,467
Basic Melee Skill 13,044 (to all)
Expert Melee Skill 19,566 (to all)
99 Defense Charger (+40% def for 5 minutes)
Gain 2 skills
Elemental Power C increases all elemental resists by 10 points (self, FP=90, Recharge=10s, Duration=240s)
Charger Excel C increases effectiveness of chargers (self, FP=90, Recharge=10s, Duration=240s)
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[edit] Assaulter (Lv40)
Main attacker class! Strong offense and strong defense are well balanced.
Class Bonus
Melee PT 550,857
Defense PT 450,701
Basic Melee Skill 13,044 (to all)
Expert Melee Skill 19,566 (to all)
99 Offense Charger (50% atk) or Defense Charger (50% def)
Gain 2 skills
Capacity Engine C increases attack power (self, FP=90, Recharge=10s, Duration=240s)
Limit Gauge C increases defense gauge by 200 points (self, FP=90, Recharge=60s, Duration=320s)
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[edit] Engineer (Lv30)
Engineer type of specialist is a professional producer and at the same time they can fight in combat. They are a diverse class.
Class Bonus
Weapon/Shield 500
Armor 500
Ammo 4500
Light Guard Tower (x3)
Ruby (x6) and Obsidian (x6)
Gain 1 skill
Set Guard Tower – can create guard towers using gems and Guard Tower parts (ability, FP=0, Recharge=0, Duration=several hours)
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[edit] Scientist (Lv40)
Main supplier of the Accretian Empire. They can repair wounded soldiers in battle and recover their defense abilities.
Class Bonus
Weapon/Shield 600
Armor 600
Ammo 10,000
Defense PT 180,280
Choice of amulet (12% HP/FP increase) or 10 high-grade gems of choice. (Amulet cannot be traded or removed off the character.)
Gain 2 skills
Gauge Recovery – restores a player’s defense durability gauge (ally/self, FP=90, Recharge=20s, Duration=N/A)
Instant Repair – Resurrect an ally (ally, HP=240 + FP=240 + SP=480, Recharge=60s, Duration=N/A)
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[edit] Battle Leader (Lv40)
Main battle supplier for the Accretian Empire. Their unique ability to increase the speed of their allies and decrease the defense of their opponents makes them invaluable in combat situations.
Class Bonus
Melee PT 165,257
Range PT 165,257
Launcher PT 165,514
Defense PT 90,140
Shield PT 90,140
Weapon/Shield 300
Armor 300
Ammo 5,000
Encourage amulet (12% HP/FP increase) (Amulet cannot be traded or removed off the character.)
4x [100 ammo] magazines of special debuff grenades
Gain 3 skills
Turbo Boost – doubles speed (ally/self, FP=90, Recharge=20s, Duration=300s)
Stone Statue – turns you into an invincible stone statue (self, FP=90, Recharge=60s, Duration=30s)
Gauge Break – decreases target’s defense gauge (enemy, FP=90 + SP=120, Recharge=60s, Duration=N/A)
___________________________________________________________________________________________________________________________________
[edit] Launcher
[edit] Game Mechanics
As with many MMORPGs, the player will select one race and fight monsters to gain experience points. RFO is populated with many different monsters across many areas.
HP HP or “Hit/Health Points” represents life. It is displayed as a red bar in the top left corner.
FP FP or “Force Points” is the equivalent of Mana or energy in this game. It is displayed as a blue bar in the top left corner.
SP SP or “Stamina Points” is used for running and some higher level skills. It is displayed as a yellow bar in the top left corner.
DP “Defense Points”. DP dictates the damage you are able to withstand. You lose DP as you get hit. The lower the DP the higher the damage you receive. When DP is completely drained, your defense will be significantly reduced. It is represented by the white bar above your character, also known as the Defense Gauge.
- Note: The Dodge Gauge was confirmed to be added into the game by CCR via the CodeMaster’s version of the game in 2006, before the episode 2 patch, after it’s community members complained of “dodge tanks” being impossible to defeat without a massive amount of people attacking them. However, due to discoveries later on in the game’s life, such as how effective accuracy upgrades were, and that AOE (Area of effect attacks) are unable to be dodged, CCR never implemented the dodge gauge in any version of the game.
[edit] PT (Point)
In the place of the traditional statistics (such as strength, vitality and luck) found in many RPGs, RF has PT (PoinT). PT represents various masteries such as melee or ranged combat. Each PT has its own experience bar that is completely autonomous with a character’s level. PTs levels up as one uses the appropriate actions corresponding to that PT. For example, Defense PT gains in level as one gets hit.
[edit] Combat PT
[edit] Melee
Melee skill PT affects the damage done in close combat attakcs, whether they are unarmed or with melee weapons. Be careful to raise this skill, because it can be gimped. If your PT is too low relative to your character experience level, then you will consistently miss on melee attacks on monsters which give you PT. Each PT provides +3 melee dmg and +3 SP. Required to wield higher level melee weapons and to wear close-range armour.
[edit] Ranged
This skill PT affects ranged weapon damage and accuracy, but it does not affect the Accretian launcher’s damage or accuracy. Be careful to raise this skill, because it can be gimped. If your PT is too low relative to your character experience level, then you will consistently miss on ranged attacks on monsters which give you PT. Each PT increases ranged damage, accuracy, SP/FP cap +3. Used for increasing ranged weapon damage and accuracy and for increasing stamina. Required to wield higher level bows or guns and to wear ranger armour.
[edit] Force
(unavailable for Accretians) There are two types of force skill. One displays in your “Abiliity Info” box as a “combat” skill named “force”. Raising this “force” PT raises your FP +3. There is also another Force Skill PT (push control F) which is divided into basic, expert and master tiers. Raising a PT in any one of the 6 magical disciplines raises your PT +1. Used for increasing maximum FP as well as increasing attacking force effectiveness. Required to wield higher level staves and to wear force armour.
[edit] Shield
Shield usage during combat. Equipping a shield does not use this skill, only successfully blocking an attack does. Each PT increases the chance to block attacks. Only some classes need to raise their shield PT. Warrior class builds which get shield PT bonuses and which have shield-dependant skills need to raise shield PT. Some warrior class builds which focus on damage and use two-handed weapons don’t need to raise shield PT. Rangers primary weapon is their two-handed ranged weapon, so they don’t need to raise shield PT. Specialists are weaker than warriors and rangers. They primary attack from afar to avoid taking too much damage. Their primary weapon is a two-handed ranged weapon, so they don’t have to raist shield PT. Used to increase blocking rate. It increases when your shield blocks an attack. Required to use higher level shields.
[edit] Defense
This skill’s PT is raised from damage taken during combat. If the monster does not attack enough or is too low a level relative to your character’s level, then you don’t get PT. Each PT gives +HP and +DP. The addition to HP is based on your character level e.g. at level 13 Bellato warrior level 11 defense PT gives +23 HP whereas a higher level character gets mor HP. Used for increasing maximum HP and DP.
[edit] Crafting PT
In addition, the specialists of each race have an additional “Crafting PT”, which is divided into three groups: Weapon/Shield Used for crafting higher level weapons and shields. Higher PT enables the Specialist to craft equipment of increased complexity.
Armour Used for crafting higher level armours. Higher PT enables the Specialist to craft wearable items of increased complexity.
Ammo Allows crafting of elemental, giga and advanced ammo. Elemental ammo applies a certain element to the attack, giga is a magazine filled with 500 ammo as opposed to 100 for regular and advanced is more powerful ammo for beam weapons. Higher PT enables the Specialist to craft magazines of increased capacity, elemental damage, and overall damage.
[edit] Race Specific PT
Each race has its own special PT which is available only to members of that race: Launcher (Accretia) Increases launcher attack power. Required to wield higher level launchers and to wear launcher armour. Unit (Bellato) Can be used to upgrade a Massive Armour Unit (MAU). Certain components require a certain level and PT in order to be bought and equipped. Summon (Cora) Increases rate of the HP regeneration of the animus in their unsummoned state. It also limits the ability of a summoner to wield animus force reavers that are of very high levels.
The maximum limit PT is based on the character’s class, level, and the amount of PT gained per attack from a monster depends on the difference in level between player and mob.
The “PT grinds” as they have been called, where a player focuses heavily on skilling up one type of PT, is not balanced well at all. PT’s must be near the maximum allowed for the player’s current level to be viably usable in nearly any combat situation; otherwise guns will miss, shields will never block, etc. Yet, only successful usage of the skill will gain points in the skill in the first place, i.e., successful hits or blocks — which usually happen at less than a 0.1% rate (or not at all) if the skill is not leveled appropriately. The only way to keep more than the character’s main PT or two that he uses while leveling in this viable range is to abuse mechanics of the game for exceedingly long periods of time. Monsters marked with one star (the lowest level of monster that will still grant experience) will usually do only one HP damage to the player, which is often out-regenerated by the player’s self-healing — thus, it is common to see players provoking large numbers of one-star monsters while AFK to grind defense skills for hours at a time.
[edit] Skills
Skills and Force follows the same level-up strategy as PT in RF in that they must be used in order to level. Furthermore, Skill and Force have their own classes such as Basic, Expert and Elite. Although everybody has access to the same Basic skills/force, it depends on your initial job class and your subsequent level 30 job choice as to which Experts and Elites are available as well as which unique class skills are unlocked. Melee classes are privileged to an array of skills that can either deal aoe damage or heavy damage on a single target. They also have a variety of buffs that either boost their own attributes or hinder others. Rangers have a narrow selection of skills, usually weapon specific. Their skills are more aimed towards hit-and-run tactics rather than direct confrontation. Force users have access to a wide range of force attacks, which all have elemental effects. they also have a large range of force buffs that can significantly augment their prowess in all aspects. There are also master attacks, which are not currently implemented in the game.
[edit] Race-specific abilities
Each race has a unique, powerful ability:
- Launcher System: The Accretian launcher is an enormous ranged weapon the size and power of which make it unusable by any other race. Launchers can fire missiles across great distances and are capable of firing many different types of rockets with either physical or elemental damage properties. However, there is a great delay period between shots but this delay can be overcome by using launcher specific armour. Accretians have the additional ability to enter siege mode, increasing fire rate but disallowing motion. Launchers can only be used at levels 15 and above and Siege Kits can only be used at levels 30 and above. There are currently two different Siege Kits: the level 30 kit is good for 1000 shots and increases defence by 20%, the level 40 kit is good for 1500 shots and increases attack power by 35%. After a Siege Kit runs out of durability it is destroyed and the player has to buy a new one.
- Latest upgrade of the siege kit is the Blue siege kit(level 55)for RFoID. There are 2 types for Launchers and Flame Throwers.**
- Massive Armor Unit (MAU): Bellato can use a special armor called the Massive Armor Unit(MAU). Only a driver can ride the MAU. The MAU Can create massive damage but very expensive when destroyed.
The MAU is divided into 2 type; -The Catapult (Range attacks) -Goliath (Melee attacks)
- Animus: Animus are beings that can be summoned by Summoner in the Holy Cora Army. The Animus can be divided into 4 type which is:
-Paimon (High Defense) -Inanna (Healing and Support) -Hecate (Magic and Support) -Isis (High Damage)
[edit] Economy
The game’s economy can be divided into two parts – production and consumption. Most other MMORPG economies focus on hunting. The mine is a new field where resources are produced as a part of and in support of economic activity. Mining for minerals and processing the products of these produce many kinds of items. These form the basis for conflict within the mines.
Also, just like in the real world, overproduction causes prices to fall. If many players convert their ore into currency, the going price of ore will drop as supply begins to outstrip demand. Every hour, the economy is recomputed taking into account sales of items over the entire server and who currently controls the mines. This system places the economy (mostly) in the hands of the players.
Every twenty-four hours, the amount of currency in the economy is re-calculated, and based on this, a tax rate (inflation rate) is established for each race. The tax rate makes NPC vendor items more expensive. Players can keep the tax rate in check by converting their currency into gold. The cost of gold is based on the tax rate; Higher tax rates mean cheaper gold, while lower tax rates make gold more expensive. In this manner, the tax rate prompts players to convert currency to or from gold based on whether or not the economy suffers from inflation or deflation.
Certain battle dungeon keys also yield money when the objective is met. Before Ep2, these keys are dropped by monsters or can be bought from Sundries Vendors in HQ. as of Ep2, the sundries version is gone. “BD farming”, as it has been coined, is a simple way of gaining currency through an easy method.
Since the Episode 2 update, ore has no value when sold to vendors. In order to profit, it has to be purchased by other players on the Auction House. The ore may be processed, but the materials when sold off to vendors usually does not meet the cost of processing the ore. Other items such as gems or talics can be sold in the Auction House (AH) for increased profits.
[edit] Items
[edit] Equipment
There are three types of Equipment in RF, four if you include jewellery. They are :
- Armour: There are three types of armour for each race in RF Online. Close-range armour has the highest defense and also boosts your accuracy. Ranger armour has the lowest defense but has high elemental resistance and increases movement and attack speed. Force armour for Cora/Bellato has defense roughly between the previous two types, increases force attack range and power, and also boosts your max FP. Launcher armour for Accretians has the same defense as their ranged armour, and increases the attack speed of launcher weapons. Armors comes in “sets”, which include head/helmet, torso/shirt, lower/pants, gloves, and boots. For one to use the armor to the best of its ablilities, one must collect all pieces of the armor. For example, a pair of melee-class gloves can protect the user’s hands, but will not protect any other part of the body.
- Weapon: Each weapon is classed as either a melee, range, staff or launcher. Melee weapons are further divided into one handed knives, two-handed swords, axes and spears while ranged weapons are divided into Guns, bows and throwing knives. One handed weapons (currently restricted to knives or throwing knives) can be used with a shield.
- Shield’: A shield increases a character’s overall armour as well as giving a chance to completely negate any attack by blocking it. Equipping a shield will decrease a character’s attack speed and evasion, forcing the user to utilise a one handed weapon such as a knife. However,the game contains several Tank classes that specialise with shields and have such high block rates that they are frequently “ignored” during pvp for their low damage but high survivability. With the introduction of collission detection, a shield user of an opposing race can also stop other players in their tracks, forcing them to run around the player rather than through, allowing races to use tanks to block holes in barricades.
- The Jetpack: Currently this is the only item that utilises the cloak-slot for a character to equip. A jetpack can increase the user’s speed for a set amount of time for a very high stamina drain. A jetpack user will be vulnerable during this time as any attack on him will break this period of increased movement. Jetpacks can only be equipped at level 40 and an upgraded version at level 50. All jetpacks are player-made items and can be made with many different properties such as critical hit resistance and elemental damage resistance.
- The Cloak: A cloak item for each race is currently ingame. However, this is a joke item created by the developers, CCR. The cost of the cloak item (which confers permanent invisibility and increased runspeed to the user) fluctuates around 214 million gold, race tax permitting. As players can only hold 500,000 gold, this item can never be purchased. An oversight by many players believe that the cloak is still obtainable– however permanent invisibility would if anything be worth more than the 214 million gold. A party of players wearing such cloaks could theoretically block off an opposing race’s settlement with collission detection so players could not pass and level at all, while being impervious to a settlement’s turrets.
Currently, the only item to use the cloak slot is a Jetpack item.
- Amulets and Jewellery: Each character has four slots for stat-altering jewellery.
Normal rings and headsets include the most basic; elemental resistance items. pre-Episode 2, these could give at a maximum 25+ resistance to two elements. Those with 200+ resistance were invulnerable to that element in pvp, no matter the opponent’s force attack power. More advanced bracers include attack rings and bracers, which can give 5%, 8% and 10%+ attack, or stat headsets such as 5%, 8% or 10% defence or dodge headsets.
- Elementals:These items are the route to power for any player and can confer two stat bonuses which can be much higher than standard rings. An ideal bracer for a melee class, for example would be a 25/25% attack/defence bracer. Also, unlike normal accessories which cannot have an attack increase on the headset, elemental headsets can also have comparable stats such as 25/25% attack/defence. A geared player for example, would have four elemental accessories resulting in an increase of 100% to attack. However, each race has different elementals, which can vary between the races. It is possible to upgrade elementals, however this is an expensive and risky process.
[edit] Equipment attributes
Furthermore, monster dropped equipment may have certain attributes not found on store (as of Ep.1):
in Episode 2; however, these items will be available at certain vendors.
- Type N – Normal: A normal weapon/armor (aka white). It has no attributes or increase attack or defense.
- Type A – Ability: A normal weapon/armor with a special attribute. Example would be a vampire sword. It will have the ability to take damage given to an opponent and transfer it into HP.
- Type B – Intense: 40% – 50% increase in Attack or Defense Power, depending on the type of weapon/armour. Usually equal in power or defense to the double next weapon/armour available. For example, you got an Intense weapon/armor which is level 30/31, then the next weapon/armour available is level 33/35, then the power equivalent to it is next to 33/35. Can be randomly crafted by a level 40 or higher pure class Specialist (e.g. Specialist-Engineer-BattleLeader).
- Type C – SI: A Type C weapon is a weapon that has both the attributes of a type A and B weapon. Its nickname SI comes from the fact that originally only Strong-Intense versions were available. Type C equipment can also have a lowered level restriction, for example a level 40 type C sword could have a level range lowered from 40 to 35 at creation. Type C armour is much rarer and is usually built to order, as it is extremely expensive and may drop only from level 50 hora BDs or the elan/Beast mountain pitbosses.
- Leon’s Weapon: Leon’s Weapon are the New weapons at the start of RF eps.2 where great power comes great drawback. Currently the hardest to attain weapon on RF. Due to the fact you must complete the 4 pieces + Blueprint from the Battle Dungeon and Form it through Hero’s Combine. Completing the part is one of the hard part. Combining it is a big gamble since you may have the chance of destroying all of the parts in a single combine. Leon parts are non-tradable and non droppable but a complete Leon is Tradable. Leon weapon will have 3 good attributes like additional attack, defense or avoidance and 1 drawback -resistance, -movespeed, decrease in defense and such.
- Relic Weapons: Relics weapons have been implemented on Episode 2. Like the Leon Weapons, they are extremely rare. They can be obtained through Dark Hole and Hora Dark Hole(Implemented inEpisode 2 Giga 2 RFO-PH). Nothing is certainly clear about the relic weapons’ attributes, yet any relic weapon has an incredibly high attack power compared to other weapons of that level. ‘unsealed’ Relics (they are Sealed) have a chance of casting certain Force Spells when used in combat.
- Hero Weapons: Hero weapons are a new series of weapons that can be obtianed from the Race manager of the respective race by trading PVP points earned from killing other races. These have lvl 50, 53 and 55 version available. Each weapon has the ability to randomly cast a certain de-buff on the target that is being fired at. These will be implemented in the up coming Episode 2.1.7 Patch.
[edit] Ore & ore processing
Normal mining ores (red, green, blue, yellow and black) can be processed by the Ore Processing NPC. Refining the ore can sometimes produce another ore or bonus items (recovery items, talics, gems).
There is a special ore that can not be sold to NPCs, this is called “Rare Ore”. This kind of ore can only be refined in stages by the Ore Processing NPC, which can then be traded for a box at the Gem Collector NPC. If the box is opened, a random type of mining ore (+1, +2, +3, and sometimes even +4) level ore can be obtained along with other possible items (equipment, talics, etc).
[edit] Talics
Talics are upgrade items that are processed from ore that can be obtained from mining in the Crag Mine area. Different talics, when inset into a weapon or armour piece, give different beneficial effects. For example, an Ignorance talic can increase a weapon’s attack power or a Favour talic can increase an armours defence ability.
Talics are also found at pit bosses or received in Battle Dungeons (BDs).
[edit] Gems
Gems increase the chance of talic upgrading success. They are inserted into the equipment before talics are. They are randomly obtained when refining ore and are dropped by crag mine monsters except for T4 gems and T5, which can only be obtain by processing +4 ores (+4 ores can only be obtain from the Big UMT/Big UMT+ and from gift boxes) and from purchasing them via the in-game cash shop respectively.
The 5 ranges of gems are commonly referred to as T1 (Tier 1) as Normal Range to T5 (Tier 5) as Greatest Range.
[edit] Archon/Patriarchal/Rulership system
A player receives Contribution Points (CP) whenever they kill a character from another race and also from completing quests. This also means you will lose CP if you are killed by a member of an opposing race. The members of each race with the highest amount of contribution points (top 100) can enter in an election to become the Race Leader for the week or one of the four voted Archon positions, which include Sub-Archon (50% Defense Increase), Assulter (20% Attack Increase), Defender (20% Defense Increase) and Supporter (Has the ability to use 2 racial buffs that raise HP/FP and Attack/Defense).
Additionally, with the Episode 2 update, the Race Leader has the ability to appoint a further four Archons to each of the positions as described above, with the appointed Sub-Archon having similar powers to the Race Leader with the ability to appoint Honour Guilds and set Tax Rates. The voted Sub-Archon does not have these powers, but does have the power to use Nuclear weapons as per the other Sub-Archon and Race Leader.
These nine Patriarchs as they are collectively known are able to communicate with the entire race through global race chat and are expected to lead the race in the Chip Wars. The Race Leader also has the unique ability to understand the language of other races.
[edit] Soundtrack
The soundtrack for RF Online was sung by a Japanese singer Lia.
In the Philippines, three songs each featuring a race from the game has been produced. These are “Empire Accretia” by Razorback for the Accretian Empire, “Battle Cry” by Greyhoundz for the Bellato Federation, and “Birthright” by Loquy for the Holy Alliance of Cora.
[edit] Free to play
As of October 17, 2007, RF Online became free to play. Players can get into the game now by setting up a trial account and receiving a key to activate it. However, once activated the account becomes a full account instead of a trial account.[1]
Optional in-game credits can be purchased with real life currency, the credits are in turn used to buy in-game items























































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