Choosing the right class
There are so many classes in Madrigal. So much so that it could even become dreadfully confusing on which one could be the perfect fit for each of our individual needs. Let's take a look at each of the classes currently known and find out a bit about them.
- 1 Being a Vagrant
- 2 The First Job Change
- 3 Classes
- 4 Choosing the right Build
- 5 Buffs
- 6 AoE
Being a Vagrant
When you first begin your experience in FlyFF, you are known as a Vagrant. Vagrants dress in simple armor and use Shields, Axes, and Swords. Leveling from 1 to 15 is an easy goal and choosing your class will be the utmost important part of your FlyFF Career.
As a Vagrant you do not need to worry about STA, INT or DEX. Simply just add to STR, which is Strength. Strength adds more damage to your weapon, which can help you kill monsters faster and easier. Remember, you can try any build that you want but ultimately once you change your class, your build will be restarted to the way it was at level 1 and you can redistribute the points according to what class you wish to become.
Note that some players will add DEX to reach the Vagrant speed break, or a jump in attack speed, but the general consensus is to go full STR until 1st job change.
Vagrants use FP or Focus Points for their special skills.
See Vagrant Armor here
See Vagrant Skills here
The First Job Change
When you level to 15 you will be able to pick your First Job.
You will be able to choose from four different Classes. From each class there are two Second Job's you can choose from upon reaching level 60.
Mercenaries are the little heroes of Madrigal and aspire to be the greatest swordsmen of their time. Mercenaries, like Vagrants, use Shields, Axes, and Swords. When you hit level 60 there are two Second Classes you can choose from, the Knight and the Blade.
Mercenaries use FP or Focus Points for their Special Skills.
See Mercenary Skills here
Knights are royal figures clad in hard reflective armor, and usually wield one- or two-handed axes or swords. Hitting level 60 to become a Knight is a powerful decision especially if you want to succeed in 1v1, AoE, or tanking. Upon reaching 3rd job, you will become a Templar
See Knight Armor here
See Knight Skills here
See Templar Armor here
See Templar Skills here
Blades, similar to Knights, are also clad in hard shiny armor and are seen as the assassins of Roika. Blades duel wield with axes or swords. Fighting with a Blade does not necessarily mean you have to use two of the same axe or sword. You can mix and match by giving each hand a different weapon. They are called mainhand, your right hand and offhand, your left. Your mainhand or right handed weapon will always be stronger because it is your attack hand, while your offhand is your defense. Upon reaching 3rd job, you will become a Slayer
See Blade Armor here
See Blade Skills here
See Slayer Armor here
See Slayer Skills here
Acrobats, unlike the melee fighting styles of Mercenaries, are long range attackers, meaning they attack from a long distance. Acrobats use bows and a unique weapon called a yo-yo. Bows are typical to your bow and arrow technique, but yo-yos are small round weapons that are duel wielded and thrown full force at an attacker like a yo-yo and boomerang back to their owner's hands. When you hit level 60 you can choose to become a Jester or Ranger.
Acrobats use MP or Mana Points for their Bow skills and FP or Focus Points for their Yo-yo skills.
See Acrobat Skills here
Jesters are usually seen with yo-yos and often bows and use their yo-yos to boomerang them at long distances to attack Mobs. Although Jesters usually perfect their skills with yo-yos, some are seen with bows. Upon reaching 3rd job, you will become a Harlequin
See Jester Armor here
See Jester Skills here
See Harlequin Armor here
See Harlequin Skills here
Rangers are experts at utilizing powerful skills with their bows. Rangers can attack over long distances and, like their Acrobat and Jester counterparts, also practice stealth by using a special skill that causes them to go invisible for a short amount of time to confuse their attackers and render Mob attacks useless. Rangers are renowned for their ability to resist and even disable magical attacks. Upon reaching 3rd job, you will become a Crackshooter
See Ranger Armor here
See Ranger Skills here
See Crackshotter Armor here
See Crackshooted Skills here
Assists are the supporters of the game and are used for buffing and healing other players. Assists use sticks, shields and knuckles. Sticks are used for buffing and healing, while the combination of shields and knuckles are used for melee fighting. Buffs are temporary special skills that heighten the build of a player they have been cast on. Not only can they heal, but they are able to resurrect fallen players. When you hit 60 you can choose to become a Ringmaster or a Billposter.
Assistants use FP or Focus points for their Attack skills and MP or Mana Points for their Buffing skills.
See Assist Skills here
Ringmasters, like Assists, support players with Heal, Resurrection, and an assortment of extra buffs and special skills. Ringmasters basically continue their careers as an Assist and continue to wield sticks. Ringmasters are the most sought out class to partner with and are key to smooth leveling in-game. Not only are their partners improved with their support, but the Ringmasters benefit from the fast experience for leveling that comes with being partnered. Do not think that Ringmasters can only support, because they can fight as well. They can either go for 1vs1 or AoE and they can be good like other fighters as well. Upon reaching 3rd job, you will become a Seraph
See Ringmaster Armor here
See Ringmaster Skills here
See Seraph Armor here
See Seraph Skills here
Billposters are the most independent class in the game. Not only are they skilled with buffs, Resurrection, and Heal, they are accompanied with a number of powerful melee attacks that cause astounding amounts of damage. Billposters use shields and knuckles and can level without partners without a problem. They can go 1vs1 or AoE, they can even do both a little bit. The power of them lies in the constant damage they deal, not trying to hit the highest. Upon reaching 3rd job, you will become a Force Master
See Billposter Armor here
See Billposter Skills here
See Force Master Armor here
See Force Master Skills here
Magicians are your typical spell-casting class. They have an arrangement of elemental attacks that include earth, water, wind and fire. Magicians use wands, staves, and shields. Some Mages prefer using one or two elemental attacks and leveling them to a mastery, and other prefer mastering all of them. When you hit level 60, you can choose to become a Psykeeper or an Elementor.
Magicians use MP or Mana Points for their special skills.
See Magician Skills here
Psykeepers use demonic forces to attack their prey. Instead of the happy-go-lucky appeal with elemental attacks like water, they seem to have more of a dark image. Psykeepers can produce great amounts of damage. Psykeepers commonly wrap their builds around one powerful skill. Instead of walking, Psykeepers are able to glide; this is not faster then walking and is not considered flying so you will still need a broom or board to venture to distant places. Psykeepers generally use shields and wands, but can also use staves. Upon reaching 3rd job, you will become a Mentalist
See Psykeeper Armor here
See Psykeeper Skills here
See Mentalist Armor here
See Mentalist Skills here
Elementors basically continue their careers as Magicians and are skilled with powerful elemental attacks. Elementors generally use staves, although they can also use wands and shields and can attack with large powerful spells. Not only they will have elemental attacks, a lot of their skills have an area-of-effect. Upon reaching 3rd job, you will become an Arcanist
See Elementor Armor here
See Elementor Skills here
See Arcanist Armor here
See Arcanist Skills here
Choosing the right Build
Builds are the blueprints of your character's inner strengths. They are used to balance your character between Strength, Stamina, Dexterity and Intelligence. When allocating points into certain Stat areas, it all depends on what Classes you want to become and what attacks you want to use. Sometimes weapons can change the amount of points you decide to put in each area, and sometimes certain skills can change the purpose of the Build.
Every time you level you are given a certain amount of Stat Points and can place them in different area's you feel that you need them.
- STR or Strength Strengthens the attack power of your weapon, except for wands.
- STA or Stamina Strengthens your defense, maximum Health Points, and maximum FP or Focus Points.
- DEX or Dexterity Strengthens your attack speed, evasion rate, blocking rate, critical rate and probability of deathblow.
- INT or Intelligence Strengthens your maximum MP or Mana Points, magic striking power and defense power.
This Psykeeper, accompanied with Equips, needs a great amount of STA to increase her Health Points so she can tank large amounts of damage from high leveled Masquerpet, or Mobs. To use her Demonic spells she has added a decent amount of INT to raise her Mana Points. This Psykeeper has built her Build around a certain skill, called Crucio. This self buff is casted and lasts for a little over a minute and is basically a reflective attack that damages her opponent with a % of what they damage her. This is why she needs so much STA.
When people work on their builds, some classes like to commonly go Full on one Stat. Some Knights go Full STA, and some Ringmasters go Full INT.
Buffs are skills which Temporarily improve stats or give beneficial effects.There are two types of buffs.
- Buffs- Can be cast on yourself or on another character. The class that can cast buffs over others are Assistants. The other classes all have self-buffs. (eg. Mental Sign, Patience.)
- Self-Buffs- Can ONLY be cast on yourself.(eg. Perfect block from an Acrobat, Stonehand from an Assistant, Protection from a Mercenary.)
The majority of classes have either Buffs or self-Buffs. Buffs are lost when they run out or if the character dies. Another way to get Buffs is from Buff Pang. Duration of Buffs from Buff Pang is two hours.
- Buff icons can be moved around the screen by click and drag them to the position you want. They can also be arranged vertically or horizontally by double clicking on the buff icons.
AoE is an acronym for Area of Effect, which is a special attack that allows you to attack any amount of Mobs that are in a certain area around you. AoE Characters usually have a large number of STA points in order to be able to tank all of the damage they are receiving.
Different AoE attacks include:
- Burst Crack an Assistant attack.
- Merkaba Hanzelrusha a Ringmaster attack.
- Arrow Rain an Acrobat attack.
- EVA Storm an Arcanist attack.
Mercenary -> Knight
When training your Mercenary to become a Knight it's common to put most of your Stat Points into STR or Strength into your Build.
Knights are mainly known to tank. Tanking is a word used for characters that have massive amounts of HP or Health Points and can handle hardcore attacks being dealt on them by high level monsters.
Mercenary -> Blade
Blades are more or less assassins and your common assassins are trained to kill fast. As a Blade you will want to have an extremely high DPS (damage per second) output. The most common builds are full DEX or full STR. Full DEX gives Blades a high attackspeed, while the full STR build gives Blades a (in comparison with the full DEX build) slow attackspeed, but a huge attackpower.
Acrobat -> Jester
The true form of a Jester, would be the Yo-Yo Jester. As a Yo-Yo Jester, you'll master all your skills and use them in heated 1v1 or PvP matches. When using regular attacks as a Yo-Yo Jester, you'll rely on DEX to increase the attack speed and STR to increase your damage output.
Acrobat -> Ranger
Most Rangers will go with a partial STA, rest DEX build to optimize their striking power, block rate and evasion rate. INT is completely optional, but entirely unneccessary- it adds MP and increases the duration of Flame Arrow's damage-over-time effect, but nothing more.
Assistant -> Ringmaster
When training your Assistant to become a Ringmaster, most players go Full INT so they have powerful long lasting Buffs and Heal. Others make Hybrid Builds of INT and STA so they do not die easily. Ringmasters tend to level with players who are up to 19 levels above their own level. These so-called partners are killing even higher monsters, so adding to STA could help you survive a hit or two. Another build can also be a (full) STA build, since Ringmasters are capable to AoE at higher lvls. They will get an AoE skill at lvl 80 which allow them to go AoE and kill for themselves. They tend to AoE around lvl 95-105+.
Assistant -> Billposter
As a Billposter, you have arguably the highest build potential. The most common would be the high STR or full STR builds. However, they can also be an effective AOE class as they have two different choices. There's the more common STR and STA, and the less popular INT and STA.
Magician -> Psykeeper
Magicians need massive amounts of Mana Points, but if you are creating a Psykeeper, most players go full STA for Crucio or a hybrid of INT and STA. AOE Psykeepers usually go with a hybrid of INT and STA. Their also is a full INT build, that will rely on Satanology. The build is quite slow to lvl with, but you could Giant with it fairly well.
Magician -> Elementor
Most Magicians put a lot of stat points into INT because it increases spell damage. AOE Elementors tend to go with a hybrid of INT and STA as a tanking build or a full INT build as a 'Windfield' build or 1vs1 build.