Jobs / Professions

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The characters can differ slightly by choosing a main Job / Profession. There will be 9 professions to choose and to choose them or not depends on the player's race. When you choose a Job / Profession the skill of the Job / Profession will have to be at 100 but will drop to 30.0 and must be raised to then have a higher skill limit of 100.0 (except Magery, whose limit after re-raise will remain to 100.0 but has other interesting qualities).

It is very important to choose the profession because, as the race, can not be changed during the game, and will characterize our character


Items that need more than basic skills is because they require additional objects for creation. Remember that to equip a full set of four jewels of the same skill will receive an extra bonus equal to the average rise of 4 gems (for example, 4 jewels rise another 1.5 to +1.5 skill).


To choose a Job / Profession will have to find the Professor Erudite that is hidden in the Mall (it's very easy to find).

The Jobs / Professions are:


Contents

Alchemy

All races can choose it except Barbarians, Orcs, Werewolves and Amazon. When you re-raise the skill it will reach 120.0

Dexterity is important for the Alchemists to make Absolut Potions, both Life and Mana, because the more Dexterity you have, better quality the potions will have, to consult all the potions you can see them here Alchemy

The Alchemist, when it has 130'0 or more of Alchemy, can make a potion seem a different one, by camouflaging it. This can be done from the Alchemy menu or with the command .camouflage. This will serve to make other characters drink a Inmediate Death potion thinking that is of Restauration, or one of Poison or Explosion thinking that is a Refresh Mana, being affected by this potions with a great force.

If the potion is camuflated it can be detected by the skill Taste Identification.

Mining

Only for Dwarves and Duergar. When it's re-raised you can reach 120.0 and will permit mining a new mineral, called Tourmel, that is only in one Mine in all the world, and it requires 140.0 of Mining to mine. The location of the Mine will have to find it.

To se what ores can be mined, consult this page Mining

Blacksmithing

All races can choose it except Barbarians, Orcs, Werewolves and Amazon. When you re-raise it, can reach 120.0 and you can craft new Tourmel weapons, armors and shield, mineral extracted by Dwarves, with 137.5 of Blacksmithing. Will have double possibility than an item crafted with Blacksmithing has a plus something bonification.

They have the capacity to repair any weapon or armor, if the item is crafted with mineral it can be repaired with some ingots, but if is an NPC weapon it can be repaired with a Storms Potion, that you can find it killing a Storm Elemental. In each repair the item will lose some durability, but if you fail mending it, will lose much more.

To see all the armors you can consult here Armors

Tailoring

All races can choose it except Barbarians, Orcs, Werewolves and Amazon.

To consult items that can be crafted, you can see them here Tailoring

It has double possibility to get a bonified item with an item crafted with Tailoring

They can mend Leather Armors and Clothes starting from 120.0 Tailoring. This will be in a option on the crafting menu, or you can double click the Sewing Kit and click the item you wan't to mend. To mend a Leather or Cloth item you need the original materials that they done from. In each repair the item will lose some durability, but if it fails mending it, it will lose much more.

Also you can reforce Leather or Cloth items using a Crystal Dragon Leather. If the operation succeeds, the item will be enhaced providing better durability and one point to the armor that grants (the maximum armor cumulative is 5 points). If it fails to enhance the item, the durability will drop enough and lose one point of the armor that grants (unless it was already 0).

Tactician

All races can choose it except Magicians. When it's re-raised it can reach 140.0. Tactics will contribute a percentage of damage with any weapon (or even wrestling).

Swordsman

All races can choose it except Magicians. When it's re-raised it can reach 140.0. Will provide a highest percentage of damage with slashing weapons (swords and axes) higher than Tactics, and also can use Tourmel swords and axes.

Fencer

All races can choose it except Magicians. When it's re-raised it can reach 140.0. Will provide a highest percentage of damage with sharp weapons (daggers, spears and pitchforks) higher than Tactics, and also can use Tourmel daggers, spears and forks.

Macefighter

All races can choose it except Magicians. When it's re-raised it can reach 140.0. Will provide a highest percentage of damage with blunt weapons (clubs, sticks, poles) higher than tactics, and also can use Tourmel maces.

Magician

Only Magicians and Vampires can choose it. When it's re-raised it can reach 100.0. If you choose the Magician Job / Profession you can't equip Metal Armors, so the Magician will always have active the +15 INT bonification (the donation helmet can be equiped, losing the +15 INT bonification), and will have the following list of benefits:

- They spend one point less of mana for each casted spell of 1 to 8 circles.

- Will learn faster the Arcaic Language.

- Will have a +10% bonification of damage with the direct damage spells.

- Will have double possibility to do a open wound casting a spell.

- Can use a new magic circle. The ninth circle. The Spellbook Annex to use this new circle can be bought in the Belthazor vendor located in the Market with a 15.000 gold coins prize, and must be completed with the scrolls of the 8 new spells, that can appear in any monster after killing them, with more appear possibilities on more powerfull monsters.


The ninth circle spells can be casted vía macro ingame with the command .ninthcircle x, where x is the number of the spell from 1 to 8. You can consult the ninth circle spells here Magery.