| Human | |
| Jobs | |
| Soldier - | Covert |
| Karate - | Archer |
| Barbarian - | Thief |
| Light Mage - | Dark Mage |
| Fire Mage - | Water Mage |
| Earth Mage - | Air Mage |
| Merchant - | Chemist |
| Food - | Smith |
| Miner - | Scribe |
| Mechanic | |
Light Elf |
|
| Jobs | |
| Soldier - | Covert |
| Karate - | Archer |
| Light Mage - | Water Mage |
| Air Mage - | Merchant |
| Chemist - | Food |
| Smith - | Miner |
| Scribe | |
| Skills | |
| Natural Empathy - | Being attuned to nature and life, Light Elves are more vital than most other beings of Tantagel, and heal more quickly. Use twice the Stamina value when healing. (i.e. Stamina x4 instead of Stamina x2.) |
| Ancestral Gift - | All Elves have in their genes a skill for archery. This is reflected with a Dexterity +150 bonus when using any bow. Increase Attack and Hit% as appropriate. |
Dark Elf |
|
| Jobs | |
| Soldier - | Karate |
| Archer - | Thief |
| Dark Mage - | Fire Mage |
| Earth Mage - | Food |
| Smith - | Miner |
| Scribe - | Mechanic |
| Skills | |
| Necronomic Empathy - | Dark Elves are bonded to death even from the minute they are born, and are found to be very difficult to kill by those who do not know how. A Dark Elf can only be slain in combat if the final blow is dealt by fire or a magically enchanted item. Otherwise, it will regenerate ¼ of its max HP and have a 100% chance to escape, which it must use. No Zenni is obtained for defeating a Dark Elf in this way. |
| Ancestral Gift - | All Elves have in their genes a skill for archery. This is reflected with a Dexterity +150 bonus when using any bow. Increase Attack and Hit% as appropriate. |
Dwarf |
|
| Jobs | |
| Soldier - | Karate |
| Barbarian - | Earth Mage |
| Merchant - | Food |
| Smith - | Miner |
| Mechanic | |
| Skills | Rough Heritage - | Generations of Dwarves doing what Dwarves do has made them incredibly tough, increasing their natural defense. Vitality +50 when Lv. < 50, Vitality +100 when Lv. >= 50. Increase Defense as appropriate. |
Giant |
|
| Soldier - | Archer |
| Barbarian - | Thief |
| Food - | Smith |
| Miner | |
| Skills | |
| Hugeness - | Giants are just plain big. (Hence the name). As such, they have greater natural strength than any of the other races. Strength +50 when Lv. < 50, Strength +100 when Lv. >= 50. Increase attack as appropriate. |
Faerie |
|
| Jobs | |
| Light Mage - | Dark Mage |
| Fire Mage - | Water Mage |
| Earth Mage - | Air Mage |
| Merchant - | Chemist |
| Food - | Scribe |
| Skills | |
| Micromancy - | Faeries are, as you may know if you've read the description, small. So, it's naturally harder to hit the little buggers. =) Faeries get Agility +50 when Lv. < 50, and Agility +100 when Lv. >= 50. Increase Avoid % and Escape Value as appropriate. |
Drakoon |
|
| Jobs | |
| Soldier - | Barbarian |
| Dark Mage - | Fire Mage |
| Food - | Smith |
| Miner | |
| Skills | |
| Touch of Death - | The claws of a Drakoon can inflict the poison status on any other race with just a scratch. Add poison to the opponent whenever a Drakoon hits successfully bare-handed. |
| Tolerance - | Drakoons cannot be affected by the poison status. |