PRIMA GUIDE · 2004 · Class guide and profile
Elven Fighter guide
noble knight is the one for you, then concentrate on the sword skills. A word of advice — if you are considering a Rogue, it's a good thing to look into both bow and dagger skills. The multifaceted abilities of range and ultra-fast melee are a great combination.
Base attributes
- STR
- 36
- DEX
- 35
- CON
- 36
- INT
- 23
- WIT
- 14
- MEN
- 26
Playing this class
Elven Fighters and their higher-level derivatives are the fastest things on two legs. However, they are also the most fragile of the close combat classes. This, however, is not a big deal. The Elven Fighter is almost always played as an archer until around Level 20, regardless of what class is intended for the character later in the game. Because Elves can kite rather efficiently, and because of the large populations of naturally-occurring monsters near their starting area that are slow enough to kite, Elves are almost invariably sighted carrying a bow from Levels 1-19. The Elven Scout and Rogue classes are among the best at high levels due to their naturally high movement speed, and the Silver Ranger in particular is commonly regarded as the best soloing class in the game. Don't dismiss Elven Knight classes either, as they can be quite powerful in a group.
Pros
Plenty of DEX (= speed).
A "Hit and Run" approach is very viable for lower levels and will keep you alive on more than one occasion
Accuracy and evasion are the Elven Fighters strongest assets. Soloing at low levels is easy.
Cons
Low CON and STR relative to other Fighters.
Low magic points — using specials can eat through your MP quickly, so be smart and use your specials sparingly
Getting started
Don't group yet! Soloing is much faster from Levels 1-20 because the starting classes aren't good enough at any specific task to be effective in groups.
Do cash quests. Every starting area except Talking Island (Human start) has at least one repeatable low-level quest worth several thousand adena. Find them. Do them. Repeatedly.
Use a bow An integral part of the hit and run method, bows are really good. Pick one up as soon as you can. Bear in mind that you can only use arrows that are appropriate for your bow's weapon grade. Don't spend a ton of money on bone arrows if you only have a short bow, they won't work.
Weapons are more important than armor. They cost more for a reason. Buying a new weapon will improve your performance more than new armor.
Spare the soulshot. Once you have about a 54k weapon, you'll have the ability to use soulshots to double your damage on a single swing. Don't Use Any. Carry some for emergencies, but don't waste money during normal hunting. Your cash is much better saved and spent on a better weapon.
Recommended sequence
Level 5. Start out with the first attack skill in your chosen weapon type. If you are going to use the bow (recommended) grab Power Shot. If it's sword, Power Strike. For Dagger, take Mortal Blow. If you do a little forward thinking and decide that your character's eventual class is going to be in the Rogue category, you can ditch the sword skills altogether and take up the nimble dagger. Similarly, if you know you want to be a Ranger, concentrate your skill points on the bow skills. If the way of the
Elven Fighter — attributes
noble knight is the one for you, then concentrate on the sword skills. A word of advice — if you are considering a Rogue, it's a good thing to look into both bow and dagger skills. The multifaceted abilities of range and ultra-fast melee are a great combination.
Next, go with Weapon Mastery. A few permanent points of boost to your attack power can go a long way. After this pick up Defense Aura. Although it's temporary, it's more of a boost than Armor Mastery. Round out your Level 5 skills with Armor Mastery and the last levels of your remaining attack skills. Don't worry about not spending all your skill points. You'll use them later on.
Level 10. Now you have a choice, more defense or more attacking power? It's a toss-up really, except you should consider the naturally high Evasion skills of the Elf. Taking that into account, the recommended sequence is: Attack Aura, Weapon Mastery 2, and the next 3 levels of the attack skill(s) of your choice, and then finally Armor Mastery 2 and 3. Similar to Defense Aura, Attack Aura is a short-lived spell, but it enhances your stats more than the second level of mastery does. In conjunction with Weapon Mastery 2 your attacking power has increased noticeably and you have 2 levels of a permanent stat boost. Gaining the final level of your attack skill(s) will see you fighting at power levels of 137, 122, or 46 with respect to dagger, bow or sword. Not too shabby. The final two levels of Armor Mastery will permanently increase your defense.
Level 15. Finally! You have a heal spell — take it while the taking is good, all three levels of it. Keep in mind, this is a selfish spell, it will only heal you. Next take Weapon Mastery 3. This will be your third permanent attack-increasing stat boost and also marks your final general weapon boost. For your profession change you will have to pick between sword, dagger and bow. Now take all three levels of the attack skill(s) of your choice. Finally take the last 2 levels of general Armor Mastery. Similarly to Weapon Mastery, in the next go-round you will get to choose between light and heavy armor types.
General tips
The Fighting Way. A Fighter is a very general melee class that has the basic abilities of a tank, archer and rogue all rolled together. And that's good, because all these classes start as Fighters, and don't separate until Level 20. The often-overlooked side effect of this shared heritage is that a Fighter can and should take advantage of all three classes' advantages while they last.
Find good targets. Some monsters have weaknesses or strengths. Be aware; if monster X is weak to bows, and monster Y is strong to bows … hunt monster X!
How the guide rates this class
These are the 2004 guide’s subjective ratings, not live-server measurements. A printed dash means unavailable; blank source cells remain “Not stated”.
HP & MP by level
Level 1: 113 HP · 39 MP→Level 20: 464 HP · 187 MP
Elven Fighter · HP & MP by level
| Level | HP | MP |
|---|---|---|
| 1 | 113 | 39 |
| 2 | 130 | 46 |
| 3 | 147 | 53 |
| 4 | 164 | 60 |
| 5 | 181 | 67 |
| 6 | 199 | 75 |
| 7 | 217 | 82 |
| 8 | 235 | 90 |
| 9 | 253 | 97 |
| 10 | 271 | 105 |
| 11 | 289 | 113 |
| 12 | 308 | 121 |
| 13 | 327 | 129 |
| 14 | 346 | 137 |
| 15 | 365 | 145 |
| 16 | 384 | 153 |
| 17 | 404 | 161 |
| 18 | 424 | 170 |
| 19 | 444 | 178 |
| 20 | 464 | 187 |
Profession path
Next professions
Skills
Explore the class’s skill records by learning level, including their printed effects and costs.
View skills · 41Original reference tables
| Attribute | Printed value |
|---|---|
| STR | 36 |
| WIT | 14 |
| CON | 36 |
| INT | 23 |
| DEX | 35 |
| MEN | 26 |
Source counting discrepancies: page 3 describes fifty-nine classes and page 7 says there are 32 choices at Level 40. The comparison chart actually lists 31 third professions,18 second professions and 9 first professions, totaling 58. All printed statements and listed records are retained with this flag.
Source page-reference error: the contents on page 4 point to page 345 for Dark Fighter skills. The actual Dark Fighter skill table starts on page 348. Navigation uses the verified table location; the printed contents reference is preserved here.
Source page-reference error: the printed table of contents on page 5 points to page 247 for recipe ingredients; the actual recipe-ingredients section starts on page 274. The printed reference is preserved here; navigation should use the actual section.
Source arithmetic label error: page 12 calls the result of 270 XP divided by 3 hits "90 XP per kill". That calculation gives 90 XP per hit; the total per kill in the example is 270 XP. The printed wording is preserved with this note.
Conflicting source descriptions: page 24 says WIT influences Casting Speed, while page 26 prints its formula as 166.5 × [DEX bonus]. The guide does not reconcile these statements. Both printed statements are preserved; this website does not infer a corrected formula.
Conflicting source ranks: the Level 15 recommendations continued on page 33 print Weapon Mastery 2, while the Human Fighter skill table on page 286 lists Weapon Mastery 3 at Level 15 and Weapon Mastery 2 at Level 10. The printed advice and table values are preserved with this distinction.
Page 93 calls Orc Mystics the Mystics with the lowest DEX. The printed base-stat boxes give Orc Mystic DEX 24 (page 104), Human Mystic 21 (page 44), Dark Mystic 23 (page 86), and Elven Mystic 24 (page 66). The prose and values are preserved with this inconsistency noted.
Printed quest-reference difference: the Antharas’ Lair advice on page200 says “Audience with the Green Dragon”; the walkthrough heading on page156 says “Audience with the Land Dragon” and the index on page145 says “Audience w. the Land Dragon”. Each printed name is retained.
Printed spelling difference: the helping-monster list on page200 uses “Pytan/Pytan Knight”, while the aggressive-monster list uses “Ptyan”. These spellings are retained without silently treating them as an identical record.
The printed guide lists Mechanic Golem (4) at Level 57 and Mechanic Golem (5) at Level 51. These values are preserved exactly; the unusual rank/level ordering is a source inconsistency, not a correction made by this website.
The printed guide lists Viper Cubic (2) with M.Atk 544 and poison power 5, followed by Viper Cubic (1) with M.Atk 791 and poison power 6. The original labels and values are preserved; their reversed ordering is flagged rather than silently corrected.