PRIMA GUIDE · 2004 · Class guide and profile
Orc Fighter guide
Base attributes
- STR
- 40
- DEX
- 26
- CON
- 47
- INT
- 18
- WIT
- 12
- MEN
- 27
Playing this class
Pros
Highest HP value of any race — great for meleeing! Fast HP and MP regeneration. Some natural resistance to poison.
CON
Slow and not good for kiting (though Quick Step potions help a lot).
Getting started
Your newbie weapons will work until you can afford your first gloves (spiked) or sword/blunt weapon. When hunting, look for things that con light blue or blue. You'll still get XP, but won't have to wait so long to recover HP/MP.
Between Levels 1 and 3, hunt the Keltirs (young to elder as you progress). You can head north or south to find both Keltirs.
Past Level 3, you should venture further out. The best way is to jump off the N or S cliffs. Watch out for boulders — if you get *stuck* behind one, try restarting the game. It will usually put you back a few steps and give you room to go around the rock.
At Level 4, when you get new quests, scale down the cliffs to the N or S to find Kasha Wolves, Rakeclaw Imps, and Goblin Grave Robbers. The south side (by the ocean) is usually a little less crowded. Nice groups prowl near the cliff by the North exit (jump down and head right), and by the coast on the south side. You'll spend a lot of time there in your pre-teen levels — and quickly discover that it's a long hike back up the hill. A few hundred adena will get you an Escape Scroll at the Magic shop — if you have it to spare, get one to make the return trip go faster.
Once you hit Level 6, you can do the grave-robber quest. Go ahead and get the Rakeclaw Imp quest too, since they are found in the same areas. If you have to wait for robber respawns, you can kill imps in search of soulstones. At Level 9, go for Maraku Werewolves in the plateau area about halfway between town and the Frozen Waterfalls on the map. (Jump off bluffs to get there faster.) The Werewolves drop totems worth 600 adena apiece, so this quest is worth repeating.
For the early-to mid-teen levels, you'll feel the XP grind. It's slow… very slow…. especially since other players will be doing the exact same thing (killing Werewolves forever). But, keep repeating the Werewolf quest and save money. If you get bored, you can kill Fungi while you're waiting for Werewolves to respawn. Probably not worth wasting your HP over, but they're slow (speed and attack speed) and sometimes drop cloth boots, etc.
For more difficult foes, head toward the falls (north road, toward Cave of Trials) and seek out Grizzlies and Golems.
Finally, around Level 15, you can do the Gatekeepers' Charm quest (for one free ticket to Gludin; you still have to pay the return fare) and the Totem of the Hestui quest. Both take place near the bottom of the Frozen Waterfalls. The charm quest involves Greystone Golems, which boast a Wind attack. The totem one involves hunting aggressive Kasha Bears — for this one, stock up on health potions before you go! At the end of the quest, a totem bear (Level 17) spawns, and you have to kill it to get the totem to drop.
Orc Fighter — attributes
Don't leave Orc land until you're ready to do your profession quest! There's plenty of stuff to kill in the Cave of Trials at Levels 15-19, and you will want to load up on adena and fill out your armor before you start the Monk or Raider quests.
Recommended sequence
Make the decision now as to whether you want to play hand-to-hand (dual wield) or sword/blunt/polearm weapons. What skills you develop depends primarily on your career goal.
As you earn SP, go visit Prefect Brukurse and train the appropriate attack skill, plus Relax (190). For claws, get Iron Punch 1 and 2 (60 apiece), then boost Iron Punch as you're able. For swords, go for Power Strike. Next, pick up at least one of the masteries — Weapon Mastery (more important) or Armor Mastery.
Here, you really need to examine your options. If you want to take the Monk path (better for soloing), focus on training Iron Punch all the way to Skill Level 6. If you want to be a swordsman or blunt attacker (best for damage-dealing in groups), you can get Power Strike for early levels, and later, you can opt for sword or blunt skills. Either way, before you venture too deep into the Cave of Trials for some heavy hitting, you're going to want to bolster your defense with Armor Mastery 1 and 2, or 1/2/3. Then, get Weapon Mastery!
Side tactic: If you don't plan to be a monk, don't mind waiting for MP restoration, and don't mind spending an extra 60 SP, train Power Strike 1 or 2 along with Iron Punch 1/2/3. Hit with one power attack, then switch to your other weapon and hit while the first timer is still winding down. This makes the "go kill 50 Goblin Grave Robbers" quest go a little faster. But if you do this, you'll have to wait longer to get mastery skills in both.
Weapons tips
Make spiked gloves your first purchase (fairly cheap), or a sword/dagger. It's worth mentioning here that few Orcs try archery. You don't get good skills for that, and this race can't kite due to a lack of speed — even though Monks get speed skills later.
Gloves are the way to go if you plan to become a Monk later. Mobs drop gloves here, and players sell cheaper than traders when they trade up — you can get Iron Gloves for 8K to 10K, versus 14K at the store. Some players skip Iron Gloves entirely (or wait for a rare drop from the Maraku Werewolves) and save instead for Foxnail Gloves or armor, but the iron gloves pack more punch than spiked ones. For the H2H path, Foxnail gloves will be your next big purchase (45K to 50K, depending on the selling player's price). Later, down the dual wield road, you'll need Cestus — don't pay vendor prices! Look for player sales instead.
It's worth mentioning here that if you plan to be a tank, you probably want to focus on swords or blunt weapons instead of claws. In that case, you're going to want to replace your newbie weapon with something other than claws.
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: 133 HP · 39 MP→Level 20: 577 HP · 188 MP
Orc Fighter · HP & MP by level
| Level | HP | MP |
|---|---|---|
| 1 | 133 | 39 |
| 2 | 154 | 46 |
| 3 | 176 | 53 |
| 4 | 198 | 60 |
| 5 | 220 | 68 |
| 6 | 242 | 75 |
| 7 | 264 | 83 |
| 8 | 287 | 91 |
| 9 | 310 | 98 |
| 10 | 333 | 106 |
| 11 | 356 | 114 |
| 12 | 380 | 122 |
| 13 | 404 | 130 |
| 14 | 428 | 138 |
| 15 | 452 | 146 |
| 16 | 477 | 154 |
| 17 | 502 | 163 |
| 18 | 527 | 171 |
| 19 | 552 | 180 |
| 20 | 577 | 188 |
Profession path
Next professions
Skills
Explore the class’s skill records by learning level, including their printed effects and costs.
View skills · 29Original reference tables
| Attribute | Printed value |
|---|---|
| STR | 40 |
| WIT | 12 |
| CON | 47 |
| INT | 18 |
| DEX | 26 |
| MEN | 27 |
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.