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Fly For Fun

One of the most popular free-to-play MMORPGs out there is Gala Network’s Fly for Fun. It’s been around for quite a while and features a lot of standard-fare level-grinding, questing and the typical guild system and marriage system that most MMORPGs have become known for. This review, however, is not about all the fanciful things that take place at higher levels, but will mainly focus on the starting points of the game, specifically the newbie spectrum between level 1 and 15, where players are considered Vagrants. Below level 15 players also only have access to an expensive flying broom, so flying around (or flying for fun) is not an easy thing to accomplish as a newb.


The experience rate during the early levels is fast-paced, but begins to slow down during the late 20′s and early 30′s.  Each class has a different skill set and two different second job choices at level sixty.

Listed below are the four initial classes and their second job options:

Acrobat - Acrobats are the ranged specialists of Flyff. The Acrobat can specialize in the use of either yo-yos (Jester) or the bow (Ranger.)
Assist - As the name suggests, Assists support other players with buffs, but also have powerful area of effect (AoE) spells.  Assists can specialize into Bill Poster, a hybrid class that uses melee knuckle weapons, or Ringmasters, who possess the most powerful buffs.
Magician - Magicians are the spell casters of Flyff.  They have very low HP, but deal heavy damage.  Magicians can specialize into Elementalists or Psykeepers.
Mercenary - Mercenaries are the main melee class of Flyff.  The Mercenary can specialize into a defensive Knight who uses a sword and shield, or into an offensive Blade who wields a weapon in each hand.


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