Fly For Fun, commonly known as Flyff, is a free Korean MMORPG made by Aeonsoft, a subsidiary of GALA Incorporated. The game features a free-form flying system which allows players to fly around the landscape on brooms, boards, and Cash Shop items. When airborne, a player can also fight flying enemies. It also offers a player vs. player combat system which can be utilized anywhere with the duelling system, or in the arena, an enclosed space for free-for-all battles. There are 120 levels of progression, plus a further 60 after attaining "Mastery". The game features a soundtrack composed by soundTeMP. Fly For Fun received an award for "Best Game of the Year" from South Korea's Ministry of Culture in June 2004. It is currently in its twelveth (12th) version (Version 12 Closed beta).
Fly For Fun Intro
LO LO LO BENNEL!
has discoverd the rock on his head.
In the beginning, five beings of unlimited power saw fit to create a world. They gathered bits of themselves and, walking amongst the stars, created a world devoid of fear, of hate, and of danger.
They created the land known as Roika.
When they had finished, they looked upon their world and felt that it was somehow incomplete. Until, from amongst the trees, stepped the curiosity-driven Humans and, from high in the mountains and deep underground, came the mighty Dwarpets. The Gods nodded in quiet approval sensing that their world was now seemed perfect.
That land, long since lost, enjoyed the peace and tranquility of a true Utopia.
For generations the five creators of Roika smiled gracefully upon their work. Doting on their creations like proud parents, they watched as Mankind grew into a species of thoughtful philosophers, loving care-givers, and brilliant scholars. The Gods pushed stars across the night sky to illuminate the pearlescent cities of the Dwarpets and danced through the heavens to the thumping rhythms of their songs. Then, without warning, they decided to leave.
Before they left they did two things.
They passed all of their secrets to the Dwarpets, certain that they alone possessed strength enough to protect them.
And they created the Goddess Rhisis, to watch over Roika and all the life on it.
For a time, things were good. But alone on a planet she barely knew, Rhisis felt the need to create life of her own. She created three beings; and put into each of them an aspect of herself.
Bubble was the kindness of Rhisis, her love for the beings that created her and the love of the life that those beings had created. Iblis was the apathy of Rhisis, her indifference towards Roika, and her lack of care for what would happen if she were to leave. Shade was the hate of Rhisis, her shame at being left behind, her fear of being trapped with beings that could never understand her.
The destruction of Roika began with hate.
Shade, in an attempt to destroy all life on Roika, moved everyone to a small corner of the world and, using nearly all the power available to her, separated it and set it adrift in the great sea that covered the world. The Humans ran to the Dwarpets and, with their help, built caves, cities, and mines, to protect themselves. Shade realized that life had not ended as she had hoped and forced her way into the minds of the Dwarpets, stealing the Gods. secrets and destroying most of the Dwarpets in the process.
Shade created the race of creatures known as Masquerpets to destroy anyone who remained in her way.
Bubble, hearing the cries of the humans, struck at the small continent, scattering the Masquerpets and splitting the land into four pieces.
Iblis watched, doing nothing, saying nothing. Her left eye, blue in color, sparkled like a child's, while her right eye, violet as a winter's dusk, gazed into the nothingness beyond the world.
The remaining Humans armed themselves, ready to face the threat of the Masquerpets and to someday stand against the Goddess Shade herself...
As all versions of Flyff are free-to-play, as revenue is generated from a Cash Shop where players may use real money to obtain items more powerful than those a player would find ingame, such as a Scroll of Activation, which increases the ability of the player to use skills, or a Cash Shop Pet, which is a little creature that follows you around and picks up things on the ground for you. In the Version 7 update of International FlyFF, a Reskill, an item for resetting characters' skill allocation, was introduced. The first job change quests reward the character with items otherwise obtainable only from the Cash Shop.
In summarization, Cash Shop items enable the player to access additional features of the game. Since cash shop items are tradeable among players, this means that all players can have access to what the cash shop offers. However, Cash Shop items are usually sold for a considerable amount of penya - the ingame virtual currency in Fly For Fun. From Version 9 and on, players are able to set up user shops that contain Cash Shop items for sale.
Criticisms about the Cash Shop
Several changes were made in Versions 9, 10, and 11 that seem to make the cash shop more important and productive. Although many players do emphasize the fact that Gala-Net is only on the financial factor, many players feel that Fly For Fun has been designed in a way that over-emphasizes the use of the Cash Shop to achieve moderate game play. This may make the game appear as if it's not Free For Life
. Many important items in-game, however, can only be obtained through the Cash Shop.
The key point that must be noted is that all microtransaction MMORPGs rely on a cash shop for profit, so the same criticisms can be made for all supposed "free 2 play" games in existence. With the coming of V12 which requires twice as much upgrades, the game 'Fly For Fun' has been nicknamed to be 'Upgrade For Fun' in which literally all beta testers whom discussed the V12 thread agreed. It is estimated that it requires approximately 1000 dollars USD to become a casual player.
Cash Shop Pets
By using Gpotatoes or Zen (used in the Spanish version) a player may buy pets to follow them around in-game and pick up fallen items. Unlike normal pets, they do not disappear or lose a life when the player dies.
With the release of Version 9, new pets can be hatched from eggs which randomly drop from monsters. Pets will aid their owner in combat by providing stat boosts, although they themselves do not fight. Pets lose hit points constantly while they are summoned, and must be fed "pet feed" to restore their hit points. In addition to losing health when not fed, pets will lose lives if they reach 0 health or if they are summoned when their owner dies. If a pet loses all their lives, they will die. If this happens, it will remain in the player's inventory until deleted, or until a pet revival scroll is used. The only way to give a pet additional lives is to buy a cash shop item named Pet Energy. However, pets may also gain lives by advancing to S-level class, which will take a long time to obtain. Pets also can "level up." They slowly but constantly gain exp while summoned, and when they reach 100% they will "level up" and gain one rank. As a pet's rank increases, the bonus they give to their owner will also increase.
Eggs may hatch into White Tigers, Babari Lions, Rabbits, Old Foxes, Dragons, Griffins and Unicorns. The kind of pet that results is chosen at random. Each kind of pet has a specific stat that it gives you; for example, White Tigers add Strength while Rabbits add Dexterity. The higher level the pet (ranging from D, C, B, A, S) the more bonuses that the pet will give. Listed below are what bonuses that each pet adds.
White Tigers add Strength.
Barbari Lions add Stamina.
Rabbits add Dexterity.
Old Foxes add Intelligence.
Griffins add Defense.
Unicorns add Health Points.
Dragons increase attack points.
The world of Flyff consists of several islands, which means flight or Blinkwing (Teleporter) away:
Flaris (capital: Flarine) is the starting island on which everyone is set at the beginning of the game. Flaris contains monsters from Level 1 to 45th. There is also the first dungeon, and the NPC for First Classes.
Saint Morning (capital: Sain City) is an island east of Flaris. The NPC for changing into a Magician is located here. Saint Morning contains monsters from Level 19 to 65th. There is also here a dungeon called "Ivillis Temple."
Garden Of Rhis is the smallest island, which lies northeast of Saint Morning. There are no towns, but there are monsters from Level 43 to 53. It is also known under the name "Death Iceland."
Darkon (capital: Darken) is a very large island west of Flaris. Darkon consists of 3 parts, and contains monsters from Level 51 to 119. There is also the NPC for Second Classes. Version 11 from Act 2 can be found in Darkon 3, the NPC according to Vulcano to come.
Azria is a new High Level area, which in V11 (Act II) was introduced. It contains monsters from Level 73 to 115, which is approximately 20% more experience than normal monsters bring. The item required to reach Azria is an Azria Ticket which can either be purchased in the Cash Shop or from other players who have already purchased it. The items come with a time limit where one is 7 days and the other is 15 days.
Unknown World is a erforschbarer but uninhabited continent. One can only board a flight to reach this continent, but not on land or bounce. The Unknown World contains no monsters or NPCs. It only contains simple earth.
As of September 19th, 2007 the global player killing (PvP) option of the game was removed due to the fact they put pk in every server. The players didn't like that so they made another server that had pk.
With a red name, players cannot use shops or banks in town and will be attacked by the NPC guardians that surround the towns if they try to approach them. Turning red will increase a player's PK count by 1 and e-penor, and increase his or her Disposition by a variable amount related to how high his or her PK count is. The more players are killed, the faster the Disposition grows. Players with positive disposition (red names) and a PK count greater than 3 can drop items from their inventory upon death. The higher the player's disposition, the greater the chance and number of items that will drop. Red named players with a PK count of 1 will not drop items upon dying. In order to regain White name status, a player must reduce their disposition to 0, either by being killed repeatedly (which removes some disposition) or by completing a special Angel quest (which resets disposition to 0.) The only way for a player to reduce their PK count is to complete the Angel quest, which removes some of the PK count of the player, to a point that the PK count reaches zero.
The Arena is the only area in the game where players may engage in Free-for-all
Player-killing. Players can attack and kill each other freely without consequence or loss of items and/or experience. The arena was implemented in every server that was not full PK. The arena can be entered by speaking to the Arena Managers of each city. Only characters who have completed their first job quest can enter the Arena. There are shops in the arena for any necessary equipment needed for PK.
When a character first begins, he/she is given the title of a Vagrant
use simple weapons such as swords and axes and have access to three melee skills. At level 15, certain quests may be taken to ascend to one of four classes. These quests are also known as the "First Job" quests. Upon completing the first job quest, the character's stat distribution is reset to default, and the player will be able to distribute them to better suit their newly chosen class. Characters must change their class at level 15, as no more experience points can be gained until they do so.
Mercenaries, similar to Vagrants, continue to use swords or axes to attack their enemies. Unlike other classes, their weapons are more refined and much stronger. They are one of the first classes to have the most HP, attack, and defense. Their free hand can be used to hold a shield for further protection. Additionally, they can use a skill to spread nets to slow their enemies' movements and fire shockwaves at opponents from a close up distance. All Mercenaries utilize STR to increase their damage, and may also increase their DEX to attack faster and block more. Mercenaries have little use for INT, aside from magical defense. Mercenaries also rely on their FP points, as these are consumed when they use skills. A Mercenary can become either a Knight or Blade when they reach level 60.
Assists are unique characters in that they can utilize supporting techniques along with melee skills. This is possible by utilizing their numerous buffs to strengthen themselves. Using a two-handed Stick, Assists can cast various buffs
(boosts in power,speed, and etc) to help another character or strengthen themselves. By using Knuckles, sometimes Gloves, Assists can battle monsters (even though Sticks can still be used as weapons). Using Knuckles, Assists become the first class to acquire an attack with an Area of Effect called Burst Crack . At level 60, an Assist can become a Billposter or a Ringmaster. An Assist's Knuckle damage relies on STR. The amount of HP healed by Assists and their buff durations are increased by INT. In some cases, certain skills for both second job classes use INT for damage calculation. Assists benefit from all stats (STR, STA, DEX, and INT), but depending on what role they choose to be, they may not need any points in certain attributes.
Acrobats are skilled in ranged weaponry. They may use bows and arrows, or Yo-yos
to attack. Arrows used for bows are consumed as they are used and must be repurchased once a player's amount of arrows has been depleted. Yo-yos have a shorter range than bows, but longer range than melee-ranged weapons. Bows are the most accurate of the two because bow damage is dependant on only DEX which also provides evasion, hit rate, block rate, attack speed, and critical rate, while yo-yo damage is based on strength. Both of these weapon types are two-handed, disabling the Acrobats' use of shields with their usual weapons equipped. Their yo-yo attacks also have a chance of knocking the enemy back. Skills used with yo-yos equipped consume FP, while bow skills consume MP. Acrobat have several unique abilities including firing a barrage of arrows, shooting accurately with a bow, stunning opponents, making an enemy bleed (causing a continuous loss of life for a short duration), countering an opponent's attack, stealing the opponent's money, running faster, and turning invisible for a short moment. Acrobats can become Jesters or Rangers at level 60. Yoyo damage relies on STR, bow damage relies on DEX. Acrobats have no real use for INT, as they can use MP refreshers to recover used-up MP from bow skills.
Magicians use only strong magic that deals a lot of damage. They do not use and STR or DEX, but rely highly on INT and STA. Magicians are strong if the player adds a lot of INT, but also would have a weakness of having low HP and DEF leaving them defenseless and easier to kill.Magicians or Mages can use wands with a sheild Magicians also use staffs which is two handed so shields are disabled. When they get to level 60, they can be either a Psykeeper or an Elementor.
Players may change to an advanced class by completing certain quests at level 60. These advanced classes, also known as second classes, specify certain characteristics of the previous classes. Upon reaching level 60, no further experience points are gained until the character completes a "Second Job" quest. Each of the four first classes branch into two second classes. On a visual note, some of the classes have a unique battle stance unlike their first class counterparts. Unlike with the First Job change, stat points will not be reset again. They may only be reset again when the character becomes a Master or when they purchase a Restat from the Cash Shop.
Knights focus on defense over speed. They have the ability to wield the most powerful, albeit slowest weapons in the game, as well as the most protective armors (the lack of a shield is made up for by their armors' heavy defense.) In general, Knights are more efficient than other classes at making use of their Area of Effect (AoE) skills, as they can take many more monsters at a time due to their naturally high defense. Knights are usually considered the tank
characters in Fly For Fun, since Knights receive a greater defense bonus for each point of stamina than any other class in the game. Like the Blade, a Knight can use a single handed weapon with or without a shield, but will be unable to use any Knight-specific skills. Knights rely on STA and STR for defense and damage. Just like Mercenaries, Knights do not use INT.
Blades focus highly on STR and DEX. They do not rely much on STA because they can usually kill an opponent before they even strike. Blades can wield up to two weapons at a time enabling more strength. Just like Knights, they can wield a sword or ax and a shield, but cannot use Blade-specific skills while wielding a shield. Just like Knights and Mercenaries, they do not rely on INT. Usually Blades are either good at PvP or PvM, depending on their build. Blades can take on very high level monsters, provided that they have a Ringmaster with them.
Psykeepers are skilled in hexes and curses. When wielding a wand, Psykeepers "float" in the air and glide across instead of walking on the ground. Psykeepers have access to the forbidden arts that can damage monsters from the inside, synchronize their own minds with their antagonists to share the pain from attacks, or create barriers to ward off oncoming attackers. All of their spells are non-elemental and can only be cast using a wand. It has also been widely debated that elementing (Adding an element with cards) a wand will decrease the magic damage of their spells. Most of a Psykeeper's spells are known as debuffs
, or spells that deal negative effects other than direct damage to an enemy. Psykeepers can also use Area of Effect spells. Psykeepers' damage is relient on INT.
Elementors have the ability to manipulate the elements. At level 65 they can begin casting many Area of Effect spells such as poisonous clouds, sandstorms
, and even summoning massive meteors to crash on foes. All Elementor skills require a Staff. An Elementor's abilities include not only offensive spells of every element, but also buffs to increase damage for each element. Currently, not all of these elemental masteries work as they should. Both the Fire and Water masteries do not increase damage for the related spells. This has been confirmed by Game Masters as being intentionally implemented by the game developer for "game balance reasons". Due to their mastery of the elements, Elementors can deal increased amounts of damage to monsters by choosing the appropriate element that the monster is weak against. Elementors can have any build of an INT/STA variation, and still AoE efficiently.
Billposters are the offensive second class of the Assist. They focus on offensive skills rather than those of the defensive and healing nature. While requiring a stick to utilize their retained Assist abilities to heal and buff, Billposter skills utilize Knuckles. These abilities include Asmodeus, which raises attack power, and the powerful Asalraalaikum attack that consumes all of the caster's MP, dealing considerable damage proportionate to the amount of MP (magic points) consumed. This skill is by far considered to be the strongest attack in the game. Despite these strengths Billposters have no ranged capabilities, including vulnerability to other ranged attacks. Billposters, however, if the proper builds and skills are utilized, they can effectively stun their opponent, rendering them helpless for a few seconds, giving them the time to defeat them. A Billposter can also function as well as a Blade with a high attack speed and power. Often these Billposters can take on higher level monsters than a Blade without a Ringmaster due to their abilitiy to stun. Billposters also excel in Area of Effect skills. Second to Knights, Billposters have one of the highest ratios for HP per STA point. Additionally, with Prevention, a skill that completely heals its caster once HP has reached a certain percentage, and
the ability to stun the monsters with its AoE skills, Billposters can AoE very well!
Ringmasters are the supportive second class of the Assist and notably have the most useful buffs in the game (depending on their skill point distribution). They are often the most sought-after class in the game, often desired to help a partner fight higher leveled monsters that they would otherwise be unable to defeat without the assistance of a Ringmaster. Ringmasters use Sticks to buff and heal. A Ringmaster's abilities include Spirit Fortune to raise the attack power of allies and Geburah Tiphreth to raise the fighting capabilities of allied players. They are also capable of debuffing enemies by using a skill called Holycross, which doubles the next done to a monster, though this skill is only effective for one hit; afterwards it must be recast. Ringmasters are usually formed from Full Support
Assists, but are not limited to creation from full support characters. These assists devote themselves to helping others and supporting them. Ringmasters are easy to level up provided they have a partner(s). They are quite capable of fending for themselves depending entirely on how they distribute their stats. Upon reaching level 80, they obtain their one and only damaging skill, Merkaba Hanzelrusha, which is an INT based AoE skill which deals damage over a time span of 10 seconds no matter what the skill level is set to. The other, rarer path of a Ringmaster is a Battle Ringmaster (often abbreviated to BRM). In essence, these function the same as a Billposter, but have the added bonus of Ringmaster buffs and abilities, and have an almost equal amount of potential in combat. Ringmasters can also function as tanks in the game due to their ability to put high amounts of STA into their build along with the skill Prevention, also useful to have when they choose to AoE. Ringmasters get one of the lowest HP per STA point out of all the classes but they have a high recovery rate to make up for this flaw. Ringmasters are also backed up by one of their Assist skills, Prevention, which completely heals the user when their HP falls beneath 10% (at its full potential).
Jesters possess a large range of attacks. Unlike the court jester
of medieval times, these Jesters are masters of trickery and are literally bloodthirsty fighters. They receive four times as much Critical Hit Rate from the DEX stat than any other class. There are two kinds of Jesters, a Yo-yo Jester and a Bow Jester. Jesters use yo-yos and mainly require STR for their damage output(though, it is worth noting that STR adds less attack power to yo-yos than to other STR-based weapons). They can use skills of dark magic to drain blood in order to replenish their own health, inject poison into foes, launch coins to dent enemy armor, and impair their victims by attacking vital organs. One of their skills, Penya Strike, rivals that of the Billposter's Asalraalakium as the second strongest skill in the game. This attack, however, consumes a certain amount of penya when used (one penya for every damage point). Meanwhile, Bow Jesters (often abbreviated as BJ) are Jester builds that use bows instead of traditional yo-yos. Often they may only use points in DEX and some STA. Many players choose to use this build because of the bow's longer critical knockbacks
than yo-yos, making themselves virtually untouchable in combat, including their high damage and weapons and armor sets that increase the damage inflicted by critical hits. However, they are sometimes flawed in Player Vs. Player combat due to their often low-set HP and their inability to cause knock backs on other characters (which was implemented in Version 9). Some players simply find this build better than Yo-yo
Jesters, likewise abbreviated YJ, though this is completely arguable in some cases, as Yo-yo Jesters can become stronger at higher levels and that Bow Jesters are stronger at earlier levels. It should be noted though, Bow Jesters cannot use any Jester skills that require yo-yos when using a bow. Jesters are the only 2nd job in the game that lack Area of Effect skills.Also it should be noted that yoyos gain more damage per STR then bows gain per DEX.
Rangers use bows to inflict damage as well as to render enemy strategies useless. They utilize the powers of nature in their attacks, such as creating Flame Arrows to singe flesh and Poison Arrows to inject toxic acids into foes. Rangers often use their abilities to inflict damage on many opponents, which gives them the ability to AoE. Their natural high DEX particularly in higher levels, along with their skill, Perfect Block grants them the ability to produce a high blocking rate, that allows them to AoE efficiently and take multiple damage from incoming attacks. Arguably, they can be considered the fastest leveling classes at higher levels. However, they do not have much Player Vs. Player potential, excluding the skill Silent Arrow, which disables its target's ability to use MP consuming-skills.
General upgrading increases the amount of defense given by armor and the attack rate of weapons. Armor and weapons can all be upgraded from +1 to +10 with the use of Sunstones. Once the item reaches +3, it is at risk of breaking if the upgrading were to fail (upgrading from +2 to +3 can fail, but the item cannot be lost). The higher the weapon is being upgraded, the higher the chance that the upgrading may fail. The loss of items through general upgrading can be prevented with Sprotects, which are purchased via the Cash Shop.
Wearing armor pieces that are all +3 or above will give the wearer additional stats, such as an increased HP total, block rate, and increased hit rate.
Elemental upgrading increases the elemental attributes of a certain element to your suit or weapon. For example, wearing a suit with +10 electric, will give its wearer a high resistance against monsters with the water attribute and increase the damage received from monsters with the earth attribute. For weapons, having +10 electric on a weapon will cause more damage to monsters with the water attribute and less to the monsters with the earth attribute. When the element of the suit is the same as the attacking monster, it will cause more zeroes, to appear, depending on how high the element is upgraded. For weapons, one would likewise hit more blocks on that monster if his or her weapon is upgraded too high. The elemental cycle goes as such: Fire > Wind > Earth > Electric > Water > Fire. Just like general upgrading, weapons and suits can be lost in the process without using Sprotects when needed.
Piercing can only be performed on suits. To pierce a suit, you must go to the NPC in either Flaris (Boboku), Saint Morning (Bulrox), or Darkon (Remine) and click on Pierce. Moonstones are required to pierce suits. Piercing always has a chance of failure and loss of your suit. In order to prevent loss of an item, a Gprotect must be used. Like Sprotects, these can be purchased from the Cash Shop. Piercing can only done up to 4 successful times (seen as 0/4), giving four slots to your suit. Depending on how many slots are in your suit, you may insert Socket Cards which increase various attributes depending on their type, such as maximum HP, maximum MP, maximum FP, attack rating, and defense rating. Each type of Socket Card comes in 3 denominations of +2%, +4-5%, or +7-10%. The percentage increase varies from type to type.
Awakening gives an item a random set of attributes and can only be performed on weapons, suits, or shields, also it can be used on pets in the new verson v12. Since the upgrades are added randomly, they may add or take away something that is beneficial or useless for the player. Awakenings can only be performed once on an item until a Scroll of Reversion is used on the item to clear the current Awakening attributes. The item can then be Awakened again and the process repeated as many times as the player wishes. Awakening or reverting Awakening attributes can never fail.
The FlyFF Beta. The FlyFF beta was the begin of all the great game, FlyFF. The graphics was looking "ugly". That version had only a Fly system and battle system.
Version 1 - The Begin
The 1st version of FlyFF. Due to the poor community, low amount of players, version 1 information is unknown. Only koreans played in this version. At FlyFF V1, American Flyff didn't exist yet.
Version 5. Version 5 of FlyFF was just "poor" version. Almost there was nothing in FlyFF. Players quitted quickly from Flyff, due to it big "boredom". Some of the quests were "bugged", being incomplete, or could be done more than once. Some people abused the "A Letter for Tina" quest, because it used to give penya and experience and could be done multiple times.
The 6th version of Fly For Fun. This version fixed a lot of "bugs" and added some new features, like the ability to play the game in windowed mode, "brown" itens, Cash Shop pets and more.
Some players consider this the best Flyff version.
Version 7 of FlyFF. Most players commented that Version 7 was the best version on FlyFF. Reasons these players gave were, for example, players don't de-level from death, experience gained from monsters was higher, power dice was still available. One of the complains of this version was the change of the skill system.
Version 8 of Fly for Fun. Version 8 hadn't been released in English flyff because of to many complaints about PK in every cluster of the servers and de-leveling in the game. Because of this version 8 was cancelled and version 9 was quickly released.
A lot players left Flyff after the implementation of Version 9. Many people(including those who had been on flyff a long time)left flyff because, initially, there was still PK in every server and because de-leveling was still current in the game. Additions to the game include the "New Mailbox", "New Shops", "New Plastic Surgeon", "New Hair Designer", "New Guild Siege", "PVM System", "New Pets", "New Pang", and "New Upgrading System".
Version 10 was released on Thursday December 13, 2007. After its release, parts of the community complained that the new version was targeted predominantly at higher leveled players. A new dungeon with two new normal types of monsters and one boss monster (all of which are level 118 or higher) was added, with a two-digit number of characters beyond level 115 at this point. Two new quests were also introduced which are only available to players who are level 120 with 99.99% exp.. The new features benefitted only level 120 characters, which is the highest level possible at the moment. There are a limited amount of level 120 characters in existence because it is extremely hard to reach this level, due to the low amounts of experience earned while "grinding", or fighting various monsters over, usually, long periods of time. The addition of these quests extended the playability of the game and gave more of an incentive for players to reach level 120. However, the result of this quest is the transformation of the level 120, 99.99% character into a level 60 character, labeling them a "Master" and pinning them with a Master Badge (shown to the right of the characters name over their head). As a "Master", the character can wear various equipment from their class, regardless of level, and when leveling, experience is gained at half the usual rate for that level. The beneficial part of this is that for every level, an extra stat-point is gained , which results in the player earning 75 extra stat points once the character becomes a level 120 "Master." The player also gains a special skill once he or she is a "Master." After "grinding" to level 120 a second time, the "Hero" status is obtained after completing the "Hero" quest, and a small H icon is placed at the right of the characters name in-game. A special skill is also obtained upon becoming a "Hero," much like the "Master" status.
Version 11 beta was released on January 25, 2008, and all servers were updated to Version 11 on February 14, 2008. This version has received much attention from Flyff fans, some even citing it as the best version since Version 6. Much of the gameplay has changed, such as the messenger, or the "Friends List" window, which now shows more detailed information about friends such as name, class, level, current server, and status. A new land was added to the world of Madrigal named "Azria" which is a place only accessible by using the "Azria Ticket," which is brought from the Cash Shop. The new land has a range of different monsters (level 73-115) that give 20% more exp than monsters elsewhere in the game.
Players are now given the option to upgrade stat-giving jewelry with moonstones all the way to +20 (Although it is advised that players use Cash-Shop-purchased Aprotects for upgrading past +3, similar to the other upgrading systems in Fly For Fun). Also the level limit was removed for accessories/jewelery. This also reinforces the need of using the cash shop to become a good player. Basically, a rich low level character can now outclass a much higher level character if he is rich and owns highly upgraded accessory. This brings imbalance to the game, but in turn increases Gala's profits from more people spending money on Flyff to get stronger in game. A collection system was introduced, which allows players to go in a predetermined field to collect pieces of cards, sunstones, moonstones, topaz, diamonds and other useful rare items. The collector fields are located outside the principal cities of Flarine, Saincity, and Darken. Also, a Player versus Player Arena was created, where any person who has completed their first job quest can join in a free-for-all fight against any person without gaining disposition, dueling points or face a penalty for death, such as losing experience points. Item Awakening was also introduced, allowing players to add a stat to their suit, weapon, or shield. However, negative stats may be gained, rendering the weapon as nearly useless compared to a 'clean' version of the same weapon. However, a "Scroll of Reversion" may be purchased from the cash shop to remove the Awakening status on a weapon, suit, or shield, allowing one to awaken and revert the attributes until an acceptable set of stats appears.
V12 is the newest version of FlyFF which purports to balance all the classes (canceled, read more...) and add newer higher leveled monsters to challenge "Heroes and Masters". At the midpoint (May-June 2008) of the V12 making, the developers has been decided to reject the classes balances, due to players complained it will make FlyFF much easier and more boring. The developers has been rejected the classes balances to the LAST version release of FlyFF, that may take 7 years +More than this. The beta was released on September 12, 2008 and was completed on September 22. 2008. Some veteran FlyFF players have tested version 12 and have said that it is a failure. The primary reasons behind the "failure" determination include: a new tax system and unbalanced upgrading of weaponry and armor that puts character classes that wield two pieces of equipment (a shield and a weapon) at a significant advantage over those that only wield one. This version also will allow any character that has obtained a master level to be voted into the position of Lord. V12 Also brings the new pang buffs, on the NPC called "Buffs Pang" (The penguin). The Pang offers all of the Assists' first job buffs (All buffs are Level 7). However all of these things are suppositions and not much can be determined until this version goes live. The version is released now. All the following features is right.
Version 12 new features includes: New Cards System, Rangda: New Unique Monsters, New Forsaken Tower, New Lord System, New Tutorial, New Pet Awakening System, New Cash Shop Items, and New Monsters. gPotato announced the release date to on October 4, 2008. The released date was then changed to October 28th, 2008. Shortly after, a topic was posted on the FlyFF forums stating V12's new and official release date.
Dear FlyFF Fans,
It's true, you heard it here first! We are launching Version 12 of FlyFF on October 7th as originally planned.
I apologize for the confusion regarding the changing of release dates.
One issue we faced is that we don't have the V12 client up on our mirror sites yet. It will take a few days before it will be available for download.
However, rather than making you wait for this, we have decided to release V12 initially through our automatic patching system. This means if you have V11 already, then your FlyFF game will automatically update to V12 when you log in on October 7. For those of you who don't have V11 or experience problems with the auto-updater, we will have the V12 client available for download by the end of the week.
I apologize for any inconvenience this may cause.
Thank you for your patience and support.
-Keehwan (Roanin) and the FlyFF Team
Version 13 information currently is unknown, due to it releasing in the further future of FlyFF.
The eFlyFF developers are still did not started making V13, due to the bugs in V12 they need to fix. Further information is unknown for all the community, even to the FlyFF official makers.
They have no ideas yet about this version.
Patch Glitch - FlyFF Future Patching
You able to patch the future of FlyFF. How? Simple. FlyFF, after installed, there is a Neuz.exe file in its folder. This can patch what will be in the future. Alot of people applied Neuz.exe and used it starting July 2008, due to their impatient to version 12. They patched V12 future with Neuz.exe, before released, and was the only ones on V12 played. They did not tell anyone about this thing, because they wanted to be alone and have no lag or harrasment,but to their not telling, gPotato ask some other veteran FlyFF players, and it was discovored thanks to gPotato - FlyFF Game Portal and some FlyFF veteran players. Those players has been rewarded 90,000 gPotatoes, as the "thanks" of gPotato for discovering it.
Clients & Versions Table
Here's a table of the Fly For Fun versions and more information on the table, on the clients and versions of Flyff.
|| Tax-System |
|| No |
|| No |
|| Yes |
|| Yes |
(note: American Version 12 has been officialy released on the Amercian FlyFF client).