History
It was released from open Beta Testing in Europe on December 21, 2006. In North America, OGPlanet has picked up the license for the game and open beta testing began February 1, 2008.[1] It had also been stated by IGN that the full release would most likely be by the end of February.[2] On March 3, 2008, the game officially launched in North America and the open beta also began in South-East Asia.
Character Classes
"Warrior" are those who have inherited the very first form of "force". They practice physical strength by using force rather than manipulating it, thus being a warrior requires being more physically superior than those of the other forms of force. As they prioritize physical power over technique and speed, their fights are often more thrilling and dynamic. On the contrary, their understanding of force manipulation is quite limited, and thus their intelligence is given less priority in their training. However, experienced warriors are said to be able to awaken their latent abilities by using force to become berserker warriors and summon Astral Weapons by experiencing a spiritual awakening in force.
Their starting area is Bloody Ice. Warriors have high hit points, high defense, and high attack. Earlier Warrior skills are slower to cast than other classes, but have quicker skills at higher levels than other classes. They have powerful party buffs. Warriors are great for beginners. Their main weapon is a 2-handed great sword or a 2-handed Daikatana. Their Summoned Astral Weapon is a Scythe.
"Bladers" are those who have mastered the "second form of force" that were inherited since the Nevareth Exodus. According to the Sage Tower, blader skills originate from a type of martial art that was practiced in an eastern country of the Lost Age, and the martial art was discovered and developed during the Honorable Age. The first generation of the 7 sages then developed the present form of blader skills. Their practice is focused on maximizing physical abilities by using force, and they prioritize dazzling technique and speed over destructive power. In the beginning, they used various kinds of weapons, but they quickly realized that the best partners for their skills were dual swords, and settled with them. Since then, they use single or double bladed dual swords as their primary weapons, and wear light armor such as "Martial Suit Set" from the Huan continent for speed.
Just like the warriors, bladers have very limited understanding of force, and so mainly practice physical strength and agility more than studying the knowledge of force, which requires intelligence. Experienced bladers are said to be able to create multiple doppelgangers by maximizing their agility, and to bring instant death to their enemies by summoning deadly Astral Weapons which are the results of their spiritual awakening in force.
Bladers start the game in Desert Scream. They take heavy advantage of critical hits, and also have a penchant for disruption and evasion. Their main weapons are dual katanas or blades. Their Summoned Astral Weapon is a pair of Dual Claws
"Wizards" are magic users who manipulate Force to compensate for their physical weakness. In the early years of Nevareth, they used a type of Force controller called "Force Stick" that was inherited from the Honorable Age, but as Core Technology was retrieved and developed, they started using Orbs. Orbs are one-handed, which means that Wizards can be equipped with an Orb in both hands to double their power. It also leads them to be able to cast multiple magic spells at the same time.
Wizards invest a lot of effort in intelligence in order to efficiently control Force. At the same time, they do not possess much physical strength or agility. Thus they prefer to wear light armor such as the Martial Suit Set. According to an unconfirmed theory, they avoid metallic armor because it prevents them from close contact with outer forces. Well-experienced wizards are said to be able to simultaneously use multiple magic spells with ease, and inflict enormous damage just by using a simple spell.
Their starting area is Desert Scream. They have high magic attack. They have the best AOE of all of the classes. Their main weapon are orbs. Their Summoned Astral Weapon is an Orb that lets them attack two targets.
"Force Archers" originated on top of the Wizard group. They realized the potential of long-range magic spells, and studied how to intensify the potency of magic spells. It is common knowledge among force handlers that the relation between range and speed is in inverse proportion to the one between space and power. The founders of the Force Archer skills were greatly intrigued by distance and speed rather than space and power. They established the intensive long-range force attack skills for Force Archers, and created "Crystals", an advanced version of a Wizard's "Orb", which specializes in controlling force more than intensifying it. This great invention which has resulted in creating another invention, "Astral Bow" which minimizes the risk of power decrease when using long-range force and improves force control and attack speed at the same time. Later, it served as a momentum for "Astral Weapons", the embodiment of force. Controlling Crystals requires a minimum of physical strength and agility. Force Archers do not move around much compared to other classes due to their unique battle style, and they wear armor such as "Battle Suit Set" from the Pastur continent, which possesses better defense than light clothing armor. Experienced Force Archers can perform quick long-range force attacks and if they achieve a master level in force control they can deliver a fatal blow to an enemy from a far distance with one shot.
Their starting area is Green Despair. Force Archers have the longest range in of all the classes, as well as the fastest casting time. They have a small array of support skills and healing powers. Their main weapon are two crystals. Their Summoned Astral Weapon are a pair of astral guns.
"Force Blader"Unlike defensive Force Shielders, Force Bladers prioritize agility for precise attacks. With the same reason, they cannot wear armor heavier than Battlesuit Set such as Armorsuit Set. Also for the Force controller, they preferred to use "Orb" which focuses on destructive power more than Force control. The research in Force Bladers obtained a fruitful result in establishing Agility Force Bladers, but it was not that satisfactory. Agility Force Blader's sword skills were not as strong as Bladers' skills, and their magic skills were not as powerful as Wizards' or Force Archers' skills. They were also unable to perform support magic spells unlike Force Shielders. They must find another way to improve their power. After long research, they realized that using sword and magic spells at the same time would compensate for the weakness. Then they created unique battle skills as known as "Magic Sword Skills". This is how Force Bladers, the Magic Swordsmen have been established. Since Force Bladers must be equally skillful in fencing and magic, they try to keep balance their practice in physical strength and intelligence. Although there are not yet many Magic Sword Skills introduced, still Force Bladers can use joint sword and magic skills. Well-experienced Force Bladers are told to be able to combine every possible magic spell with their sword skills, and inflict more damage by mastering combining magic and sword skills.
Their starting area is Green Despair. Force Bladers are the hardest to level in the game because they must constantly skill train both Magic and Sword skills to be effective. They also have extremely powerful debuff skills at higher skill ranks, which if used correctly can give a force blader a good advantage over the enemy. They have powerful hard hitting skills. Force Bladers are not recommended for beginners. They can choose katana/orb as their weapons of choice. Their Summoned Astral Weapon is an Arm Cannon.
"Force Shielder"The creation of the Astral Shield opened a new chapter in the history of Nevarethian armor. The Astral Shield has such high defense strength that it can serve offensive purposes as well. Some Warriors and Bladers, who desperately needed a new way to fight and defend have become Force Shielders. They wanted higher defense as well as establishing their own unique battle style. Thus, they started using the heaviest armor such as Warrior's Armor Suit while carrying the Astral Shield. Force Shielders specialize in short-range force control, which means that they are incapable of doing long-range attacks except through magic. However, they make up for this weakness by developing supporting magic spells which increase their attack strength by manipulating outer forces near their bodies. It's these methods which match those of the Wizard's strongest asset. This revolutionary invention has become a turning point in the Nevarethian battle style. Force Shielders must invest a lot of their effort in physical strength in order to be equipped with Armor Suit, the strongest yet heaviest armor, as well as an understanding of force in order to skillfully control force. They also need to consider dexterity for decent hit rate since they can only use one-handed swords. Experienced Force Shielders know various ways of manipulating Astral Shields, and can perfect their defense if they master in short-range force control.
Their starting area is Bloody Ice. A Hybrid class, they have high defense and a lot of powerful AOE attacks. Three types of Force Shielders been dubbed by the community; they are Magic Force Shielders, Sword Force Shielders, and Hybrid Force Shielders. Sword Force Shielders are powerful in PVE, while Magic Force Shielders are good in PvP. Their main weapons are either blade/crystal or katana/orb. Their Summoned Astral Weapon is an Astral Blade Shield which is the Astral Shield combined with a blade that can be thrown like a boomerang.
Combo Mode
Combo Mode is unlocked at level 10, after the promotion quest, and from this point on, you are able to charge your SP (Spirit Point) bar. You can only charge 1 bar between levels 10 and 19. For each successful promotion beyond this point, you will be able to charge another bar, up to a maximum of 5 SP bars. The SP bar is charged as your player performs actions, such as using skills. Combo mode takes a small portion of your SP bar to activate. Once activated, a meter appears on the screen. The player must execute a skill near or between the bar. Depending on where you execute the skill, a miss, bad, good, or excellent will appear. Bad grants the least benefits, while excellent grants the most. Miss, however, will end the combo.
A successful execution of a skill in a combo will continue the combo until the player misses. Skills are executed faster than usual in a combo with a damage boost. The higher count success of the combo will result in the combo bar getting smaller and smaller, making it more difficult. In order to continue a combo across several enemies, you must select another enemy as your character is performing the skill that will kill the current enemy. Failure to do so will cause the combo mode to end when the current enemy dies. Many players have stated that combos are very hard to preform.
Player Versus Player ( PvP )
To start a PvP, click a targeted character that you wish to PvP, and click "Request PvP" on the character menu that will be appeared upon targeting. Upon your request for a PvP, the targeted character will receive a message asking for his agreement. If the character accepts the PvP request. The opponent can decline the PvP either manually or automatically. Once both characters have agreed upon a PvP, a 5 second timer will count down before the pvp will start. Then the starting message will appear and you will be given 3 minutes to finish the battle. You are not allowed to use potions in PvP. If you win in PvP, you will be informed of the PvP result. If you lose in PvP, you will be informed of your death, and you will be revived from the closest warp gate with no death penalties.
Player Kill ( PK )
To start a PK, click a target character, and use the Shift key and a skill button to initiate attacks. You will receive a message informing that a PK has started. If there is no interaction between the two characters for a set duration after a PK is started, the PK will automatically end. You are allowed to use potions while PKing. If you PK on a channel where PKing is not allowed, then PKing will give you severe penalties.[4]. If you PK on a channel where PKing is allowed, you are not penalised. The dedicated War Channel, and the Daily War Channel are always "PK-allowed" channels. PKing is allowed on channels that are displayed in white. Channels that are highlighted in green (such as the Trade channel or the Novice channel) are "PK-disallowed" channels.