Fly For Fun

Fly For Fun

Infobox VG
title = FlyFF

image_caption= The official Flyff Logo
developer = AeonSoft
publisher = Numerous independent companies
designer =
engine =
version = Version 12
released = August 2004
genre = MMORPG
modes = Multiplayer
ratings = ESRB: T


platforms = Microsoft Windows
media = [ Download Client]
requirements = DirectX 9.0 or later required; Pentium III 800 MHz or equiv. CPU required, Core two duo 1 GHz CPU or equiv. recommended; 256MB RAM required, 512MB RAM recommended; NVIDIA Geforce2 MX 200 graphics card or equiv. required, NVIDIA Geforce3 Ti 200 graphics card or equiv. recommended; 56k Internet access required, broadband recommended; sound card recommended.
input = Keyboard, mouse. No joystick support.

"Fly For Fun", commonly known as "Flyff", is a free Korean MMORPG made by Aeonsoft, a subsidiary of GALA Incorporated. [cite web
title = Corporate History
author = GALA Incorporated
accessdate = 2007-03-11
url =
] 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. [cite web
title = Flyff Community :: View topic - lvl max:
author = GALA-NET, Inc
accessdate = 2007-04-18
url =
] "Fly For Fun" received an award for "Best Game of the Year" from South Korea's Ministry of Culture in June 2004. [cite web
title = Financial Releases - Announces 2004 Second Quarter Results
author =
accessdate = 2007-03-14
url =
] 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...

Cash Shop

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 weasel-inline 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.

V9 pets

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.

= Classes = When a character first begins, he/she is given the title of a "Vagrant". "Vagrants" 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.

= First classes =


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.

Second classes

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.

Look at other dictionaries:

  • Fly for Fun — (Flyff) Entwickler …   Deutsch Wikipedia

  • Fly for Fun — Flyff Flyff Éditeur Gala Net, Inc. Aeonsoft Date de sortie 2003 Genre MMORPG Mode de jeu …   Wikipédia en Français

  • Pretty Fly (for a White Guy) — Infobox Single Name = Pretty Fly (for a White Guy) Caption = Artist = The Offspring from Album = Americana A side = B side = Released = November 9, 1998 Format = CD Recorded = 1998 Genre = Punk rock Length = 03:08 Label = Columbia Writer = Dexter …   Wikipedia

  • Fun and Fancy Free — Original theatrical release poster Directed by Jack Kinney (animation) Bill Roberts (animation) Hamilton Luske (animation) William Morgan …   Wikipedia

  • fly — fly1 W2S2 [flaı] v past tense flew [flu:] past participle flown [fləun US floun] ▬▬▬▬▬▬▬ 1¦(travel by plane)¦ 2¦(move through the air)¦ 3¦(control a plane)¦ 4¦(send somebody/something by plane)¦ 5¦(use air company/service)¦ 6¦(cross sea by… …   Dictionary of contemporary English

  • fun|go — «FUHNG goh», noun, plural goes. a fly ball batted for baseball players to catch in practice, by a coach or player who tosses the ball up and hits it before it falls. ╂[origin unknown] …   Useful english dictionary

  • Fly-in — A fly in is an organized event where pilots are invited to fly their aircraft to rendezvous at an airport to meet with fellow pilots and members of the public. cite web|url =… …   Wikipedia

  • Fly Me Away — Infobox Single Name = Fly Me Away Artist = Goldfrapp from Album = Supernature B side = Boys Will Be Boys Released = 1 May 2006 Format = CD single, Digital download, Vinyl single, DVD single Recorded = 2004 in Bath, England Genre = Electroclash… …   Wikipedia

  • Fly Away (Lenny Kravitz song) — Infobox Single Name = Fly Away Artist = Lenny Kravitz from Album = 5 Released = October 1998 Format = CD single Maxi single Genre = Alternative rock Length = 3:41 Label = Virgin Records Writer = Lenny Kravitz Producer = Lenny Kravitz Last single …   Wikipedia

  • fly — 1 verb past tense flew past participle flown PLANE 1 (I) to travel by plane: You can fly direct from London to Tokyo in under 12 hours now. | fly on (=continue flying to another place): The first stop is San Francisco, and from there we re flying …   Longman dictionary of contemporary English