The Aran class 

 The Aran is mentioned as a singular hero/heroine existing in the Maple World, but this does not mean that only one Aran character can ever be built. This is just plot charge.
Aran was a hero/heroine of the past who struggled for Maple World against the Black Magician. Just before defeating the Black Magician together with the other heroes of Maple, the Black Magician used a last choice and put a curse on Aran that froze him/her in ice for a century. Therefore, he/she forgot their memories and skills. Aran soon finds out that the Black Magician will come in return to the Maple World very soon and is strong-minded to defeat the Black Magician once and for all.





If you create an Aran, the recent character will have a default tan skin. An Aran character starts in a flashback of the Aran's memories, where Aran is level 200 and owns the legendary polearm, Maha. Aran has to help the people of Ossyria escape to Victoria (This explains what happened prior to the events at Altair Camp in Elin Forest). Aran awakes to see himself/herself in a tent and goes outside. Upon going outside, the setting resembles the Dragon's Forest in Minar, as well as having the exact same BGM as the map, as everything is ablaze. The refugees are lined up to board the boat that will let them run off from the tyrannical rule of the Black Mage. Athena, who is at the entrance of the boat, checks off the names of the passengers, a family notices a child is gone and the crowd starts to panic. Aran then resolves to find the child and goes back to find him. Being level 200 at the moment in time, the Cornians and Skelegons in Aran's way will be used as tutorial material for introducing the Aran class' Combo Mechanic. After rescuing the child and redeeming him back to the ship, the Aran tells Athena to leave without him/her and decides to help the other Maple Heroes in the final stand against the Dark Magician.





After Aran is cursed and sealed in snow as talked about before, your Aran character truly starts when he/she is awakened by Lilin, a girl with a soft voice and long cyan-colored hair. The setting of the Aran's waking up is Rien, A cold climate much like El Nath, the reason for its cold climate amongst warmer places like Victoria would be the increase of the Black Magician's curse which froze Aran. It is found upon off the coast of Lith harbor, and that is how Rien is gotten to. Arans are similar to warriors in  close-ranged attack prospect and the equipment they can use. Like a Cygnus Knight, in the selecting character screen there will be a bamboo-themed banner behind the character, identifying it as an Aran.





To create the Arans even more unique, they have a game mechanic that not any other class gets to use: the Combo System. If the character has a polearm equipped they are able to increase their combo counter by continuously hitting monsters. As their combo counter increases, so should their damage. The Aran's most powerful skills can be utilized by building up the Combo Counter and then by using the Combo Counts. Aran-type characters are tremendously powerful and magnificent mobbers as all their attacks hit multiple monsters.


There are several skills that needs a certain quantity of combos to use that particular skill. There are many  passive skills in that case, passive skills are usually the one that you can't put it onto a keyboard. The skills are very very useful as they attack up to 12 monsters and have Immense range. The Aran lacks party skills, however, the only one actually being Combo Barrier.





Aran skills including their normal attack (hits a few enemies, increases with character growth) and double/triple swing (12 enemies) will divide the damage more or less unevenly between monsters, so that about 1000 damage (for example) on 5 monsters will hit for 100-400 damage per monster, but the total will still be about 1000--however, evidence shows that there is a slight increase by percentage of total damage for the number of monsters hit. This is not the situation for skills such as Combo Smash/Peril/Tempest, which will count hits individually and not split the damage. The latter set of skills also have no MP cost, the only trade off for which is that using them cuts the combo count back all the way down to 0. For this reason, the combo-requiring attack skills of Arans tend to be believed to be quite overpowered (In GMS, Combo Smash does the most damage of any skill in any job at level 50, potentially breaking 5000 damage per hit at level 1 easily).








The Aran also has a one of a kind wolf mount that they gain access to at level 50. The mount quest demands you to pay 10 million mesos as part of the chain, so if this is your main then it would be wise to start saving.


The Evan Class 

Type of thelatestclass that was released in KMST (Test Server). Evan isn't one of the five heroes that battled the Black Magician long ago (Freed was the original Mage that battled the Black Mage, but his dragon was sealed by a curse in ice). That is how Evan's story starts (Evan is the name of the boy who realized the dragon, the dragon's name is NOT Evan, a lot of people get confused with that, instead the Dragon's name is Mir). They are commonly known as Draconic Mages and their intro will be similar to Aran. Evan is related to the magician, it uses Staffs and Wands as their weapon. Their home place is on a farm, near Henesys. Through special quests, you can acquire a Dragon Egg. The Dragon Egg hatches to a baby dragon called Mir upon 1st Job Advancement. The unique part is that the dragon will be your main weapon. Therefore, all attacks go through the dragon. Their job advancing system is very unique in which the dragon gain new skills (masters) and grow at levels 10, 20, 30, 40, 50, 60, 80, 100, 120, and 160. Their maximum level is Level 200such as the Aran.


A lengthy time ago there lived a heroic Magician named Freud. Mighty even by the standards of Maple World, he delved into many different areas of magical research, but chief among his interests was the study of the Onyx Dragons. His maximum desire was to find a way for humans and dragons to live together in harmony. After numerous years of study and exploration, this ?plea? would bring him before the greatest of Onyx Dragons, the Dragon King, Afrien.



Now Afrien, as King of the Onyx Dragons was the greatest of his kind. No matter their many differences, Afrien loved humans as he loved all life. When Freud appeared before him, he found a kindred spirit, a human who shared his philosophical affection for all lifeforms. Not wishing to miss out on this opportunity, Magician and Dragon declared to each other a Spirit Pact of mutual defense and understanding. They bound themselves together ?using ?many energetic rituals and spells, creating the first Spirit Pact, the forerunner of the many that would come later. Under the pact, two spirits would become one and the resulting bond would be unbreakable, even long lasting past death.



The rewards of the Spirit Pact were many and effective. Magician and Dragon nurtured each other, each growing to be stronger together than they ever could have apart. Together they delivered in an era of peace and justice, shining all the more brightly for the brief length of time that it lasted. It was shattered when a great evil got into Maple World. We know him in these days as the Black Mage. When the Black Mage realized the amazing power of the Onyx Dragons, he coveted it for himself. One night while Freud was away, the Black Mage granted himself an audience ?using? the great Onyx Dragon King.


Unable to recognize the source of the Onyx Dragon’s great power, the Black Mage asked Afrien to join him and fool Freud and the humans he had in his care. He promised the King that by performing together they could become more powerful than anyone could imagine. Afrien tried to make clear that the source of the Onyx Dragon’s power was the love and trust that came up from the Spirit Pact. He was incapable of betraying his friend, nor would he have broken the pact even if he was capable of it. Infuriated, the Black Mage vowed that if the Onyx Dragon would not join him, he would be eliminated.
The Black Mage fumed for a time, studying some way to ruin the Spirit Pact and defeat the Dragon King and his friend. Eventually he concluded that if he could lock Freud in ice forever, this might crush the Pact. He launched a devastating attack on the pair, trying to maneuver them into a position where he could launch his horrible curse at Freud. After a fierce struggle, the Black Mage succeeded and ?managed? to cast his devastating spell at Freud.




He hadn’t reckoned by using the Onyx Dragon’sdevotion. When the Black Mage cast his dreadful curse at Freud, Afrien bravely threw himself in front of his friend, taking the curse that had been meant for him. The greatDragon was encased in ice. Black Mage had enjoyed success. This particular Spirit Pact was destroyed. His great success was not complete, though. Afrien had still left behind a great Dragon egg and as long as the egg existed, there was always a chance that a future hero might come along that could re-establish the Spirit Pact. Aran and the others knew it additionally. , Aran ordered his fellow heroes to cover Frued's escaping. Freud at last escaped with dragon egg, determined to hide it in a place where it might eventually be found. His friend hadsacrificed himself for Freud, Freud may do no less for Afrien. Uncertain to him is which his fellow allies, like Afrien, were frozen in ice.
Thus was the Dragon egg hidden away, waiting for a hero with a strong spirit could be able to recreate the Spirit Pact. Now in the Maple World of present day, that time has come again. A humble soul, the spawn of a pig farmer, can reforge old bonds and re-establish the Spirit Pact. The Onyx Dragon will rise again at the side of a new hero who will use that power to ?wrangle? for peace and justice!




















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