Stance Guide

Last updated on 18 Jul 2007

Stances allow you to focus your character’s skills in ways beneficial to different situations. They can affect defense, healing, attack power, accuracy, attack style and other skills. Adventuring with multiple characters of the same class can be advantageous if the stance system is utilized to the highest potential.

Stance Window

Here you’ll see the current character’s stances and level in each stance. Unlocked stances are brown, while unavailable stances are grey.

This is a basic information window which tells you what is the current level and what to expect if the character advance in this particular stance. You can mouse-over on the individual stance window to learn more about this stance.

You can purchase stance exercise book from the master room in each city to unlock the various skills.



Skill Window

This shows the skills available under the currently selected stance. As your stance level increases you will gain new skills and skill points to increase the level of your skills. Use the corresponding arrow to spend skill points.

By practising more on this stance, you gain skill points as indicated at the top right hand corner. This tells you how much skill point you have gained to add to the skills available below. Again, if you have not reached the required level, certain skills will be grey off and unavailable to you until you meet the required level.



Stance Button

Click the stance button to access the selected character’s stance window

Stance skills are automatically assigned on the keyboard depending also on the order of your team. You can activate the skills using these pre-assigned shortcut keys.


Cities Master Room



Buying Stance

In order to learn a new stance you’ll have to purchase a stance skill book from the instructor. After purchase, highlight a character, then double-click the skill book in your inventory to teach the character that stance.


* Basic refers to basic character of each class
 Stance Name  Cost  Description  Level Requirement
 Fighters
 Backguard  1,200  Acquires one handed swordmanship  Basic Lv 1
 Highguard  1,200  Wield a sword in one hand and a shield in another  Basic Lv 12 / Backguard Lv 6
 Hack & slash  1,200  Wield two swords  Basic Lv 12 / Backguard Lv 6
 Epee Garde  5,000  Wield one handed rapier  Basic Lv 48
 Sabre Garde  5,000  Wield one handed rapier  Basic Lv 48
 Main Garde  6,400  Weild one rapier and main gaude  RNPC Lv 60 / Epee Garde Lv 8
 Middle-guard  1,200  Wield one handed sabre  Basic Lv 12
 Twin blades  4,000  Wield two handed sabres  RNPC Lv36 / Middle-guard Lv 12
 Plow-guard  2,500  Wield a great sword  Basic Lv 24
 Roof-guard  4,000  Wield great sword with continuous attack  Basic Lv 36 / plow-guard Lv 8
 Tail-guard  6,000  Use of great sword  RNPC Lv 48 / plow-guard Lv 12
 Brandir Cruz  2,500  Use of Polearm  Basic Lv 24
 Penetrar Cruz  2,500  Use of Polearm  RNPC Lv 24
 Escrima  1,200  Use of one dagger  Basic Lv 1
 Dobalada Corte  6,400  Use of double handed daggers   RNPC Lv 48 / Escrima Lv 14
 Heaven & Hell  7,500  Use of sword and pistol  Basic Lv 40
 Flame Guard  16,000  Combat enemy with flaming hot effect  RNPC Lv 60
 Scouts
 First-aid  1,200  Healing skills  Basic Lv 1
 Fortitudo  2,000  Strengthening skills, another must have.  Basic Lv 18
 Install Trap  2,000  Use of trap skills  Basic Lv 18
 Construction  2,000  Construction and operation of combat facilities  RNPC Lv 18
 Musketeers
 Aiming Shot  2,500  Markmanship, train for accuracy.  Basic Lv 24
 Freestyle Shot  2,500  Use of one pistol.  Basic Lv 24 Applicable to
 Musketters and Fighters.
 Double gun shot  4,000  Use of double pistols.  Basic Lv 36 Applicable to
 Musketters and Fighters.
 Standing shot  1,200  Use of rifle  Basic Lv 1
 Kneeling shot  2,500  Long range markmanship for rifles.
 Unable to run if being attacked upon.
 Basic Lv 24 / Standing shot Lv 12
 Shotgun Blaster  10,000  Use of shotgun  RNPC Lv 48
 Siege Burst  10,000  Use of Cannon  RNPC Lv 48
 Wizards
 Psychokinesis  1,200  Psychokinesis Spells  Basic Lv 1
 ESP  2,000  Defensive Mental spells.
 Requries Magical Rod.
 Basic Lv 20
 The Illusionist  4,000  Mental Curse spells.
 Requires Magical Staff.
 Basic Lv 36
 Levitation  20,000  Mental Levitation (fly in mid air).
 Executable by both Staff or Rod.
 Basic Lv 60
 Elementalist
 Possession Fire  1,200  Fire Spells.
 Requires 1x Bracelet of Fire/Inferno.
 Basic Lv 1
 Evocation Fire  4,000  Advance Fire Spells.
 Requires 2x Bracelet of Fire/Inferno.
 Basic Lv 30 / Possession
 Fire Lv 12
 Possession Ice  1,200  Ice Spells.
 Requires 1x Bracelet of Ice/Blizzard.
 Basic Lv 1
 Evocation Ice  4,000  Advance Ice Spells.
 Requires 2x Bracelet of Ice/Blizzard.
 Basic Lv 30 / Possession
 Ice Lv 12
 Possession Lightning  1,200  Lightning Spells.
 Requires 1x Bracelet of Thunder/Storm.
 Basic Lv 1
 Evocation Lightning  4,000  Advance Lightning Spells.
 Requires 2x Bracelet of Thunder/Storm.
 Basic Lv 30 / Possession
 Lightning Lv 12
 The Elemental Lord  20,000  Spell Power of All Elementals.
 Requires Bracelet of the Elemental Lord.
 Basic Lv 72