Flyff: Psykeeper FAQ

       Fly For Fun:
Psykeeper FAQ
Current Patch: V10
January 07, 2008
By: John Wakefield, a.k.a. Oni_Kariudo

Table of Contents:

(If you’re trying to find a specific part of the guide, Hold ctrl + f and enter
the code beside the part that you’re looking for in the box)

- Personal introduction (Psy01)
- What is a psykeeper? (Psy02)
- Pros and Cons (Psy03)
            - Pros (Psy031)
            - Cons (Psy032)
- “Lingo” (Psy033)
- The Builds (Psy040)
            - Crucio Psykeepers (Psy041)
            - Satanology Psykeepers (Psy042)
            - AoE Psykeepers (Psy043)
- The Skills (Psy050)
            - Level 60 Spells (Psy051)
            - Level 65 Spells (Psy052)
            - Level 70 Spells (Psy053)
            - Level 75 Spells (Psy054)
- Job Change (Psy06)
- What to expect Later in the guide: (Psy07)
- Conclusion (Psy08)

Personal Introduction (Psy01)

My friend was talking to me on MSN one time back in April of 2006. At that time,
I was still playing Metroid Prime: Hunters for the Nintendo DS. She said to me,
“Hey, you should try this game called FlyFF! ^__^”

The first time I heard that name, I had two immediate reactions:

- The word “Fluff” popped up in my head. Then, a ball of fluff came rolling in…
- Is this some sort of joke?

She sent me a link to the official FlyFF website, where I registered, and began
playing. Extremely boring as it was, I pushed myself to keep going.

Before long, I was level 15, and had to decide what I was going to be for my
next job: The Mercenary, the Assist, the Acrobat, or the Magician.

I was originally going to become a mercenary, but based on my knowledge of
MapleStory, magicians have the strength to kill quickly and cause massive
damage, at the cost of low defense and low health.

I preferred speed kills over health, so I picked the magician class.

Immediately, the game’s enjoyment increased dramatically. I ended up leaving
Metroid Prime Hunters to play this game (I also left Metroid Prime Hunters due
to the fact that Action Replay users manifested the game online, which took
away the fun.)

About 45 tedious levels later, I once again, hit another crossroad:

The choice between the elementor class, and the psykeeper class.

Initially, I was going to become an elementor. But, for some odd reason, when I
had to choose between the two, I thought to myself… “Well, time to become an
elementor…On second thought…What’s it like being a psykeeper…?” My curiosity
got the best of me, which led me to finishing the psykeeper job quest. Stupid,
but hey, that’s how it went down.

Even today, after almost two years of playing, I do not regret my choice of
being a psykeeper. (Of course, it may be different for some, for better or
for worse)

For those of you who seek knowledge of a psykeeper, you’ve come to the right
place. So, please read on, and enjoy the guide.

What is a Psykeeper? (Pros and Cons) (Psy02)

In FlyFF, psykeepers are often called the “Devils of Rokia” (They’re
Satanists). Their demonic magic and awesome attack strength make them a force
to be reckoned with. Their spells mostly specialize in Player Vs Player
Combat, and their ‘build’ flexibility allows one to enjoy a psykeeper with
his or her own defense/attack strength properties.

With the correct build and a bit of funding, they can be very fast levelers,

Their spells ignore a monsters elemental weaknesses and strengths, and blasts
their HP directly. This can be good and bad. For example, you won’t be
receiving any damage penalties due to a monster’s elemental affinity, and
you can use the same skill on any monsters, really.

The only problem, is that you won’t be dealing any extra damage against a
monster’s elemental weakness, either. Every psykeeper skill is ‘neutral’,
and has no elemental advantage. And as I mentioned, you’ll be using the same
skill over and over. So, things may get boring over time.

As I already mentioned, Psykeepers specialize in Player vs. Player Combat,
so you’ll mostly find your enjoyment in that section of the game. Psykeepers
are awesome classes in guild wars, too. And really, you will be able to
terminate anything that gets in your way (Except for a ranger, and a yoyo
jester. I will explain why later.)

Psykeeper Pros and Cons (Psy03)

This section is pretty much a summary of what I said above, but in point form:

Pros: (Psy031)
- Has Flexible builds (Area of Effect, Crucio, and Satan. I will explain more
- Can be one of the fastest leveling classes in the game from level 60-80
- Extremely powerful spells
- Spells have no affinity weakness.
- Specializes in Player vs Player Combat.
- Has two different Area of Effect attacks
- Excellent in Guild wars
- Equipment is pretty cheap.
- Extremely efficient giant killers (You can kill giants multiple levels ahead
  of you, easily. You may need a bit of patience, though.)
- With the correct build, can slay higher level monsters in a few seconds

Cons: (Psy032)
- Tends to get boring fast…
- Only a few spells (Around 8 different spells, each one can be mastered at
- One specific spell got nerfed in player vs. player combat, rendering it
  practically useless. (I’ll explain the spell later)
- Spells have no affinity strength
- One of a psykeeper’s Area of Effect attacks has a 10 second cooldown time
- Technically…you level a psykeeper for player vs. player combat. If you don’t
  like player vs. player combat, you may want to try a different class instead.

That’s about it. I recommend looking at other classes before picking one
specific class. If you’re positive about picking this class, then read on.

“Lingo” (Psy033)

Here’s a small word bank of words you may need to know, incase you don’t know
about them yet (These are only going to be relevant to the guide though. This
isn’t a giant FlyFF dictionary x_x ):

- HP = Hit Points. If this hits zero, you’re dead. You can recover your HP
  naturally over time, or by using food. Assists/Ringmasters/Billposters can
  also cast Heal on you, to recover your HP. (Available at the Food shop)

- MP = Mana Points. Spells cost mana points. You can recover MP naturally, or
  by using MP Refreshers (Available at the General Store)

- Exp = You need 100% to level up. When you level up, you can distribute two
  stat points to: Str, Sta, Dex, or Int.

- Int = Increases your Max. MP, and increases your Maximum spell damage.
  (For assists, it also increases Buff time, and healing power)

- Sta = Increases your Max HP and defense.

- Area of Effect (AoE) = Involves gathering a bunch of monsters, and blowing
  them all up at once. It’s a method of leveling, and it varies from class
  to class.

- Holy Cross = Ringmaster skill, can be casted on monsters. When the monster is
  attacked, they receive 2x damage. This can also work on Humans, too.

- Asalraalaikum = Level 80 Billposter skill. Uses all mana. Basically a One-Hit
  Kill spell. If you’re hit, you’re dead. (Most of the time) It can be disabled
  by Silent Arrow, though.

- Silent Arrow = Level 75 Ranger Skill, can disable spells for 15 seconds. Very
  deadly against other mages/elementors/psykeepers.

If I find any more, I’ll put them here. Feel free to send in Lingo definitions,
if you wish. (It would make my life a lot easier…)

The Builds (Psy040)

There are three different builds for a psykeeper: Crucio, Satanology, and Area
of Effect(AoE).

Each one has its own specific advantages and disadvantages, so you should pick
one with the advantages you like best. You don’t want to pick a build that you
will consider boring, forcing
you to quit. Classes will be ranked with the following: Damage, HP, Usefulness
later on in the game, PvP/PvM Efficiency, and leveling speed.

I’ll also list the main spells that the selected class normally uses, so you
can look them up in the Skills section incase you get lost. If you see a
psykeeper spell that you don’t know about, look it up on the Skills list.

Crucio Psykeepers (Psy041)

HP: 9/10
MP: 5/10
Damage: 4.5/10

PvM Efficiency: 6/10
PvP Efficiency: 6/10
Guild War Efficiency: 6/10
Leveling Speed: 8.5/10

Usefulness Later on in the game: 4/10

Str: 15
Sta: XXX (Add all points here)
Dex: 15
Int: 15

Main Spells Used:
- Crucio Spell
- Satanology
- Psychic Wall

Quick Summary:

The first thing one should note about Crucio psykeepers, is the build. As odd
as this mage build is, that’s the way it is: Put all your stats into Stamina.
Why? It’s because of the way they level. You’ll find out why later.

While they’re able to level extremely fast from 60 to 80, they’ll begin to slow
down afterwards, for reasons, which I’ll say later.

Use in PvM:

First, you will be using the spell “Crucio” to level up. If you didn’t read the
description of the spell already, basically any monster that attacks you, will
deal 2x damage to itself. If a monster deals 2,000 damage to you, it will do
4,000 damage to itself, regardless of level. However, Crucio must be maxed out
in order
to do this.

The Crucio build is the fastest class in the game from levels 60 to 80.
Afterwards, their leveling speed will decrease, since Glaphans (Level 102-104
monsters) won’t give much exp at level 80, and the ‘desert monsters’ are much
too powerful to Crucio for effective exp (At level 80, taking two glaphans is
pretty work. However, taking two desert monsters may be a bit difficult,
and you may die a few times).

Another thing to note, is their attack power, which is quite atrocious for a
psykeeper. With only 15 int, you won’t be killing anything at a fast speed if
you wish to try AoE’ing or Satanology killing.

There is a way to remedy this, however. From levels 65 to 80, I would
recommend adding Int, so when you stop Crucio leveling, you will have a decent
amount of Int to begin AoE’ing. You can also use a few Int +5 to +6, Intrets,
MP Necklaces, and a couple of Mighteers to boost up your attack power, as well.

Use in PvP:

A crucio psykeeper isn’t the strongest class in a PvP, but they can tank quite
a few hits before going down. With a few Int rings and an MP necklace however,
that minimal damage can be increased by a small bit, allowing the player to
deal a few extra hundred points of damage. However, their damage will be pretty
low to do anything deadly.

A crucio psykeeper should be able to hold its own in a fight. However, one may
want to watch out for knights, since their HP is equally as high as a Crucio
psykeeper, but may be able to deal a bit more damage..

Use in Guild Wars:

When it comes to guild wars, the only thing that really hurts a crucio
psykeeper, is its low attack power. As said above, the best remedy for it,
are a couple of Int Rings, MP Necklaces, and Mighteers.

The only problem that I find with Crucio psykeepers, is that they attract too
much attention. And the fact that they can’t kill targets very fast, can be a
major downside on the Crucio psykeeper’s part.

Their low Int will also cost them with some of their spells, such as having a
reduced Satanology time, a low damaging Spirit bomb, and low attack power in

My best recommendation is to attack players who aren’t really aware of your
presence, and target the lighter classes, such as blades and Ringmasters.

Later on in the game…:

Crucio psykeepers are extremely fast levels from 60 to 80. Afterwards, their
leveling speed begins to slow down, a lot. As for PvP, they’re tanks with low
firepower. They won’t deal much damage, which disables them from going
after heavier targets, such as knights, Sta Billposters, etc.

A wise Crucio psykeeper would begin adding int from 65 to 80, then continue
adding Stamina again. But if one doesn’t get any Int to help them out, they’re
in for a bumpy ride.

Final Verdict?

Satanology Psykeepers (Psy042)

HP: 4/10
MP: 9/10
Damage: 10/10

PvM Efficiency: 8/10
PvP Efficiency: 7.5/10
Guild War Efficiency: 7/10
Leveling Speed: 5/10

Usefulness Later on in the game: 6.5/10

Build 1:
Str: 15
Sta: 40
Dex: 15
Int: XXX (Rest of the points go here)

Build 2:
Str: 15
Sta: 15
Dex: 15
Int: XXX (Rest of the points go here)

Main Spells Used:
Psychic Bomb
Spirit Bomb

Quick Comments:

This build is the opposite of a Crucio psykeeper: In exchange for HP, the
Satanology Psykeepers get an extremely high amount of Int, and are able to deal
an insane amount of damage to its opponents.

Use in PvM:

The ability to terminate a massive amount of damage in a single hit, is awesome.
However, even though a Satanology Psykeeper can deal massive damage per hit, it
will still take a while to kill a monster. Contradiction? In a way, yes.
However, you will see why this is not just a contradiction.

From level 60 to 65, it may be a bit difficult to level a Satanology Psykeeper
up. Their low HP leaves them vulnerable to Agro monsters, and it will only
take a couple of hits to take down a Satanology Psykeeper. Expect to die a
few times.

At level 65, a recommended spell to use to level would be Psychic Bomb, since
it has a 30% chance of stunning an opponent (Very useful, since a Satanology
Psykeeper’s HP is quite low) This can be really useful, and may end up saving
your life every so often.

At level 65, Satanology Psykeepers will make full use of the spells,
Satanology, and Spirit Bomb. A satanology Psykeeper will:
      1)   Lock an opponent into place with Satanology
      2)   Attack the opponent’s Weak spot with Spirit Bomb for Massive Damage.
          (Giant Enemy Crab ftw)

For starters, locking an opponent in place with Satanology will take up a few
seconds. Then, killing it will take a bit more time, depending on your
remaining MP, since Spirit Bomb’s attack power goes down as the Psykeeper’s
remaining MP goes down.

Of course, at later levels, Spirit Bomb will get stronger, and with access to
a Ringmaster for Holy Cross, the need for Satanology will go down at times,
since you will be able to kill monsters before they get close enough to hit you.
However, you may need it again when your MP begins to hit half, and your
ability to kill monsters quickly will go down.

However, the only problem I have with this, is that Satanology Psykeepers will
only be using two spells to level. It may get boring over time, but if you’re
cool with using two spells to level from 65 onward to Hero status, then you’ll
be ok. (…Two spells to level up, in my opinion, is really crap.)

Use in PvP:

Make sure you land the first shot. That’s the most important advice I can give
you. If you allow your opponent to get close enough to hit you, you’re pretty
much dead.

Try to make sure there’s some distance between you and your opponent before
casting a spell. It should only take one to two hits to kill your opponent,
so try using your action slot, so you don’t have to cast twice.

Oh and, don’t use Satanology from level 65 to 69…It’s just plain useless on its
own…Within the time that you cast Satanology, your opponent would already be
close enough to hack you to bits. Also, don’t forget, the chances of it
succeeding go down when fighting another Player, so it would be best not to use
the spell, risking your life on a reduced chance of success.

When you retrieve it, Psychic Wall will be an excellent addition to your PvP
Arsenal. The ability to knock back any close-ranged fighters will be very
useful when fighting blades, knights, billposters, etc.

Use in Guild Wars:

Deadly. Just plain deadly.

This is where a psykeeper can start casting Satanology again. There should be
lots of distancebetween you and countless opponents, so you should be able to
Satanology quite a few of them, then blow them all up one by one.

The only major pain, is your HP. If anyone gets close enough to attack, it will
only take a couple of hits to take you down, so watch out for any incoming

Other than that…Just watch your remaining MP, and you should do fine in a guild

In the end…:
They’re slow to level, but pack a mean punch in PvP, and guild wars. The only
major thing I don’t like about them, is their reliance on Spirit Bomb. The
longer it’s used, the less MP one will have, and the weaker it will become.
And, really, I just don’t like their low HP.

But hey, if you can look passed those couple of weaknesses, you’ve got yourself
a fun class. With the right tactics, you can dominate PvP entirely, too.

Final Verdict?

Area of Effect (AoE) Psykeepers (Psy043)

HP: 8/10
MP: 6/10
Damage: 7/10

PvM Efficiency: 7.5/10
PvP Efficiency: 8/10
Guild War Efficiency: 9/10
Leveling Speed: 8/10

Usefulness Later on in the game: 8.5/10

Build 1:
Str: 15
Sta: 100
Dex: 15
Int: XXX (Rest of the points go here)

Build 2:
Str: 15
Sta: XXX (Rest of the points go here)
Dex: 15
Int: 30-60 Int

Spells Used:
Maximum Crisis
Psychic Wall
Psychic Square

Quick Comments:
You basic AoE class, with a couple of twists, and the ability to PvP extremely
well. Not many other comments to say, really.

Use in PvM:

I hear this quote all the time whenever I tell people what type of psykeeper
I am: “Why would you become a psykeeper if you plan to AoE? You should have
become an elementor instead”.

And really, I have to agree with them. If you’re going to become a psykeeper
JUST to AoE (No PvP involved), I would just turn back, and find the nearest
Elementor Guide to help you out, since elementors are much more efficient in
PvM than psykeepers.

Basically, an AoE psykeeper will have a good amount of HP to tank enemy hits,
and it will deal a good amount of damage. In my opinion, an AoE Psykeeper can
be compared to knight, when it comes to leveling. However, the psykeeper offers
some of a knight’s HP and defense up for extra attack points.

To level, one would just attack a bunch of monsters within close range to his
level, then use a spell called “Maximum Crisis” to blow them all up at once.
One can retrieve the monsters with either a regular wand attack, or a spell
such as Demonology.

Since Maximum Crisis, the Psykeeper’s Area of Effect Spell is retrieved at
level 65, leveling from 60 to 65 as an AoE Psykeeper can be pretty rough.
However, an AoE Psykeeper should have enough HP to be able to Crucio his way to
65, then begin AoE’ing.

Other than that, there’s nothing else to note. An AoE Psykeeper will be using
Maximum Crisis to AoE from 65, onwards to Hero status. However, at level 75,
psykeepers will get another spell called “Psychic Square”, which is a ranged
AoE spell.

Basically, you can make all the monsters follow you, and while they’re
following you, if they’re cramped close enough, you can cast Psychic Square
from a distance and hit them all at once.

So in the end…AoE Psykeepers, even though they’re quite basic, they’re able to
get the job done. And they can also make levels 60 to 65 quite easy with Crucio.
Heck, an AoE psykeeper could Crucio all the way to 75 if he wanted to, then
begin AoE’ing. It’s really up to the player, though.

Use in PvP:

Basically, take a Crucio psykeeper, decrease his HP by a small amount, take a
Satanology Psykeeper’s attack power, cut it in half, and you have an AoE

So, what advantages does this class have? Plenty.

First of all, an AoE Psykeeper is able to tank quite a few hits before going
down, giving one the ability to fight face to face with some of the classes
without using any special tactics to get some space in between, like the
Satanology psykeepers.

Secondly, their damage is pretty solid. Each shot should deal a good amount of
damage, and with a few Mighteers, Int rings and an MP necklace, they will be
able to deal much more powerful shots.

They also have the ability to take advantage of Satanology and Spirit Bomb,
as well. With the extra Int, a Psykeeper will be able to stop an opponent from
moving for a good amount of time, and deal good damage with Spirit Bomb,
as well.

With the extra attack power, and the good amount of HP, they are capable of
fighting every class in the game, being able to put up a formidable fight for
each. An AoE Psykeeper will deal hard damage, and their HP will make them a
tough opponent to kill.

Use in Guild Wars:

A deadly class to use in guild wars, for reasons listed above: High HP, good
attack power, and can make use of most of a psykeeper’s spells.

With those two combined with a psykeeper’s spells such as Satanology and
Psychic Wall, an AoE Psykeeper can make a living tank during a guild war.

However, there are a couple of flaws to them. While their damage is still high
enough to make an impact, it’s not high enough to terminate the heavier classes
fast enough. Especially on players who are much higher in level than the AoE

It would be best to use Satanology on them, and get someone to help terminate
the heavier classes.

Other than that, I can’t really find any other weaknesses to them. They’re
 really powerful in Guild Wars.

In the end…:

If a Crucio Psykeeper wishes to add Int from 65 to 80, this will most likely
end up being the result: A Powerful, AoE and PvP Machine. While AoE Psykeepers
don’t really AoE as well as other classes, they still manage to get the job
done, and they make up for that with an impressive ability to PvP/Guild War

Later on in levels, AoE psykeepers level much faster than Satanology Psykeepers,
as well.

However, if one wishes to AoE, and not look at the PvP Aspect of FlyFF, it
would be best to eithermlook at Elementors or Rangers. They’re far better
than Psykeepers at AoE’ing. Not to mention, AoE Psykeepers are pretty boring
to level.

Final Verdict?

The Skills (Psy050)

A psykeeper will receive a total of 8 skills on his skill tree. There aren’t
many, and once you get to level 75, you’ll only be using around 3-4 of those
(You may leave the rest of your skills to sit there and rot)

Here is a list of every psykeeper skill. I have personally reviewed each of
the skills from 1 to 10, and gave any other personal notes that one should
know about when using it.

Level 60 Spells: “Slow Ride… Take it easy…” (Psy051)

Welcome to Boot Camp, psykeepers. These are the three main spells you’ll be
using from levels 60 to 64: Crucio, Demonology, and Psychic Bomb. This will
determine whether you truly deserve to bear the name, “Psykeeper”.

With only three skills to use to level, you may find leveling a bit longer
than usual (Except if you’re a crucio psykeeper). But with enough patience,
you’ll hit 65 within a few days.

Skill 1: Demonology


Upon Retrieval:
Damage: 7/10
Casting Speed: 8.5/10
Usefulness in PvP: 6/10
Usefulness in Guild Wars: 7/10
Usefulness in PvM:  6.5/10

Build usefulness:
Crucio Psykeepers: 7/10
Satanology Psykeepers: 4/10
AoE Psykeepers: 7/10

Usefulness at Level 75+: 4/10

Quick Comments:

The first of your two attack skills at level 60. It has solid attack power, a
really fast casting speed, and when armed with weapons/armor that reduce
casting speed…You’ll be firing this spell like a machine gun.

Use in PvM:

The usefulness of this spell when it comes to PvM combat varies upon your
build. And really, this spell shows its effectiveness for any builds that
includes a good amount of stamina.

You can store this spell in your action slot as well, for fast killing. Just be
aware when you’re leveling. If you overuse the action slot, it will eventually
begin to fire like a turtle. Use the action bar every so often in short doses.
Then, use the F# keys to instead.

However, when it comes to satanology psykeepers, it may not be a good idea to
use. The main reason being, a satanology psykeeper’s HP is extremely low. While
you may be able to fire this spell extremely fast, you’re still vulnerable to a
monster’s attacks, which can result in you getting killed. (I’m pretty sure no
one likes getting killed…correct?)

I recommend sticking to Psychic Bomb when it comes to Satanology Psykeepers.
I’ll explain why later.

Use in Duels/PvP:

When it comes to 1 on 1 PvP Battles, this spell can be used against lighter
classes such as blades, ringmasters, Bow Jesters, Rangers, and Dex Knights.

The firing speed of Demonology will quickly shred enemies apart. If you choose
to store this spell in your action slot, expect it to kill your opponent
extremely fast. Hopefully, by the time you finish drilling your opponents
with a single action bar of demonology shots, he will fall.

However, when used against heavier, more damaging classes such as Sta Knights,
Str/AoE Billposters, Elementors, etc., it would be best if you used Psychic

Though this spell can really damage the Sta built classes, they may survive
the first volley of shots, and come close enough to kill you. (Elementors don’t
even need to come close to fight you… They can still attack you even after your
first shot, and could possibly survive all your shots.)

Psychic Bomb can remedy this for reasons I’ll list below.

Use in Guild Wars:

I highly recommend putting this spell in your action slot for guild wars. It
will quickly shred any lighter classes apart. However, be cautious: Your
action bar will ‘black box’ extremely fast, making you unable to cast the
same amount of spells as you would on your first volley of shots.

Just follow what I said above when terminating specific classes.

In The Long Run…:

While this spell may be effective at first, you’ll eventually get more spells
that are much more effective than this one. Though they may not fire as fast,
they can literally destroy this one in terms of damage.

For example, at level 65 and higher, you may just leave this spell, never to
use it again, for the much more powerful “Spirit Bomb”. And really, after you
get that spell, there isn’t much reason for you to come back to it.

When it comes to level 65, AoE Psykeepers may decide to use this spell to
collect monsters for their AoE instead of the regular wand attack, but that’s
about it.

Final verdict?

Skill 2: Psychic Bomb

Upon Retrieval:
Damage: 7/10
Casting Speed: 6/10
Usefulness in PvP: 6/10
Usefulness in Guild Wars: 7/10

Build usefulness:
Crucio Psykeepers: 4/10
Satanology Psykeepers: 7/10
AoE Psykeepers: 6/10

Usefulness at Level 75+: 6/10

Quick Comments:

Psychic bomb is the second attack spell you will be receiving at level 60.
It is slightly weaker than Demonology, but it’s hardly noticeable.

A few thing that differ it from demonology, is its chance of stunning any
opponent, which increases this spells usefulness in both PvP and PvM Combat.
But another key difference, is the much slower spell attack speed. This can
be made made up however, with a Guardian Wand (+10% Casting Speed), and a
Teba/Misty set (+15% Casting Speed)

Use in PvM:

This spell is quite good for PvM. The 30% chance (When maxed out) of stunning
a monster is always welcome, and its damage is only a tiny bit weaker
than demonology.

Satanology psykeepers, with their low HP, can take advantage of this spell
the most out of the three main builds. The 30% stun will come in extremely
useful, stopping monsters so they won’t attack you for another 3 seconds.

Not to mention, if a monster is just about to kill a satanology psykeeper,
psychic bomb could possiby stop the monster before it can deal its killing

When it comes to AoE Psykeepers, it may not be as effective. The higher
stamina will make them much more able to withstand a monsters hits, which
negates the necessity for the stun.

I’m not saying that it’s completely useless for AoE Psykeepers…It’s just
a matter of preference, really. If you don’t mind the small loss of damage,
the slow attack speed, and enjoy the stun, go for this spell. However, if you
want a regular, fast attacking spell, go for demonology.

And as for Crucio psykeepers…There’s really no point in bombing the monster
with this attack in order to stun it…After all, you’re meant to get attacked,
not stop attacks.

Use in PvP:

A useful weapon against other psykeepers, elementors, and other heavy classes
such as knights, Str/AoE Billposters, mainly due to its ability to stun them
on the spot, if you’re lucky.

Within your first few psychic bomb shots, you’ll may have stunned your
opponent. And with that, you basically got 3 seconds to finish off your
opponent. And believe me, 3 seconds will all you’ll need to finish him or
her off.

However, using it in a 1 on 1 duel is taking a risk. If you don’t manage to
stun your opponent, you may not be able to cast fast enough to kill your
opponent (Even with a Teba/Misty set and a Guardian Wand, you will still be
casting at a slow speed), which can end up with your opponent smacking you
silly (Billposters with Stonehand, anyone?).

My Final words on this spell when it comes to 1 on 1 duels? A pretty good
spell…but be aware, you could be taking a gamble at times.

Use in Guild Wars:

From levels 60 to 64, this spell can be used against the higher level people
in guild wars. While you may not be able to kill them in your first few shots,
you may be able to stun them, making them unable to hit you, leaving them open
for a few more shots…or buying you enough time for a friend to help you out.

As listed above, you should also use this spell on players with heavier
characters,such as knights, Billposters, and more. Anything else, just stick
with demonology. Just be aware of its slow casting speed, however: A player
who is running up to you may be able to reach you in time and kill you, after
you fire off only two or three shots.

In the long run…:

At level 75…This spell won’t really have much room in your PvM arsenal. The
same fate that could hit demonology, can hit this spell too. However, when it
comes toPvP, there is always room for that small chance to stun (Especially
against ranged attackers, and players with more HP than usual).

Final Verdict?

Skill 3: Crucio Spell (Self-Buff Spell)

Upon Retrieval:
Damage: 4/10 – 8/10 (Depends on the build)
Casting Speed: 8/10
Usefulness in PvP: 3/10
Usefulness in Guild Wars: 3/10

Build usefulness:
Crucio Psykeepers: 10/10
Satanology Psykeepers: 4/10
AoE Psykeepers: 6/10

Usefulness at Level 75+: 3/10

Quick Comments:

The third psykeeper spell, and one of the two self-buff spells that a
psykeeper can get. This spell has the ability (When maxed) to reflect 2x of
the damage a monster has done to the psykeeper, back at the monster.

Use in PvM:

From levels 60 to 80, a crucio psykeeper will take advantage of this spell,
using its ability to reflect 2x of damage it receives, back at the monster
that hit the psykeeper. This can result in extremely fast leveling for them.

For AoE Psykeepers, they can also take advantage of this spell, and fight
higher level monsters like a crucio psykeeper (The monsters may not be as
high leveledas a crucio psykeeper, but they can still do it). However, at
level 65, an AoE Psykeeper may wish to AoE instead.

And as for Satanology psykeepers, this spell will come in pretty handy from
levels 60 to 64. The 2x damage that it will deal to the monster will help a

Note however…that excluding the Crucio Psykeepers... Crucio wears out its
usefulness when it comes to PvM at level 65. I will explain why later.

Use in PvP/Guild Wars:

I decided to put them both in the same category, since this spell is just a
self buff.

When it comes to PvP, this spell got a nerf… Two nerfs, actually. Originally,
this spell had the ability to reflect both skills, and regular attacks back at
the opponent, dealing 2x of the original damage.

When the first nerf took place, it disabled a psykeeper’s ability to reflect
skill damage back at an opponent, only allowing it to reflect normal attacks
backat the opponent (It can only reflect regular sword swipes, punches, staff
hits, etc.)

The second nerf, cut the damage crucio could do, from 2x, to 0.20x (In other
words, only 20% of the damage).

The damage you can deal to a player due to the nerf, is quite useless. Though
at later levels, when Blades can deal 10,000 damage per hit, and Bow/Yoyo
jesters can deal 5,000-6,000 damage per hit, you may find some use for it

A useless skill against knights, rangers, Ringmasters, AoE Billposters,
elementors, other psykeepers, or any class that uses a skill/spell to attack.

In The End…:

When it comes to PvM, at level 65, this spells usefulness goes down the drain.
While it’s still good to use as a self buff, and extra damage is always
welcome,it isn’t enough to compensate at later levels.

Satanology psykeepers won’t be using this spell, since they’ll only use two
different spells to level: “Satanology” and “Spirit Bomb” to level up. They
won’t even be getting hit by the monster.

AoE Psykeepers, while they’ll constantly be taking hits all the time when they
begin AoE’ing at level 65, an extra 300 damage isn’t going to help much against
monsters with much higher HP.

Crucio leveling is a bit different, since it begins to lose its usefulness at
around level 80. However, it still won’t be as effective as it once was when
the crucio psykeeper was leveling at level 60.

When it comes to PvP… While it may find another use at later levels (Against
blades and other players who use regular attacks), the damage it will reflect
at lower levels is just useless to be used as a defense weapon against blades
and bow jesters.

The sad, and unfortunate tale of a truly excellent spell.

Final Verdict?
When Received: 7/10
Later on: 3.5/10

Level 65 Spells: “Rock you like a Hurricane” (Psy052)

Level 65…This is when you’ll start showing what a psykeeper is truly made of.
You will use these spells from now, until Hero status, to level (With the
exception of Crucio psykeepers, who will still be leveling with Crucio
until 80).

Skill 4: Satanology (Offensive Buff)

Upon Retrieval:
Damage: N/A
Casting Speed: 8/10 (No projectile has to fly at your opponent. It’s an
automatic hit)
Usefulness in PvP: 8/10
Usefulness in Guild Wars: 7/10

Build usefulness:
Crucio Psykeepers: 8/10
Satanology Psykeepers: 9/10
AoE Psykeepers: 6/10

Usefulness at Level 75+: 8/10

Quick Notes:

Satanology is a non-damaging spell that can lock an opponent in place,
disabling its movement (However, your opponent can still fight back). It has
an 85% chance of hitting monsters, but that chance is reduced when it comes
to fighting other players.

The length of Satanology depends on your Int. It can be calculated with the
following Formula:

Satanology Time = 0.1i + 10

10 = Base Satanology Time
i = Int
0.1 = One Tenth of a second.

So, for those who can’t understand the formula, it’s basically… for every 10
Int, your Satanology Time will increase by 1 second. Then, add 10 seconds to
whatever that length is.

Here’s an example. If I had 30 Int… The formula would be like this:

Satanology Time (In seconds) = 0.01(30) + 10 (Fill the 30 into the i)
Satanology Time (In seconds) = 3 + 10
Satanology Time (In seconds) = 13

Its casting speed is just as long as spirit bomb. However, there is no
‘projectile’ that has to hit the opponent. The moment you cast it, it
automatically hits, which raises its Casting Speed mark up by a lot.

Use in PvM

Satanology Psykeepers will be using this spell, along with Spirit Bomb to
levelfrom 65 onwards. With this spell, a satanology psykeeper can root an enemy
in place for a very long time, and bomb it to death with another spell.

Crucio psykeepers will also be able to take advantage of this spell. Satanology
can root a high level monster in place, allowing the player to travel back and
forth from the monster, giving one time for a healer to fully heal him, or
giving time to the player to fully heal himself (If leveling alone).

However, a crucio psykeeper’s satanology length won’t be as long as a
satanology psykeeper, due to their low Int. So, please keep that in mind.

AoE Psykeepers, however, get the short end of the stick here. Though theymay
have a decent time on their satanology length, which could allow them to Crucio
a bit better than usual…it won’t really help them much with their AoE’ing.

Perhaps the only use for Satanology during an AoE, is if you get the ‘wrong
mob’.For example, if you hit a ranged mob instead of a close-ranged mob, you
can stop it from moving  by using Satanology, and continue collecting other

This spell will aid a lot when fighting giant monsters. A psykeeper will be
able to stop the giant’s movement, then kill it on the spot without taking any
damage. A lot of patience may be required to kill the giant, but at least you
know you won’t die, right?

Use in PvP

Satanology isn’t really as effective on players as it is on monsters. Its
chance to hit is cut down, which can leave you open if you miss your shot.
However, if you do hit, your opponent is basically a sitting duck.

You can do whatever you want with your opponent: Kill him, Satan him again,
Taunt him, run in circles around him, butt smack him, fart on him, anything.

However, I wouldn’t really recommend using satanology on a long-ranged fighter,
such as an Elementor, Bow Jester, Ranger, etc. Even if you do manage to cast
satanology on them, they will still be able to fight you from a range. After
all, casting Satanology leaves you open to free hits.

My suggestion? Well…  it really depends on your opponent.

Close Ranged Opponent: If your opponent is next to you when the duel starts,
don’t bother with Satanology, since you’ll be left open. Just blow him up. If
there is some distance between you and your opponent, you could cast satanology
on him, if you wish. Or, you can just go with the latter and blow him up once
again, while your opponent is running at you.

Long Ranged Opponent: Forget Satanology. Within the time you casted the spell,
you’ll probably have been hit a few times, which could possibly kill you.
Instead, use the alternate strategy: Blow him up.

Use in Guild Wars:

Now this is where Satanology may come in handy. Now that you’ve got an open
area to fight instead of a smaller battlefield, people may be less aware of
you around, since they will be concentrating on other targets. If no one is
around you, by all means, go ahead and cast satanology on them.

During a guild war, you can also cast satanology on long ranged fighters who
are going after other targets.

Why? Simple: They may not be aware of your presence, which allows you to go in,
Satan them, and finish them off before they can get an attack or two in. Or,
you can cast satan on an enemy, run away, let an ally come in to lend a hand,
and when the person changes its target from you to your ally, you  can go in
for the kill.

There’s tons of ways this spell can help you out. However, I’ll list them in
the PvP Tips section.

In the end…:

Satan psykeepers won’t level very fast at 90+. AoE’ing is the best way to go
from there, so you won’t be using this spell much. However, when it comes to
guild wars and PvP…be creative. Make up combos…whatever you want.

Although, it would have been nice if this spell was able to do some damage when
it hit its opponent…

Final Verdict?

Skill 5: Spirit Bomb

Upon Retrieval:
Damage: 8/10
Casting Speed: 6/10
Usefulness in PvP: 9/10
Usefulness in Guild Wars: 9/10

Build usefulness:
Crucio Psykeepers: 6/10
Satanology Psykeepers: 9/10
AoE Psykeepers: 6/10

Usefulness at Level 75+: 8/10

Quick Comments:

This is arguably one of the strongest offensive spells in the game. Its damage
is based on the players remaining MP. The more MP the player has, the more
damage it can do. But as the users MP goes down, the less damage it will do.

Now, while it looks very identical to Psychic Bomb, there’s a few key
differences between them.
- First off, the 30% stun chance is gone. That’s right, it’s gone.
- Secondly, it deals a lot more damage than psychic bomb.
- And finally….the sound it makes when it’s casted is different. Instead of the
“Bang” that psychic bomb makes, it makes a “Charging” sort of sound when
casted, and a loud, low toned whistle when it makes contact.

I’m not too sure on the exact formula for its damage calculation. I know that
at around level 80 with full Int, one can deal around 7,000-10,000 damage.

Use in PvM:

As mentioned above, Spirit Bomb is an extremely damaging spell. When combined
with Holy Cross, you will be dealing insanely high damage.

When it comes to Satanology Psykeepers, this will be your main offensive spell
the moment you get it. When combined with Satanology, you will be able to hit
monsters hard, without being touched.

However, there’s a few things that should be noted. Fifth Refreshers can only
restore your MP up to 750 without any penalty. Afterwards, your MP recovery
will begin to go down. This should be a concern, since Spirit Bomb relies on
your remaining MP.

Satan Psykeepers, be aware: Take your time with your Spirit Bomb Shots. Use the
F# keys instead of the Action Slots. If you constantly fire them, your damage
will grow weaker. And after all, you want your Spirit Bomb shots to remain as
strong as possible, right?

Crucio psykeepers won’t really use this spell much until level 80, since
they’ll be using Crucio to level from 60 to 80. Spirit Bomb won’t really be
much use to them, since it will deal a pathetic amount of damage to the
monsters their fighting. (Especially because Crucio psykeepers are close to,
or are completely full Sta)

The same goes for AoE Psykeepers. You won’t really use this spell, unless
you’re using it to collect monsters for an AoE. However, you could use
Demonology to collect monsters instead (It’s much faster).

Really, I don’t have much else to say about it when it comes to PvM….it’s
good for Satanology psykeepers…but as for AoE Psykeepers and Crucio psykeepers,
it doesn’t seem very useful.

Use in PvP:

Its effectiveness in PvP really depends on your build...

A Crucio psykeeper’s spirit bomb won’t be that powerful, since their Int/MP
will be very low. However, this can be remedied somewhat with a few Int +5
Rings,and an MP necklace.

With the small increase in attack power, and a very high amount of HP, a Crucio
psykeeper can make easy prey out of the lighter classes with this spell.
However, against the heavier classes such as knights and billposters, it’s
all a matter of who can fire the guns faster.

Have you ever heard the quote, “One Shot, One Kill” before? Well, this can
apply to Satanology psykeepers when it comes to using this spell against other

For Satanology Psykeepers, a single shot, is normally all it will take to
eliminate any unbuffed light class in the game. And even against heavy classes,
it will only take two to three shots to terminate them.

When it comes to long ranged fighting, you will oftentimes reign superior.
However, just note against close-ranged fighters. Always try to finish them
off quickly. It’s either they kill you fast, or you kill them fast.

AoE Psykeeper seem to benefit most with this spell in PvP. With a pretty high
HP count, and with a few Int rings/MP Necklaces, they will be able to deal
a good amount of damage per shot, making them a major powerhouse to use,
and a major pain to terminate.

However, just note, though your damage will be powerful, you still won’t be
able to deal as much damage as a Satanology psykeeper. You may have to fire
a few more shots to take a heavier enemy down. However, with your good amount
of HP, you’ll be able to tank a few enemy shots before going down yourself.

Use in Guild Wars:

I don’t really have much to say about this spell when it comes to guild wars...
The same Action Slot rules that applied to Demonology apply for this spell,

While it’s a powerful spell, putting it in your action slot may not be the best
idea. You’ll be using this spell a lot during guild wars, and you’ll want this
spell to remain as powerful as possible. If the time comes, you’ll want to fire
them out as fast as possible to terminate any threats within a couple of

Other than that….Well…just don’t overuse the action slot, and you’ve got a
powerful weapon in your arsenal.

In the Long Run…:

In reality…this spell will only remain useful to Satanology Psykeepers when it
comes to grinding. However, when level 90 hits, it will become extremely slow
for them to level, and AoE’ing is your fastest option.

But when it comes to PvP and Guild Wars, this will probably remain as your
primary weapon against any other class in the game.

Final Verdict?

Skill 6: Maximum Crisis

Upon Retrieval:
Damage: 7/10
Casting Speed: 7/10
Usefulness in PvP: 6/10
Usefulness in Guild Wars: 9/10

Build usefulness:
Crucio Psykeepers: 7/10
Satanology Psykeepers: 4/10
AoE Psykeepers: 9/10

Usefulness at Level 75+: 8/10

Quick Description

The main AoE Spell for Psykeepers. It’s a self AoE spell, which means that you
can cast it without any targeted player/monster, and it attacks with 360
degrees (Which means it attacks all targets around you).

It’s a bit stronger than Demonology by a couple hundred damage, however, it
doesn’t cast as fast.

It has a unique attack animation, too. When used, it launches a short range of
visible sound waves around the psykeeper. When it hits an enemy, a great ball
of flame ignites them, dealing damage (No, the ball of flame does not stay to
deal extra elemental damage)

Use in PvM:

A strong AoE spell for…AoE Psykeepers (lol). AoE Psykeepers will be using this
spell to level up the moment they retrieve it, until level 120.

Each cast requires 105 MP, so you may have to stock up on refreshers if you
wish to go AoE’ing for an extended period of time.

As for crucio psykeepers, I don’t see a reason for them to use this spell to
aid them with crucio’ing. However, if they wished to AoE for fun, they could
tank a lot of monsters. But their damage would be pretty low. They would be
better off Crucio’ing to 80.

And finally, Satanology psykeepers won’t be using this spell either, since they
will only be using Satanology + Spirit bomb to level. I guess a satanology
psykeeper could attempt to AoE, but the amount of monsters they could take
would be pretty low.

In the end, this spell is only really useful for AoE Psykeepers when it comes
to PvM.

However, just a small warning to you low-end/medium-end PC owners out there…I
partnered up once with a player who had a low-end PC. The amount of monsters
that I AoE’d at once was so great, it caused my partner’s PC to lag for around
5 minutes. So please…beware of this spell.

Use in PvP/Guild Wars:

When used correctly, this spell can bring havoc among your opponents. I’ve
decided to put Guild Wars/PvP together, since I’m going to be making a section
just for this spell, when used in PvP. But, here’s just a few notes that should
be taken:

This spell can be considered an anti-Dark Illusion spell. Even though an enemy
Bow Jester/Ranger/Acrobat is in DI, Maximum Crisis can still damage them. Since
Maximum Crisis requires no target to use, you can take an educated guess on
where your opponent is going to be, and AoE on the spot.

Also, this is one of the spells that can be pre-casted before a duel starts.
Though it may be really cheap, it works really well in 1 on 1 duels. Right
before a duel starts, you can start casting Maximum Crisis, so the moment the
duel starts, you will automatically hit your opponent. (This should also work
for any360 Degree, Self-AoE Spell, such as a knight’s Power Stomp)

In the Long Run…:

This spell will be used from level 65 onward for AoE Psykeepers, and it may
find a use for Crucio Psykeepers if they wish to restat, or begin adding Int
until level 80, from level 65.

Satan Psykeepers won’t find much use for this spell, but if they wish to AoE
forfun, this spell will be extremely powerful for them.

And when it comes to PvP/Guild wars…Well, if I’m going to dedicate an entire
section for this spell, it has to be pretty good, right? However, its major
downside is its short range.

Final Verdict?

Level 70 Spells: “The Wall” (Psy053)

Odd name for a Spell Subchapter, eh?

Well, just a bit of back-story to this… I had a small argument with myself
five minutes before I typed this small paragraph up. I was either going to name
this subchapter, “The Wall”, or “Killing In the Name Of”.

Odd as it may seem, it was hard to decide how to name this chapter. As some
people could tell, I named sections after popular rock/metal songs, and
naming a section after a Pink Floyd album didn’t seem to fit in.

In the end, I gave in to “The Wall”, and you’ll see why below. (Meh, I doubt
anyone really cares about my dumb comments, anyways.)

Spell 7: Psychic Wall

Upon Retrieval:
Damage: 1/10
Casting Speed: 6.5/10
Usefulness in PvP: 9/10
Usefulness in Guild Wars: 8/10

Build usefulness:
Crucio Psykeepers: 7/10
Satanology Psykeepers: 6/10
AoE Psykeepers: 5/10

Usefulness at Level 75+: 4/10

Quick Description:

…It’s a wall.

…Ok, seriously. This spell is a “Target Utility” spell. It can’t really be
considered an offensive spell. It’s more like a defensive spell. You won’t find
much use for this spell when it comes to killing monsters. But you can consider
it an Anti-Close Range Fighter utility.

When used, a transparent, circular purple wall will appear in front of the
psykeeper. You will be able to walk through it, but any enemy who touches the
wall will get shot back a few feet, and will receive a small amount of damage.

The psychic wall will eventually disappear when it has shot back a few enemies,
or when it remains on the field for a small period of time. A maximum of two
psychic walls can be casted on the field at a time.

Use in PvM:

Being a utility spell, this spell won’t really find much use in PvM. Crucio
psykeepers could use this spell instead of Satanology to keep high level
monsters in check.

The monster will eventually come back to the psykeeper, attack once again, and
get knocked back by the wall. And during this whole period, the Crucio
psykeeper will be able to be healed by the FS who’s aiding him/her.

However, I’m not too sure if this method is effective when tanking more than
one high level monster…

Satanology Psykeepers won’t be using this spell to level, since they will be
using Satanology/Spirit Bomb to level. However, if an aggravated monster spawns
near the Satanology Psykeeper, the psykeeper could use the wall to bounce the
opponent away.

AoE Psykeepers won’t even find a good use for this spell. I guess it can be
used to bounce all the mobs away if the player is about to die, but other
than that, the spell seems to be pretty pointless for AoE Psykeepers.

For Gianting, this spell may find some use. If a giant comes too close, a
psykeeper can bounce this monster away, allowing him/her to get far enough
away to re-satanology it again.

Use in PvP:

Remember how I noted above on how this was an anti-Close Ranged Fighter
utility? Well, I would like you to imagine a close-ranged fighter in this
game. It can be a blade, a knight, a billposter, a ringmaster, anything
you wish.

Now, I want you to picture that player running right up to you. And right
before it gets close enough, a giant barrier spawns in front of you, and
bounces that player away.

With the barrier blocking you and that close-ranged fighter, you will be
able to throw in free shots at your opponent.

That’s basically what will happen when you use this spell against any
close-ranged fighter in the game. Anyone who gets too close, will get bounced
away, leaving them open to a dozen free shots.

However, just a small note. Against billposters, this spell will work very
effective on them. Even if stonehand activated within the first few punches,
they would still get knocked back, allowing you to recover from being stunned.

But the main reason why you should be worried about Billposters, is
Asalraalaikum (Level 80 One-Hit KO Spell). If that billposter gets within
range to cast Asal, you’re dead. No other way around it, even if you casted
Psychic Wall. Unless you can cast the wall before the billposter gets
within range, there’s no other way to stop him or her from defeating you.

The other close-ranged class you should be worried about, are Yo-yo jesters.
While they’re not necessarily close ranged (More like Medium Ranged), their
range may still be long enough to hit you, even if you cast the wall (They also
have Hit of Penya (Which is now called Penya Strike), which is close to being a
One-Hit KO skill).

You may have to combine a few spells together along with the psychic wall
to defeat billposters with Asal, and yo-yo jesters. But other than that, every
other close-ranged fighter in the game will fall at your feet with this spell.

Use in Guild Wars:

This spell is more of a 1 on 1 utility spell. However, if there is more than
one targets coming at you at once, you could use this spell to bounce them
both away, giving you enough time to handle them both one at a time.

You could also combine this spell with your surrounding battlefield.

Take the flowerbeds around the Saintmorning Lodestar for example. If a target
is running after you, you could jump on top of the flower beds and cast the
spell, cutting your opponents access to you, allowing you to throw in free
shots with other spells.

In the long run…:

When it comes to PvM, you may not even touch this spell. You may be able to
perform a few random tricks with it, but really, they’re pretty pointless.
(I did mention that it deals an abysmal amount of damage, right?)

It may find some use when it comes to gianting, but a giant won’t often come
close to hitting you, since it will be locked with Satanology. But other than
that, it doesn’t have much use when it comes to PvM.

However, this spell does have its good points: when it comes to PvP, you should
always have this spell in your back pocket, to eliminate any close-ranged
threats. When combined with other spells, this is one heck of a deadly spell.

Final Verdict?

Level 75 Spells: “The Devil Went Down to Georgia” (Psy054)

Let me start off by saying, if you made it this far, congratulations to you:
You’ve accessed all of a psykeepers skills, and you have the ability to wipe
out most of the classes in the game in PvP.

Travel wherever you want: Saint Morning, Darkon, Flaris, (Throw any area you
live in there if you want, too). Any FlyFF player will know that when they see
you, they’re in for a fight if they wish to challenge you. (Except rangers.
I’ll explain why later.)

Level 75 is when you get your Ropang/Roshel set, which makes you look like an
honorary demon (I’m not too proud of it, personally. I guess you can consider
it a way to show off your power, or you can consider it a way to show how evil
you are? Meh, I don’t know…)

There is only one more spell to describe… and that spell is…

Spell 8: Psychic Square

Upon Retrieval:
Damage: 7.5/10
Casting Speed: 8.5/10
Usefulness in PvP: 4/10
Usefulness in Guild Wars: 4/10

Build usefulness:
Crucio Psykeepers: 4/10
Satanology Psykeepers: 5/10
AoE Psykeepers: 8/10

Usefulness at Level 75+: 6/10

Quick Description:

The final spell that a psykeeper can get.... But just because it’s the last
one, it doesn’t mean that it’s the best spell.

On contrary to some people’s beliefs, this spell does not summon a giant
square around your opponent, trapping him, bouncing him for eternity (I
heard a few mages talk about this. I’m not too sure how many people believed
this, but I’m just clearing things up).

This spell is an AoE spell, and it’s arguably the strongest AoE spell in the
game (I think it beats the Elementor’s Windfield when it comes to damage, but
Windfield beats it with the amount of other stuff it can do, such as slow down
an opponent).

It’s a few hundred points stronger than Maximum Crisis, and it attacks from a
range. It`s not as powerful as Spirit Bomb, but it`s still pretty powerful.
No projectile is fired when it`s casted, which means that it automatically
hits the opponent when it`s casted.

When it’s fired, a giant, orange, transparent, circular chamber with odd
designs on it will automatically hit the opponent. And when it hits, it will
make an extremely cool, Hard-To-Describe sound. (You’re probably confused by
now, so you’ll either have to see it, or get to level 75 and use it yourself)

However….there’s one major drawback to this powerful spell: Its cooldown time.
This spell has a whopping 10 second cooldown time, which means that if you plan
on using this spell, you`re going to have to use some strategy.

Use in PvM:

In my opinion, this spell will be useless from 75 to 80 for Crucio Psykeepers.
There isn`t much they can do with this spell. There isn`t really other comment
to make about this spell for crucio psykeepers.

The same thing goes for Satanology Psykeepers. This spell won`t really aid
them in any way when it comes to leveling with Satanology/Spirit Bomb.
While this spell will be powerful for them, there isn’t really much use
for it.

AoE Psykeepers on the other hand, may find a use for this spell. However,
it may take some practice to get the pattern down.

It will involve making your mobs follow you, and gathering them together.
When they’re together, you can attack them from range, while moving to
collect another mob to blow up. It may sound a bit confusing, but after
a few trial runs, you should get it down well.

I personally don’t have anything else to say about this spell in PvM...
Although, it does make a nice finishing move to giants. The sound it makes
when it’s used makes it seem as if you’re ripping the soul straight out
of the giant, making him fall to the ground.

Use in PvP:

When it comes to PvP, the major disadvantage to the spell is the 10 second
cooldown. 10 seconds is a pretty long time, and duels oftentimes only last
around 6-7 seconds. So if you wish to use it, you should plan ahead of time
on when and how you are going to use it.

There’s two occasions where you should use it: After a psychic wall,
or as a finishing move.

After setting up your psychic wall, you may decide to use it to land a quick
blow to your opponent before launching the spirit bombs.

The second time it could be used, is to finish your opponent. Why? No
reason, really. It’s just to make you look cool. And we all want to look
cool during a fight, right? Just like giants, it feels like you’re ripping
your opponents soul out of him when you use it to land the finishing blow.

And finally, this can be considered a psykeeper’s Lag Spell. In FlyFF, there’s
a few spells that can create lag on low-end to medium-end PC’s. Some examples
are an Elementor’s Avalanche/Meteor Shower, or a Billposter’s Asal/Sonic Hand.

This flashy spell may end up eating your opponent’s poor PC’s processor when
used. And in my opinion, what better way is there to beat an opponent in an
online game, than to use his own machine against him? Priceless.

However, it’s not like this spell will really improve your PvP performance.
There isn’t anything that this spell can do, that Spirit Bomb can’t do (Other
than the no-projectile. But the sheer damage of spirit bomb can beat this
spell flat-out.)

Use in Guild Wars:

You will be facing multiple opponents in a guild war. And really, the first
thing I would do, is lag your opponent’s computers: The amount of player
Models/textures on the field, along with this spell, may cause your opponents
computer to lag.

However, don’t expect everyone to have low-end PC’s. And really, this will
only happen every so often, so don’t rely on this too much.

Another thing. You want to look cool during a guild war. So if you see any
weakened opponents, use this spell on them to either finish them off, or
weaken them for your next spell to finish them off.

And….that’s about it, really. There isn’t really much other use for this spell.
You have other spells that work much better than this spell, such as Spirit
Bomb, Demonology, and Psychic Wall.

If you don’t really care about looking cool during a guild war…you can just
forget about this spell, really, because, as I said above, there isn’t anything
else that this spell can do, that the other spells can’t do.

In the end…:
In the end, this spell seems more of a flashy, fun spell for psykeepers.

The only psykeepers that can actually take control of this spell’s usefulness
in PvM are AoE psykeepers, and really, very few psykeepers will end up using
this spell.

In later levels, when you want to start AoE’ing faster, you may use this spell
to help you out. But other than that, it’s not a very useful spell, in PvP, or

Go with the other spells…if you want to show off, by all means, this should be
your first spell to pick.

Final Verdict?

Quick Summary:

Alright, this is for all you lazy bums out there who didn’t bother reading the
notes above, and wanted a quick summary. Here you go:

Spells at 60:

Pros: Fast attacking, strong spell.
Cons: Doesn’t have the stun that Psychic Bomb has, which may lessen its
usefulness for Satan psykeepers.

Psychic Bomb:
Pros: Strong spell, has a 30% chance of stunning the opponent, both human
and NPC.
Cons: Very slow.

Pros: Self buff, reflects 200% damage back at the opponent, and 20% damage
back to human players.
Cons: Not very useful for AoE/Satan psykeepers, only reflects damage for
non-spell/skill attacks. Not as strong as it used to be in V7.

Spells at 65:

Pros: 85% chance of locking an opponent in place.
Cons: Chance seems to be cut down against human players. It would have been
nice if it could do damage. Not very useful for Crucio psykeepers.

Spirit Bomb:
Pros: Powerful damaging spell for any type of psykeeper.
Cons: May not be as powerful for Crucio psykeepers, but this can be
remedied with a few Int Rings/MP Necklaces. Damage goes down as MP goes down.

Maximum Crisis:
Pros: 360 Degree, Self AoE spell. Good damage.
Cons: High MP cost, not too useful for Crucio/Satan Psykeepers

Spells at 70:

Psychic Wall
Pros: Can be used to terminate most close ranged fighters
Cons: Not very useful in PvM.

Spells at 75:

Psychic Square:
Pros: Powerful, ranged AoE spell. Very flashy, and makes a cool sound.
Cons: That cool sound can’t save it from its uselessness for Crucio/Satan
psykeepers, and its high learning curve for use.

There you have it, every Psykeeper spell in a nutshell.

Job Change (Psy06)

Alright. Here’s just a quick summary of the Psykeeper job change. If I ever
decide to make another psykeeper, I may post a few links to some photos to aid

Step 1: Once you’re level 60, speak to the Psykeeper Master “Cylor” in Darkon
city. You will see her near the large, spinning model of David’s Star, near the
Public Office.

Step 2: She will tell you to find, and kill 20 Drillers. Not Small drillers,
not Large Drillers, just Drillers. You will find Drillers next to Volts, east
of the Northern Entrance of the Syliaca Cave. Once you’ve taken them out, head
back to Darkon City and talk to Cylor again.

Step 3: When you speak to her, she will tell you to go find “Magic Underwear”
(She probably lost them when she went camping or something). Anyways, at
Darkon 1 Lodelight, follow the path to Steelknights. If you look around the
pathway, you should find a monster named “Kynsy” there.

After you defeat the Panty-Fetished monster, use a Flaris Blinkwing, and Fly
over to the Fountain of Dead Person (I wonder who came up with that cool name).

Step 4: Once you’re there, speak to the Psykeeper Wiseman. He will re-direct
you to a man named Ryupang, who will tell you grab some item called The Offerep
Trace (Or something like that…I can’t remember). You can find this near
Carrierbombs, East of Darkon city.

Step 5: Once you find the Offerep Trace, head Northwest of Darkon City, and
fly to Hoppres. You can find the Psykeeper altar at the western side of
hoppers. (Or, you can check your Map for the Psykeeper Altar, by pressing the
M key).

Step 6: It’s time for a big fight. Head south to the Volcanic section of
Darkon 3. If you check your map via. the M key, you will see a small part in
your map that looks like a building, at the bottom-right of your map. Head to
this place. (It’s actually a temple of some sorts)

Once you’re there, stay on your board. There are monsters here called Glaphans
(Level 103), and I’m pretty sure they can rip you apart in one slice. Fly to
the north-western part of the temple, where you’ll find the Venel Guardian
(He’s an oversized Bucrow. Whoohoo). Good luck taking this big guy out. If
you’re an Int build, you may want to ask nearby levelers for a few buffs before
going at it.

Step 7: Once you take down the Venel Guardian, head to the southern part of the
temple. You should see a flying pyramid. Fly inside. Here, you will see a bunch
of women dressed in white garbs. Speak to the one that has the “!” Mark over
her head.

And Congratulations, you have officially become a psykeeper.

What to expect later on in the guide (Psy07)

I’m quite disappointed that I wasn’t able to get everything I wanted into the
guide on its initial hand-in, since I was too busy playing Half-Life 2.
However,I’m going to be making a major update once every Sunday until the
guide is complete. I’ll just randomly choose one of the following topics:

- Mage Tips (Leveling to Psykeeper Status)
- PvP/PK Tips (Combo Spells, How to use Maximum Crisis/Psychic Wall at full
  efficiency, etc.)
- Equipment
- Guild War Strategies
- Leveling Tips (Psykeeper)
- Master/Hero Abilities
- Clockworks

And if I think of anything else, I may put that in, too.

My information may not always be 100% accurate, so I will constantly be
updating my current information incase there’s any errors or inaccuracies.
(Not to mention, I felt pretty braindead towards the submission date…So some
parts may be grammatically incorrect. Forgive me for that). I’ll also add a
few more keyboard shortcuts to make the guide a bit easier to navigate.

Conclusion (Psy08)


This guide is © John Wakefield. You shall not steal, copy, manipulate, or
sell any part of this guide, or any of my guide, without my permission.
You are also not allowed to take this guide, and call it your own, or post
it on a site without my permission. The only two sites that are allowed to
post this on their sites are:

As for licenses, I don’t own any part of Pink Floyd, or any of the following
brands: Guitar Hero 3, which is ©Activision/Red Octane, Metroid Prime Hunters
which is © Retro Studios and ©Nintendo, Action Replay, which is © Datel, Giant
Enemy Crab, which is ©E3 2006, and FlyFF, which is ©Aeonsoft, and hosted by

If you wish to contact me, my e-mail address is
I won’t give my character’s names, unless you speak to me personally. I also
WON’T be:

- Giving away free money
- Giving away Power levels
- Giving away…anything in general

However, I will be accepting:
- Questions or Concerns
- Spelling edits, Extra information, Personal advice, etc.

Now that we have all the legal stuff out of the way…I’d like to give
a special thanks to:

- God, for everything
- My best friend, Zoe, for introducing me to the game, and for being an
awesome friend in general ^-^ *Hugs*
- My friend Travis for reading over the guide (Thanks, bi ^-^)
- Aeonsoft, for developing this game. Props to you guys.
- Galanet…For hosting it… And that’s about it, really…
- Charlie Daniels, for making The Devil Went Down to Georgia (I had this
song on repeat the entire time to make me concentrate)
- Steve Ouimette for making the rock version of The Devil Went Down to
Georgia in Guitar Hero 3 (I also had this version on repeat at times to
make me concentrate)
- Everyone on the FlyFF Gamefaqs boards for putting up with my crappy,
elitist personality, so I could leech some FlyFF knowledge from them.

As for information I took, I’d like to give thanks to:
- FlyFFWorld
- mareo, from the FlyFFWorld forums, for information on the second job

And finally, I’d like to thank you for clicking/reading my guide.

Thanks for reading my guide, and happy FlyFF’ing ^-^