Character selection on the other hand reminded me of Neosteam. The Gibberlings were the Allod version of Neosteams furry Poms. Elves meanwhile, have wings. Yes, that's right, all elves in Allod have wings (nice going Allods team, another game that exemplifies the "feminine" nature of elves, male or female. Personally though I'm a League summoner so I'm really complaining). The game pushes the archetypical classifications of a lot of the races found in MMORPGs. However I personally don't think you will notice much because the character designs are so good.
The job system in Allods is similar to a lot of MMORPGs out there. There are no faction exclusive jobs in Allods. The job class' names may be different but the classes have a corresponding "alternate" job in the opposite faction.
Allods mages are not overpowered. Magic spells can actually miss in Allods. Though the spells still retain the magic attribute, it is not guaranteed that they will always hit. According to one player who I was able to talk to, he mage is a crit type. Anyone and everyone who has played a lot of MMOs would think that is weird. However, based on what I experienced with my summoner, I think that's a good way of allocating points.
Another unique system in Allods Online is that there is a stat allocation system. Unlike other MMORPGs of this calibre, you can allocate stat points. The levelling system in Allods is similar to a lot of stat based MMORPGs out there. It means that you get stat points whenever your character levels. There is still a job and class locked growth system in Allods but with the stat system in place, you can actually customize and create your own build. I personally think that the Allods game system is a refreshing take on character development. People who are used to mages always hitting and nuking inform the sidelines are forced to rethink their strategy in Allods.



