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Adventurer

Information

The profession of an Adventurer is unique as its members do not belong to any specific guild of Aabahran though they may join one at any time. Adventurers posses good combat skills as well as rudimentary spell casting abilities making this class excellent for exploration and learning. They are well versed in survival, and equally comfortable in a deep dungeon as a thick forest.

As an Adventurer:

  • You are totally exempt from all Player-Killing (PK) attacks.
  • You can join any normal guild available to your race using the "guild" command at any time.
  1. Note: Any item that is higher than Level 30 and not in your locker (see HELP LOCKER) will be lost when you do.
  • You can enter, and practice in any guild house.
  • You CANNOT hold any limited items ("help rare").
  • You CANNOT join cabals.

Skills

Titles

Level Skills Spells
1 dagger mace armor
shield block sword
parry scrolls
recall staff
3 dirt kicking
4 probe
5 second attack cure light
6 hand to hand
7 butcher
8 kick continual light
9 fast healing
10 shield block
11 create spring
12 lore
13 identify
locate object
14 haggle
15 two handed fired weapons detect invis
16 meditation
17 magic missile
18 third attack
19 armor
20 dodge word of recall
21 invisibility
23 peek dual wield
24 lightning bolt
25 enhanced damage cure critical
27 remove curse
29 disarm double grip
30 sanctuary
35 counter
37 summon
38 frenzy
40 pugil
45 stone skin
48 fireball
49 steel wall
50 group recall
Last edited by Erelei