Adventurer
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Class Type: |
Special
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Position: |
Front/Back
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Changes At: |
13 Quests if Peasant
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Number of Skills: |
20 at Level 25/46 at Level 49
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Total Quest Skills: |
2
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"The adventurer is the oldest class, and has no limitations whatsoever."
Where the peasant is able to show you a hint of every class, the adventurer IS every class rolled into one. However, due to its lack of specialization, it does not have the same level of mastery as every class.
The adventurer can use ANY weapon, ANY armor, and learns nearly EVERY skill just by leveling up. It's like a true RPG class, whereas the others learn their skills upon class change. Though it will not learn very luxurious skills immediately, it progresses at a fairly steady pace.
The only downside is that this class starts with no gear whatsoever. So it is best to start as a peasant before becoming this class.
At level 50, this class becomes a Paragon.
This class starts with absolutely nothing, however, its stats are the most balanced starting out. Like all classes, it gains four stat points on level up, but unlike other first classes, it gains 200 life/will points to allocate.
- All weapon types are available to the adventurer. See Weapon Types.
- All armor types are available to the adventurer. See Armor Types.
- Life: 275
- Will: 275
- Attack: 10
- Defense: 10
- Magic Attack: 10
- Magic Defense: 10
- Adventurers start with any one piece of starting light, medium, or heavy armor. See the respective pages for details.
Skill Name |
Description |
Level Obtained |
Type
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Set up a campfire out of combat to heal yourself and your party.
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Level 00
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Active
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Resists damage by blocking until the user's next turn.
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Level 01
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Active
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Strikes a single target to deal double damage.
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Level 02
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Offensive
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Attempt to dodge an incoming attack.
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Level 03
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Active
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Add an element to a party member's weapon or to your own.
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Level 11
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Active
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Draw attention to yourself and lower enemy defense.
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Level 12
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Active
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Gain the magic skills for single target air, fire, water, and earth spells.
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Level 13
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Offensive
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Steal the drops of one enemy.
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Level 15
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Active
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Strikes a single target to deal triple damage.
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Level 16
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Offensive
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Cure the Poison and Paralysis status ailments.
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Level 17
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Supportive
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Restore life to either a single target or many.
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Level 21
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Supportive
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Disappear and drop enemy aggression.
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Level 22
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Active
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Increase your carrying capacity.
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Level 23
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Passive
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Deal light elemental magic damage to one enemy.
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Level 26
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Offensive
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Add the light element to a party member's weapon or to your own.
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Level 27
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Active
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Attempt to tame an enemy as a familiar.
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Level 28
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Active
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Attack multiple enemies or an enemy multiple times.
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Level 32
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Offensive
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Add a 50% chance to deal Poison or Confusion when attacking.
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Level 33
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Active
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Cover a single party member from damage.
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Level 34
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Active
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Lower an enemy's stats.
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Level 37
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Active
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Deal dark elemental magic damage to one enemy.
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Level 38
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Offensive
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Add the dark element to a party member's weapon or to your own.
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Level 39
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Active
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Absorb the life or will of an enemy.
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Level 43
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Offensive
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Gain the magic skills for multi target air, fire, water, and earth spells.
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Level 44
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Offensive
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Raise the stats of yourself or your party members.
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Level 45
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Supportive
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Cure the Poison, Paralysis, Sleep, and Bleed status ailments.
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Level 48
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Supportive
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Restore a large amount of life to a single target or revive a target.
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Level 49
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Supportive
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Skill Name |
Description |
Level Available |
Type
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Increase the potency of edge skills.
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Level 11
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Passive
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Add a chance to deal special Paralysis to the enemy when using bare hands.
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Level 25
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Passive
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Although this class changes into a paragon at level 50, there is a differentiation between a Level One Adventurer and Level Two Adventurer. The level one adventurer is considered a first class, and goes from levels 0 to 24 (inclusive). The level two adventurer is considered a second class, and goes from levels 25 to 49 (also inclusive).