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Adventure Quest Guide Page 2

Adventure Quest Guide Page 2

adventure quest guide page 2 continues...

Classes: (Tier 1)
The basic starting Classes are:

Adventure Quest Guide FighterFighter, start with 5 Strength(if chosen as primary class) and use Fighter Armor. primary attributes: Strength, Endurance and Dexterity. A Level 5 fighter can become a Knight and the fighter Trainer is Blackhawke found in the inn.

Adventure Quest Guide RogueRogue
, start with 5 Dexterity (if chosen as primary class) and use Rogue armor, primary attributes are Dexterity, Strength/Endurance and intellect. A Level 5 Rogue can become a Beastmaster and the Rogue Trainer is Valencia in Krovesport.

Adventure Quest Guide MageMage
, start with 5 Intellect (if chosen as primary class) and use Mage Robes, primary attributes are: Intellect, Charisma and Luck. A level 5 Mage can become a Wizard. A mage can use all 8 elements (but they are weak attacks) and the mage trainer is Warlic in the Magic Shop.
Adventure Quest Guide Scholar

Scholar
is a new class and uses Scholar armor, primary attributes: Intellect, Charisma/Dexterity and Luck. The monk trainer is Nel in Deren.


Next covered in the adventure quest guide page 2 is the Class system

Advanced Classes: (Tier 2)
Knight, requires being a level 5 fighter class. Knight uses armors allowing for high mobility or Heavy armor making up their loss of mobility with sheer strength. As a knight you must serve a king and can choose to join an elemental Realm.
  • Black Knights use Darkness
  • Red Knights use Fire
  • Blue Knights use Ice
  • Green Knights use Earth
Sadly you cannot choose which one to join
The Knight trainer is Sir Tathlin in the Renned Kingdom.

Beastmaster,  
requires being a level 5 Rogue. The Beastmaster controls beasts, animals and critters.

The beastmaster is trained by Vephoma and Wandy in the Dark Jungle.

Wizard, requires being a level 5 Mage. The wizard has more control over the elements than a mage.

The Wizard is trained by Jackel sano in the Ethereal Realm.

Next covered in the adventure quest guide page 2 is the Advanced Classes TIER 3

Advanced Classes: (Tier 3)

Adventure Quest Guide PaladinPaladin, requires being a level 5 Mage and Fighter. The Paladin slays the undead and are the main enemies of Necromancers, regularly uses the light weapons and are trained by Artix von Krieger in the Paladin Order.


Adventure Quest Guide PiratePirate, requires being a level 5 Rogue and Fighter. The Pirate could be a mutineer(evil) or just a sea adventurer but this is out of your control to choose from. The Pirate is trained by Captain Rubard in the Pirate's Cove.


Adventure Quest Guide NecromancerNecromancer, requires being a level 5 Wizard. The Necromancer is usually evil (with the exception of Obsidia),have control over the undead realm and can bring the dead to life. Necromancers is trainded by Obsidia in Obsidia's lair.


Adventure Quest Guide BerzerkerBerzerker, requires being a level 5 fighter. The Berzerker have high Strength, Endurance and Dexteriy attributes and doesn't use spells often.
The berzerker trainer is Eselgee located in the Mountains


Next covered in the adventure quest guide page 2 is
 the Speial Classes

Special Classes:
(Special classes have no class requirements and are not used as requirements of other classes)

Dragonslayer, is trained by Galanoth found in Dragonstone and they slay ONLY evil and mean dreagons.


Adventure Quest Guide DracomancerDracomancer
, trained by Lord Cyrus in the Dragonspine Mountains and have control over dragons.




Adventure Quest Guide NinjaNinja, trained by Elizabeth located in Mount Dajin, are honorary warriors, attacking from shadows and are servants of the night.




Adventure Quest Guide VampireslayerVampireslayer, trained my Vampireslayer E in the Darkovian Forest and hunts both campires and werewoles.





Since Atrix is constantly updating Adventure quest new classes are in the works and I will update the Adventure Quest Online Game Information review as I find out about updates...

Next covered in the adventure quest guide page 2 is the Sub-Races

Sub-Races:
There exists three subraces in Adventure Quest: Vampire, Werewolf and Werepyre. You can become one of them either by choice by seeking out the respective leaders of the races or by being infected in combat.

If you do get infected know that there are quests that will cure you.

Vampire:
  • Choosing to become a Vampire seek out Queen Safira in the Vampire's Castle.
  • The remedy for Vampirism is in Darkovia, near the Vampire Castle
  • Vampirescan steal Hit Points.

Werewolf:
  • Choosing to become a Werewolf go to the Werewolf King located in the Werewolf Lair or get infected through combating a creature that suffer from Lycanthropy. (You will only be able to fight as a werewolf not using swords etc).
  • The Werewolf can regenerate Hit Points.

Werepyre:
  • Is the result when you mix a Werewolf with a Vampire. You can obtain this Sub-Race by completing a Secret Quest in the Darkovian Forest.
The Werepyre has no benefit as the Werewolf or Vampire but have a higher chance of performing a spacial attacks and drains 10 Hit Points form the enemy.

(Note: You must be a Guardian to become a Werepyre)
Next covered in the adventure quest guide page 2 is my personal reflections

Personal Reflections:
Adventure Quests offers a WIDE variety of gampelay. You can have multiple characters per account so you have excellent opportunities to explore the various playing styles or if you just get bored with one class type you can always and easily switch to another.

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Previous page:IntroductionNext page:Clans

Adventure Quest Guide last updated: 14FEB2008


Related Information:
Adventure Quest Hints
Adventure Quest Recipes
Games like Adventure Quest


Related Websites:
Adventure Quest Website



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