 |

Adventure
Quest Guide Page 2
adventure quest guide
page 2 continues...
Classes:
(Tier 1) The basic starting Classes are:
Fighter,
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.
Rogue,
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.
Mage,
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.

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)
Paladin,
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.
Pirate, 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.
Necromancer,
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.
Berzerker,
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.
Dracomancer, trained by Lord
Cyrus in the Dragonspine Mountains and have control over dragons.
Ninja, trained
by
Elizabeth located in Mount Dajin, are honorary warriors, attacking from
shadows and are servants of the night.
Vampireslayer, 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.
1 | 2 | 3 | 4 Adventure Quest
Guide last updated: 14FEB2008
Related Information: Adventure Quest Hints Adventure Quest Recipes Games like Adventure
Quest
Related Websites: Adventure
Quest Website

| | |