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.
- 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
Adventurer 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 |