Adventurer
- This page is about the bonus class; for the permadeath setting where you have multiple lives, see Permadeath#Adventure.
- This page is about the bonus class; for the metaclass of bonus classes, see Adventurer (Metaclass).
Adventurer | |
---|---|
Metaclass | Adventurer (Metaclass) |
Locked | No |
Starting Life | 100 |
Life Rating | +0 |
Stat Modifiers | |
Strength | +2 |
Dexterity | +2 |
Constitution | +2 |
Magic | +2 |
Willpower | +2 |
Cunning | +2 |
Adventurer is a class introduced in the base game. It must be unlocked by completing any story campaign - either "Maj'Eyal: The Age of Ascendancy" or "Orcs: Embers of Rage". Note that completing Embers will unlock it in the main campaign, but will not unlock it in Embers itself unless you have already defeated the Internment Camp three times to unlock all main-campaign classes in Embers.
Random bosses cannot be Adventurers.
Contents
Description
Adventurers can learn to do a bit of everything, getting training in whatever they happen to find.
This is a bonus class for winning the game. It is by no means balanced.
Their most important stats depend on what they wish to do.
New Class Unlocked Description
Congratulations, you have won the game!
You can now create new characters with the Adventurer class.
Adventurers start the game with 7 talent category points and all possible class and generic trees in the game.
They are a bonus class, in no way meant to be balanced or even working with all possible talent combos.
Use at your own risk, and have fun.
Starting Equipment
- Iron dagger x2
- Iron longsword x2
- Iron greatsword
- Elm staff
- Mossy mindstar x2
- Iron shield x2
- Iron gauntlets
- Rough leather gloves
- Rough leather armour
- Linen robe
- Manasurge rune
- Elm longbow
- Quiver of elm arrows
- Rough leather sling
- Pouch of iron shots
- Linen cloak
Additionally, if you have the Embers of Rage expansion enabled, and you have unlocked Tinkers for use outside of the Embers of Rage campaign, then Adventurers also start with the following equipment:
- Iron steamsaw x2
- Iron steamgun x2
- Steam generator implant
- Medical injector implant x2
- Automated Portable Extractor
Starting Points and Talent Trees
- You start with 3 extra class talent points (5 total), 2 extra generic talent points (3 total), and 7 category points.
- You start with Combat Training unlocked at mastery level 1.0.
- You start with the Shoot talent known.
- You start with all other available talent trees locked at mastery level 1.0.
- Adventurers can only choose talent trees from classes that the player has unlocked, and they cannot choose talent trees that the player has not unlocked yet. Additionally, they can only choose talent trees from classes that are playable as the character's race, i.e. only a member of the Dwarf metarace (a Dwarf or Drem) can choose talent trees that are exclusive to Stone Wardens, and Undead Adventurers cannot choose talent trees that are exclusive to Wilder classes.
- Adventurers can only choose talent trees from classes that can appear on random bosses. This means that they cannot choose talent trees that are exclusive to Possessors. As an exception, they can choose talent trees that are exclusive to Stone Wardens, but only if they are a member of the Dwarf metarace (a Dwarf or Drem).
Classes
Classes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Warrior | Rogue | Mage | Afflicted | Defiler | Celestial | Wilder | Chronomancer | Psionic | Adventurer | Tinker | Demented |
Bulwark | Rogue | Alchemist | Cursed | Reaver | Anorithil | Summoner | Paradox Mage | Mindslayer | Adventurer | Sawbutcher | Writhing One |
Berserker | Shadowblade | Archmage | Doomed | Corruptor | Sun Paladin | Wyrmic | Temporal Warden | Solipsist | Wanderer | Gunslinger | Cultist of Entropy |
Archer | Marauder | Necromancer | Doombringer | Stone Warden | Possessor | Psyshot | |||||
Arcane Blade | Skirmisher | Demonologist | Oozemancer | Annihilator | |||||||
Brawler |