ADVENTURER TRAINING & HELP GUIDE

 

Intro

 

A note from the author:

 

 

 

… Hi my name is Romulonx and I’ve been playing Anarchy-Online for quite some time now.

 

This Guide was made for Adventurers that are just beginning and also for Adventurers that don’t have a clue what to do next!!!

 

This guide was written with the help of Adventurers and other persons that helped me getting started.

 

Without them I wouldn’t be where I am now and also I couldn’t have written this Guide.

 

Knights Of Valor Ò

 

 

 

Adventurer

 

 

The Adventurer, a character class with an extremely easy character template. This works both to your advantage and disadvantage, the main advantages being lots of light-blue colored skills (fairly cheap) and low skill-point costs across the board.

 

However, there are some disadvantages to having an Adventurer. Since we are neither a Pet nor Nuking class (we have no alternative or secondary ways of dealing damage), Adventurers are 100% dependent upon the weapon or weapons we wield.

 

This puts us in the category of a full offense character. Unfortunately for Adventurers, the skills that are green for us either require a very large IP investment or they support sub-standard weapons (example: green pistol skill in Ranged). This in addition to the lack of any specific weapons buff makes it hard for an Adventurer to compete sometimes.

 

 

 

Breed

 

 

The Adventurer profession can be successfully played using any breed. On the other hand, some breeds are slightly less suitable for the Adventurer profession than others, but none of them will make the Adventurer unplayable.

Solitus is probably your best bet here.

Opifex would probably be your second best bet,

Atrox coming in a close 3rd

Nanomage being dead last (Worst Choice)!!!

 

 

 

Base Abilities

 

 

Strength


Is very important for Melee Adventurer users, since Strength represents a percentage of many Melee skills.

 

**Shotgun Adventurers will want to max Strength since it the major dependence for Shotgun.

 

 

 

Agility


Run speed, jumping, quickness, and most Ranged skills.

Definitely max this one.

 

 

 

Stamina


Body Development is dependent upon Stamina, though the amount of hit points you receive by max-ing Stamina isn't much. A lot of Melee weapons depend on Stamina, so if you are going Melee all the way, you should definitely think about this.

 

 

 

Sense


I heard it’s supposed to increase your chance to crit. Our green Ranged skill, Pistol, is dependent upon Sense and Agility. If you are going for a lead chucking Adventurer., this would definitely be something to max.

 

 

 

Intelligence


Intelligence is an interesting ability in that it represents a lot of your Nano skills.

As a result, by raising Intelligence, you end up augmenting your Nano skills as well.

Definitely recommended to raise Intelligence when you have spare IP to invest.

 

 

 

Psychic


Principally required to raise Nano Pool.

Adventurers don’t have to make this a priority to spend IP on.

 


 

Body Development

DO NOT NEGLECT THIS SKILL!

 

This directly represents how many hit points you have, and you always want to max this skill.

 

 

Nano Pool


This is a very good skill to keep up on.

MORE Nano pool = MORE heals = MORE powerful Adventurer.

The downside to raising Nano Pool is that it requires Psychic to be high.

 



 

Adventurers should probably always focus on Agility.

 

More skills are dependent upon Agility than any other. Agility also is a requirement for some of the best armour in the game.

 

In addition to Agility, if you were branching off into Ranged weapons, Sense and/or Strength would be ideal.

 

If you were planning on using Melee weapons, then Strength and/or Stamina would be the way to go.

 

 

 

Weapons

 

At first glance, it may seem like the Adventurer is designed to use pistols, yet others seem to think 1-hand edged is the intended route. Both are believed to be acceptable because Adventurers possess green skill costs in both 1-hand edged and pistol.

The following is a list of most of the popular, viable paths for an Adventurer to take when choosing a weapon.

** O.k. one small notice here if you are going for pistols or any kind of Ranged weapon I advise you NOT to invest in a weapon that requires Ranged Energy (this doesn’t mean you can’t use weapons that require energy bullets just don’t choose weapons that require this skill). First of all you have to do major IP investment for the skill (dark blue) the weapons also suck (example Sleekmasters). Go with weapons that don’t require this Skill !!!

 

You may click on the Weapon Name to view the Stats

 

Ranged - BBI Faithful
Though it's quite possible and impossible to be successful with this pistol at low levels (pre-level 100), because field tests have shown that this pistol does not provide the damage output needed at higher levels.

Ranged - Desert Reet
A legendary pistol, and still a solid contender. This pistol is still regarded as one of the best pistol in the game. High critical hit modifier, high minimum damage (for a pistol), and two specials -- Burst and FlingShot.

Again, though, your job will get rougher as you level since you won't be able to hold two of these at the higher QL's.


Ranged - Shotgun - Ithaca
The legendary Ithaca. Widely regarded as the best ranged weapon in game and used by many. ** Watch out this weapon uses Shotgun and Aimed Shot (Dark Blue Skills)

Ranged - Gripo-Com AKR 1K20 / Gripo-Com AKR 1K21
The best low-level Rifle/Aimed Shot gun - there is nothing else available that gives speed, damage and critical hits like the Gripo.

Ranged - Rifle - Stigma
The Stigma is a fast attack long-range Rifle that does poison damage. Fairly good damage, suitable for low to mid-level Rifle/Aimed Shot users.

Melee Route please forgive me because I never chose the melee path so most of the information I have is from other Adventurer. or websites.


Melee - Rider Executioner
Seemingly the most popular route for 99% of Adventurers. While they provide good damage output for a majority of your career, they do not scale well at upper levels, and are a large IP sink.

Nonetheless, they are excellent weapons with great damage stats, and are easily dual-wielded for fast, quick, high damage output.

Melee – SOL Fire Executioner

This variation of the 'Executioner'-line uses needles with Hazangerine chemicals to sear and scorch the cuts inflicted by the blade. It deals Fire damage and has a high minimum damage, same, as the BBIs can be proven inefficient at higher levels.


Melee - Lead Pipe / Alloy Staff
When both the Alloy Staff and Lead Pipe are dual-wielded, you end up with nice, fast, consistent damage output. Regarded as being more effective in PvP than in PvM.

Though not many Adventurers have gone this route, it is definitely a workable combination.

** I am partial to ranged on an Adventurer since it seems to be much easier IP-wise. I would recommend either an Ithaca, or Desert Reets. If I had to choose a Melee weapon, I'd probably go with a Rider Executioner.

 

 

Armour

 

 

This is actually a no-brainer. You should, for all intents and purposes, probably stick with the armour that best matches the base abilities you are focusing on with your character.

**For instance, if you're a pistol user, you're probably maxing Sense and Agility, because Pistol is dependent upon those abilities. And the same goes for Melee use the armour that matches your base abilities like Strength and Sense.

 

Flowers Tech
Requires Strength and Agility (Ranged). This is a great suit of armour. It has excellent protection for almost all types of damage, except poison AC isn’t that good, which is the only weak spot with this suit of armour.

Steel-Ribbed
Requires Sense and Agility (Melee or Ranged). This armour has three variations High Quality, Nadir, and Obtru, with the last being the best out of the three or so I am told.

Obtru has a weak spot - radiation AC
Nadir has a weak spot - cold AC

High Quality has a weak spot - fire AC

Decus Armours
Requires Strength and Agility (Ranged). This suit of armour is easy to wear and also provides excellent protection. This armour comes in three variations -- Tertius, Secundus, and Primus, with the last being the best out of the three.

Tertius has a weak spot - energy, melee and projectile AC’s
Secundus has a weak spot - radiation AC / lacks somewhat in chemical AC
Primus has a weak spot - radiation AC / fair protection for chemical AC


If you're using ranged weapons, experiment using Sense/Agility or Strength/Agility armour.

If you're using melee weapons, you may want to pick a Strength/Stamina armour in favour of one of Sense/Agility or Strength/Agility armours since it may be easier for you to wear.

Intelligence/Psychic armours, as well as Psychic/Stamina armours aren't probably the best choice for an Adventurer.


There are a few special Adventurer-only items that are quite rare. All of the following items can be found on the corpse of Tarasque in Camelot Castle at Avalon.

Signet Ring of the Green Knight
This ring drops off Tarasque fairly often, is not NODROP, therefore it can be sold/traded/etc. It's a nice ring, buffing Bio Meta +5 points, Map Navigation +15 points, Adventuring +25 points and All ACs +45 points.

Smart Hood of the Wanderer
This hood is very rare, yet very desirable to any Adventurer. In exchange for less ACs, this hood buffs max health by +150 points, attack by +20 points, defensive by +15 points, Run Speed by +20 points and Intelligence/Psychic by +15 points each.

Cloak of the Wandering Knight
Another very rare yet very desirable item, this cloak provides moderate protection for most damage types, and in addition buffs all damage types by +18 points, Max Health by +300 points, attack by +40 points, defensive by +20 points and Run Speed by +40 points.

 

 

Speed

 

There are some real important skills in this section for Adventurers. Contained here are your initiatives for both weapons, fists, and Nano program execution. Additionally, Run Speed and Evades are located here.

Melee Init
Very important for Melee weapons users. If you are going that route, make sure you keep up with this skill. Also this skill is used for the BBI Faithful.


Ranged Init
Very important for Ranged weapons users.

NanoC. Init
I cannot stress how important this skill is for an Adventurer. Don't forget that we are a tank/doctor hybrid class -- therefore, heals are one of our strongest attributes. What NanoC. Init will do for you is make your heals run much, much faster.

If you don't want to spend the IP on NanoC. Init, look into getting a Nano Formula Recompiler installed -- they buff NanoC. Init by quite a bit, however, they require a 6-slot belt to be installed, since it installs in Deck6.

 

Dodge-Rng, Evade-ClsC, Duck-Exp Evades. Very important at higher levels, but not so much a key skill to worry about at low levels. If you plan to PvP a lot, I would recommend maxing these every level. Evades are responsible for reducing the chance of another player and/or MOB from getting a critical hit in on you.

Nano Resist
Stay away from this. It's dark blue, and it doesn't work anyway.

Run Speed
This is quite possibly one of the best skills you can invest in. You get instant results after investing in it (you move faster!), you can get places quicker, move around town faster, etc. It just makes the game much more enjoyable when you can run fast. We are blessed with a green skill here, so, invest in it. It's cheap, and the benefits are endless.

 

Depending on what weapon you choose to go with, you should invest in the respective init (Melee or Ranged Init). Max that until you hit the title cap (don’t really know when that is). It is said that 600 in Init, will reduce 1 second off an attack time.

I would also suggest investing a lot in the Run Speed -- you do a lot of travelling at low levels, and I was lucky that I did so when I was low level. I was always faster than everybody else, and could always outrun MOBs when I had aggro. Later you can get run buffs, and some polymorph forms will up the speed too.

 

Don't worry about Evades until level 50 or 60, unless you plan to PvP early-on.

 

 

Trade Skills

 

Comp. Lit
NCU is everything. You should always keep up with Computer Literacy. The more NCU you have, the more buffs you can handle, the stronger you are during a fight.

 

You don't necessarily need to max this, but every now and then, throw some IP in here and try and equip more and/or better NCU.

 

You should probably only worry about Computer Literacy in this section -- keep it high and you'll be happy. However, it is also needed for using the Grid, which is one of the fastest means transportation, the Grid reaches places, where Whom-Pah isn’t available.

 

Nano Skills

Heals
Skills required: Biological Metamorphoses and Matter Metamorphoses.

Morphs
Skills required: Biological Metamorphoses, Matter Metamorphoses and Sensory Improvement.

Damage and AC Shields
Skills required: Matter Creation and Matter Metamorphoses.

Buffs
Skills required: Psychological Modifications and Sensory Improvement

 

 

Importance of each skill to an Adventurer:

 

Matter Metamorphoses (Matt.Metam)
Representing one-half of the healing nanos, one-half of the AC-buff and damage shield nanos, and one-third of the morph nanos, this is probably the Adventurers' second-most important Nano skill. You should max this skill every level.

Biological Metamorphoses (Bio.Metamor)
The Adventurers' single-most important Nano skill, and also our cheapest. This represents one-half of the healing nanos, and one-third of the morph nanos. On both of those nanos, the Biological Metamorphoses skill is always the highest requirement -- therefore, this should always be your highest Nano skill.

Psychological Modifications (Psycho Mod)
Avoid this until you have nothing better to spend IP on.

Matter Creation (Matter Crea)
Representing one-half of the AC-buffs and damage shields, you may want to keep this high but not necessarily max. This skill should definitely be 2nd priority, after your heals and morphs.

 

Time and Space (Time&Space)
Adventurers have no nanos using Time and Space, however, it is good to keep this skill relatively high so that you can use higher QL Treatment Kits and Nano Recharges.

 

Adventurers are one-half Doctors, and like most Doctors, you will find that you "eat through" your Nano pool when you're healing everybody constantly, and when you do get a chance to sit down, you want to be able to recharge as much Nano as you can in that short period of time. Using high-QL Nano Recharges would make your job a lot easier. Don't necessarily max this skill, but raise it every time you're ready to move up to a higher-QL Nano Recharge. This skill is definitely last priority.

Sensory Improvement (Sensory Impr)
Representing one-third of your morphs, and one-half of the "buffs" that we get. It is still quite important, and should be your next priority after Biological Metamorphoses and Matter Metamorphoses. You should max this skill every level.

First Aid
Not spectacular, but the real power in First Aid comes when you're using Nano First Aid Kits. These recharge your Nano pool, instead of hit-points, which allows Adventurers to heal more. That is a good thing. I admit to not keeping up with First Aid very well until high levels, but I could see how I would have had a much easier time if I did. I would recommend keeping First Aid mid-max.

 

Treatment
One of our major Advantages is our green Treatment skill. Adventurers get a green Treatment skill. You can do just fine without maximising this all the time, but I would highly recommend keeping max, or close to it. Doing so will give you a unique edge of being able to equip higher-QL implants before most others. That is a good thing.

 

Always max Biological Metamorphoses, Matter Metamorphoses, Sensory Improvement and Treatment. Always max them when you can. Your heals are what makes you powerful, and that should always be your priority when dealing with Nano skills, with morphs after that.

Matter Creation is nice to invest in for your AC buffs, but, unfortunately they stop after level 130ish, and the damage shields aren't enough to justify spending more IP. I would keep up with Matter Creation until you get the highest Adventurer AC buff, and then it's entirely up to you whether or not to continue investing in Matter Creation or not. Stay away from Psychological Modifications until you are high level.

Keep Treatment very high, but you don't necessarily need to max it every level. First Aid is not extremely important -- if you are going to PvP a lot, then you may want to max First Aid, or keep it relatively high, since First Aid is a big part of PvP.

 

Spying

 

Spying skills are becoming ever more important as time goes by. Chest loot is extremely nice now, making Breaking & Entering a very useful and money-making skill (selling loot found in chests!).

Let's run down each skill in this section and discuss the importance of it to the Adventurer.

 

Concealment
While it's unclear whether we are supposed to be real good at Concealment or not since our Leet morph buffs concealment +200 points, I would project to say that at least 50% of Adventurers invest some IP in Concealment at some point.

Break & Entry
A Break & Entry skill of 400 is high enough to open any chest in the game. Also useful on some special items that will require Break & Entry to "open" them. A good skill to be knowledgeable in.

Trap Disarm
You can search for traps, using the magnifying glass in the action menu, before opening chests or unlocking door, ALWAYS check for traps. When a trap is found, you can disarm it using a disarm kit. Not only you get XP for this, but also you’ll avoid the nasty surprise of a high-level Roller Rat or an explosion and HP damage.

I'd suggest raising Concealment scarcely. Even saving it until high levels when you have nothing better to spend the IP on is suggested. Sneaking missions are not all that important to Adventurers, however, if you think you'd enjoy doing so, go for it!

Map Navigation

After some investigation, I have found this skill very useful, for start you can get upgrades, where you can see doors, monsters, direction you are facing, people and sides (clan/omni/neutral), Have you ever wondered, why you have a shitty map menu, that doesn’t display anything, and if it does, it is useless? Well using this skill you can see a lot, and can plan an attack, or avoid those annoying high level mobs.

 

Any other navigation (Air/Vehicle/Water) is not necessary, when you are higher level adventurer, you can get morph nanos that will buff your speed and even make you fly, high in the sky, just like Yalm would.

 

 

 

 

 

Knights Of Valor Ò

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