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Adventurer

"The Adventurer might look young and inexperienced, but looks can be very deceiving. Every new player that enters NosVille, begins as an inexperienced adventurer, but endures hard training so that he can become a hero one day. The adventurer wields his weapons full of curiosity and the passion of youth with the aim of fighting evil."
~Nostale UK

About Adventurers[]

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Adventurers, male and female

An Adventurer is the starting class the player receives when they first begin the game. They are made to teach the player about the game and it's basics in which the player can change their class later on as they progress. However, there are those who stay as Adventurers later for specific reasons. The Adventurer's skills are very basic and most similar to the Swordsman when comparing similarities with the 3 basic classes. If a player likes the Adventurer, the Swordsman could be recommended to them when making their job change.

Job Change[]

To change to a different job, the player will need to:

  • Get to Combat Level 15
  • Get to Job Level 20
  • Take off all the Adventurer equipment

Once the player has done that, they'll have to talk to Eril Counter for the Job Change and choose one of the 3 basic classes:

  1. Swordsman
  2. Archer
  3. Sorcerer

Once the player has changed Jobs, they get 3 equipments and all the CP that was used for the Adventurer skills.

In general:

  • Swordman- used for tanking because of high hp.
  • Archer- great damage expecially with hit critical hits. Attacks from ranged distance.
  • Sorcerer- notable for healing. Has incredable attack as specialist.

Permanent Adventurers[]

Permanent Adventurers are Adventurers that decide not to change their job. These players do this for many reasons including:

  1. Attention
  2. Challenge
  3. Making attempts to glitch the game
  4. Decency in Chicken Raids

Adventurer Specialists[]

Currently there aren't any Adventurer only specialists. However, Adventurers can use the Pajama and Chicken specialists. But they cannot use the JaJamaru specialist since it requires Job Level 38 while the Adventurer's maximum Job Level is 20.

Spare Weapon[]

The Adventurer uses a simple Sling Shot for ranged attacks. Sling Shots require the use of bullets in order to work.

Attacks[]

Swing Swing Job level: 0 Element: none
Description: Basic attack skill
Skill Effects:
CP: 0 Cast Time: 0.2 seconds
Distance: 1 cell Cooldown: 0.6 seconds
Target: Selected Mp Cost: 0


ShootingSlingshot Shooting Slingshot Job level: 0 Element: none
Description: Basic ranged skill
Skill Effects:
CP: 0 Cast Time: 0.6 seconds
Distance: 7 cells Cooldown: 0.6 seconds
Target: Selected Mp Cost: 0


Stronghit Strong Hit Job level: 4 Element: none
Description: Swing weapon stronger to cause greater damage
Skill Effects:Close Attack Power increased by 60
CP: 2 Cast Time: 0.5 seconds
Distance: 1 cell Cooldown: 10 seconds
Target: Selected Mp Cost: 4


Targetshooting Target Shooting Job level: 4 Element: none
Description: More accurate shooting to cause bigger damage
Skill Effects:Remote Attack Power increased by 55, Target Level for remote attacks increased by 15
CP: 2 Cast Time: 0.5 seconds
Distance: 7 cell Cooldown: 10 seconds
Target: Selected Mp Cost: 4


Energybolt Energy Bolt Job level: 4 Element: none
Description: Basic magic available to adventurers
Skill Effects:Magic Attack Power increased by 80
CP: 2 Cast Time: 1.0 seconds
Distance: 7 cell Cooldown: 1.0 seconds
Target: Selected Mp Cost: 8


Spinninghit Spinning Hit Job level: 8 Element: none
Description: Spinning the body one time to attack nearby enemies
Skill Effects:
CP: 2 Cast Time: 1.0 seconds
Distance: self Cooldown: 20 seconds
Target: all in 3 cells Mp Cost: 12


Beatup Beat Up Job level: 12 Element: none
Description: Recklessly beats up an enemy in front
Skill Effects:Close Attack Power increased by 80
CP: 2 Cast Time: 0.4 seconds
Distance: 1 cell Cooldown: 15 seconds
Target: Selected Mp Cost: 7


Shoutofcombat Shout of Combat Job level: 12 Element: none
Description: Increase attack and defensive power
Skill Effects:All Attack Power increased by 10, All Defense Power increased by 5
CP: 2 Cast Time: 1.4 seconds
Distance: self Cooldown: 15 seconds
Target: self and pets Mp Cost: 25


Shoutofmorale Shout of Morale Job level: 12 Element: none
Description: Increases morale level
Skill Effects:Increases Morale Level by 4
CP: 2 Cast Time: 1.4 seconds
Distance: self Cooldown: 0.2 seconds
Target: self and pets Mp Cost: 18


Chargingattacks

Charging Attack Job level: 14 Element: none
Description: Accumulates power for next attack
Skill Effects:All Attack Power increased by 40
CP: 2 Cast Time: 1.2 seconds
Distance: self Cooldown: 20 seconds
Target: Selected Mp Cost: 15
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