10 Chapter 10 – A world of adventurers (1/2)

The Glutton Abeini 41640K 2022-07-22

3 Years later.

Adam was now 5 years old.

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The guild in the city had been built within a year and Adam had visited it several times since then.

What he found out from his visits only further fueled his excitement.

Adventurers were divided into battle classes and profession classes. This he already knew.

To become an adventurer one had to be initiated by a certified guild. This initiation involved being deemed worthy by the celestial enlightenment stone.

This was a priceless resource that was strictly controlled by the guild. No one knows how these stones were made or where they are procured. It is one of the most closely guarded secrets of the guild.

The celestial enlightenment stone contained the knowledge of the path. It was capable of unlocking the potential of an individual and guiding them. The initiation required one to choose a battle class and receive its subsequent blessing. Once one was initiated they would officially set out on the path as a level 1 adventurer.

There were five battle classes that one could choose from.

Tank – This was a heavyweight class that would stay at the forefront. Durability and stamina are their main advantages with moderate attack power.

Mage – Back line attackers. They are spellcasters with the highest attack potential but low stamina and durability.

Shaman – midrange unit. They have the highest utility as they used concoction's to heal allies or debuff an enemy. They also have higher affinity with monsters and nature.

Monk – Front line agile attack unit. High attack with moderate durability and good stamina.

Rangers – Mid or backline attack and support unit. This class was a highly agile class with moderate attack capability.

Choosing one of these classes would officially certify one as an adventurer. Adventurers would be classified and receive titles based on the level of their class.

Level 1-10 was a beginner adventurer. This is where most of the population of Two Fang city could be categorized.

Level 20 was an intermediate adventurer.

Level 30 was an advanced adventurer. This is where the true distinction line was drawn. Anyone who reached this level would be referred to as a hunter.

This was because this level opened up new paths to people walking towards the top.

At level 30 advanced classes would be made available for a hunter to choose from.

Each class would have two advancement paths and it was the choice of the hunter to pick the path they wished to proceed in.

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Each class further subdivided as such:

Tank – 1) Heavy tank

2) Shieldbearer

Mage – 1) Formation Mage

2) Elemental Mage

Shaman – 1) Beast Tamer

2) Healer

Monk – 1) Berserker

2) Enlightener

Ranger – 1) Thief

2) Assassin

Each Advanced class provided their own unique abilities. Skills would also be made available at this level.

Not only this, a hunter would even be permitted to take on a subclass. Only true geniuses would take one up though. As a subclass would have to be retrained from level 1 again.

Only someone with absolute confidence in their ability to train a class to level 30 in a short time would take on this humungous undertaking. Other's would avoid it as this could hamper the advancement of their main class. This would effectively not only waste their time but also decline their potential.

Picking up a support skill just for enhancement buffs was also pointless. How much could a low-level enhancement skill help level, 30 hunters? It would be smarter to divide their time on skill's that would give them higher gains.

As such, it was common to see more hunters specializing in 1 class than dual classes.

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