Adept Class Guide

*For general class information, see Adept.*
The Adept is a well-rounded melee class that is strong throughout all stages of the game, due in part to their Double Attack and superior combination of H2H, Dodge, and Parry. Although staves are low in damage as melee weapons, the Adept more than makes up for this by having 100% Double Attack, which enables them to strike twice per combat round. As a well-rounded class, Adepts do not have any special weaknesses that require special strategies.

Early in the mid-game, Adepts can further augment their high combat stats by acquiring the Shadow Staff. Acquiring this weapon typically involves a trip to the Elven Valley to gather the necessary crafting ingredients. The Shadow Staff, in combination with already-high combat stats, enables the Adept to fight nearly any mid-game physical-combat opponent with ease. It is still necessary to pay attention to enemies with spellcasting abilities, however.

Later on, the Adept's special schematics item, the Tempest Shaft, is one of the best weapons that can be crafted. It allows the Adept to cast the devastating Lightning Storm spell, which can clear away large groups of enemies, in addition to giving the Adept an attack during the early rounds of combat, which are reserved for spells. Lightning Storm become less useful later on since the Adept is not an Intelligence-based class. However, proficiency in melee increases drastically over time, partly due to a good selection of items. The Adept's primary attribute of strength also combines well with the the Double Attack ability in increasing damage output.

The Adept's Thallis-obtained gear has a strong emphasis on defense, both conventionally and unconventionally. Many of the class-specific items provide significant boosts to parry, dodge, and magic resistance, permitting the Adept to gain extremely high defensive values, which can be augmented further by the Aura of Victory. With very high defense, a fully equipped Adept can become immune to a large number of opponents in melee combat. When high defense is not enough, the Armor of Illusions essentially cuts down incoming damage by half, from all attacks that have a specific target.

## Items

Listed below are the optimal items for each category, as well as other notable items. For a full list of usable items, see items usable by Adept*.*

* **Weapon**
	+ Tempest Shaft (*Damage: 14, Lightning Storm Spell, H2H +10, PAR +10, STR +8*) → Shaft of Greater Tempests (*Damage: 16, Lightning Storm spell, H2H +20, PAR +20, STR +20*)
	+ The Shadow Staff (*Damage: 10, H2H +15, Parry +15, DOD +15*) is generally the best weapon prior to obtaining the Tempest Shaft
	+ The Lunas Staff (*Damage: 13, H2H +10, Parry +10, STR +8*) is an alternative to the Shadow Staff that focuses more on damage
* **Armor**
	+ Armor of Illusions (*Armor: 3, Illusionary Hero enchantment*)[Thallis item]
	+ Mithril Studded Leather Armor (*Armor: 6, DOD +10*) embedded with 3x Goblin/Golem/Skull Beard Rings – The most useful customization is likely 3x Skull Beard Rings (+15 MGR total), with which the +10 dodge benefit of this armor outweighs the slightly higher armor value of the Medusa Mail. Even after getting the Armor of Illusions, keep a Mithril Studded Leather Armor with 3x Skull Beard Rings if high magic resist would be beneficial.
	+ Early on: Medusa Mail (*Armor: 7, MGR +15*)
* **Cloak**
	+ Cloak of Avoidance (*PAR +15*)[Thallis item]
	+ Early on: Farmer's Cloak, Protective Cloak, or Sneaky Reinforced Cloak
* **Headgear**
	+ Circlet of Lycanthropy (*H2H +15, RNG +15, PAR +15, DOD +15, Werewolf Form; Wizard Tower Schematic*) → True Werewolf Circlet (*stats as per the Circlet +1 Armor, +10 MGR; Imp workshop upgrade*)
	+ Early on: Battered Crown or Bandanna of Frost
* **Belt**
	+ Belt of Dodging (*DOD +20, PAR +20, H2H +10, STR +16, MGR +5, SPD +1*)[Thallis item] – Generally the optimal choice for balanced build
	+ Belt of Ravaging – Generally the optimal choice for an offense-oriented build
	+ Early on: Belt of Brawling embedded with a "Might" accessory (total bonus: *Armor +1, Parry +5, Damage +1, STR +16, H2H +20*)
	+ Before the above items are available, the Belt of Rage is useful
* **Footwear**
	+ Boots of Lunord (*Armor: 2, PAR +10, DOD +15, MGR +5, Damage +1, Speed +2*)
	+ War Chargers (*Armor: 3, HTH +10, STR +4*)
* **Glove**
	+ War Gauntlets (embed with 2x Ratman Beard Rings)
* **Armband**
	+ Night Bracers (*MGR +10, PAR +5*)[Thallis item] embedded with 2x Ratman/Hammer Beard Rings
	+ Early on: Nevryl Bracers (*MGR +5*) or Mithril Bracers (*PAR +5*) socketed with desired Beard Rings
* **Necklace**
	+ Moon Amulet (*DOD +20, PAR +20, MGR +20, H2H +10, ARM +2*)[Thallis item]
	+ Ring Amulet + Dark Band (*DOD +15, PAR +15, MGR +5, ARM +1, H2H +10, RNG +10, DMG +2*)
	+ MGR-boosting necklaces (Blue Charm / Rezzenthells Spellkiller / Dwarven Locket) are useful against magic-wielding opponents.
	+ Early on: Amulet of Destruction
* **Ring**
	+ Ring of Protection, Dark Band, or Ring of Fortitude, depending on the circumstances. The Ring of Fortitude is useful for magic resistance, as well as to provide more health for use of Total Restoration Tinctures.
* **Accessory**
	+ Holster of Might or Black Stone (*PAR +15*)