ORC CLOMP'R CLASS

 

 


Orc Clompers (Clomp'rs) generally comprise of the bulk of the orc horde.   Orcs in general show an adeptness to mastering weapons and the clomper's skill with them certainly proves this innate trait.   Orc Clompers are not born with the "gift" (magical aptitude).   Because of this, they have no ability to learn arcane magic or necromancy and some clompers even fear its use.

There are two classes of clompers: Battle Orcs and Chosen Orcs.

Battle Orcs, as their name would suggest, are masters of brute force physical combat.   Some pick up side traits like poisoning, animal taming or such.   Warriors are typically very skillful healers and good hiders.

Chosen Orcs, are warriors whose deeds have gained them the favor of Da'Nogra and often refer to themselves as "Da'Nogra's Chosen".   Da'Nogra watches over them and assists them when needed.   Some orc shaman even believe that Da'Nogra personally placed these orcs on the land to ensure that Da'Nogra's wills are carried out. Da'Nogra, God of War, has charged these chosen with the task of destroying all orc enemies in the name of Da'Nogra.

Regardless of the path chosen by the orc, he will start out life as an Orc Grunt.

 

 

ORC GRUNT

This is the entry level position for any orc wanting to progress to fight for and defend the clan primarily as warriors.

As the clan will conduct regular training and hunting missions, there is no need for a Grunt to start with high fighting skills - these will be gained very quickly. A Grunt is expected to have a high understanding of healing. As there are few orcs which posses "the gift" (magic ability), there are few magic healers, and therefore it is important for all orcs to be able to heal themselves and others. The Grunt's primary role is to heal orcs being attacked. All orcs will be able to access the clan's endless supply of bandages.

After the Grunt has been "born" into the world and found their way down to the Orc Fort, they should immediately use their 1000 shinies for buying up their Anatomy and Healing skills (if Healing did not start at 50) from an NPC healer.

All Grunts, regardless of their intended class, are expected to learn how to use a weapon and heal other orcs in combat. Depending on their choosen specialty, they may be allowed to "forget" some of these skills at a later time in lieu of learning new ones more appropriate for their specialty. All orcs who start out as Grunts must have 50 Hiding skill.

Each day these orcs wake up, they are required to provide 100 hides, or 100 logs, or 100 feathers, or 100 ore, or 50 wool. Often a Mastur or higher rank will tell them what they want them to get for that day. The Grunt will give the collected supplies to a Mastur.

Orc Grunts are highly encouraged to train in archery as a secondary weapon.

Orc Grunts must spend a minimum time of four weeks as an active Grunt in the clan, before they can be considered for Mastur rank. If the Grunt is not very active, then this period might be longer. There is much that Grunts need to learn, aside from just skills.



 
Advancement Classes for Grunts:

 

Battle Orc
 

Chosen Orc
 
 

 

 

 

BATTLE ORCS

Battle Orcs, (Badul Orcs), are a sub-class of Orc Clompers and as their name would suggest they are masters of brute force physical combat.   Some pick up side traits like poisoning, animal taming or such.   Battle Orcs are typically very skillful healers and good hiders.

Progression:

Rank Name Class Name Promotion Requirements
Grunt Orc Grunt None (Must pass orc test to enter clan)
Master Orc Warrior Minimum of 4 weeks in clan. Know how to give orc test.
Cheev Orc Lord Strong roleplaying skills. Appointed as needed (1 per 10 Clomp'r Masters)
Warboss Orc Warlord Strong roleplaying skills. Appointed as needed (1 per 3 Clomp'r Cheevs)
 

Specialization:

Once an orc achieves master rank, he can then pursue a specialty. A specialty denotes a skill (or skills) that the orc has chosen to focus on. Upon achieving the requirements for specialization the orc must post on the "Promotions" forum and announce that he now qualifies for specialization.

The title of the orc will be changed to show his specialization. (Examples: An Orc Warrior who has 60 Poisoning skill, becomes an Orc Infector. An Orc Lord who gains 60 poisoning becomes an Orc Infector Lord). Many orc titles can be combined (ie a Slinger and a Shadow Orc would be a Shadowslinger).

Specialization Skill(s) Needed Color
Raider Weapon 80, Healing 61, Anatomy 61 Blood Red
Slinger Archery 80, Healing 61, Anatomy 61 Forest Green
Shadow Orc Hiding 80 Dark Grey
Infector Weapon 80, Poisoning 60 Pale Green
Drumbanger Musicianship 60, (Secondary Music Skill) 60 Grey Blue
Tamer Animal Taming 60, Animal Lore 60 Medium Blue
Treasure Sniffer Cartography 71, Lockpicking 76 Gold Yellow
Rogue Stealing 60, Snooping 60, (Thieves' Guild Member) Dark Brown

Each specialization has its own colors its members wear for their accessories (boots, sashes, capes).


Priviledges

Rank Priviledge Details
Grunt Weapons ·Any orc weapon.
Armor ·Any type of Leather Armor (non-hued)
·Any type of Studded Leather Armor (non-hued)
·Any Ringmail Armor (Iron only)
·Any Orc Shield
·Orc Helm
Mounts ·None
Clothing ·Boots
Master Weapons ·Any orc weapon.
Armor ·Any type of Leather Armor (any dull hue)
·Any type of Studded Leather Armor (any dull hue)
·Any Ringmail Armor (any ingot type)
·Any Orc Shield (any ingot type)
·Orc Helm
Mounts ·None
Clothing ·Boots
Master
Specialist
Armor ·Cheev armors
Mounts ·Ostard
·Ethereal Ostard
Cheev Weapons ·Any orc weapon.
Armor ·Any type of Leather Armor (any dull hue)
·Any type of Studded Leather Armor (any dull hue)
·Any Ringmail Armor (any ingot type)
·Dragon Scale Legs/Arms/Gloves (any scale color)
·Platemail Arms/Gorget (any ingot type)
·Any Orc Shield (any ingot type)
·Orc Helm
·Evil Orc Helm
·Green Orc Mask
Mounts ·Any Orc Mount
Clothing ·Boots
·Sash
Warboss Weapons ·Any orc weapon.
Armor ·All Cheev Armors
·Regular Orc Mask
Mounts ·Any Orc Mount
Clothing ·Boots (Black)
·Sash (black or specialty color)
 

Special Clothing:

Shaman Kilt: can be worn by any orc who can resurrect with bandages (81 Healing, 81 Anatomy). This is usually awared in a special ceremony. The kilt's color matches the orc's boot color.

Cloak: can be worn by anyone with a hiding score of 50 or greater. (Color must match boot color)

 

 

 

 

DA'NOGRA'S CHOSEN

Da'Nogra's Chosen (Or "The Chosen"), (Da Choz'n), are a sub-class of Orc Clompers. They are warriors whose deeds have gained them the favor of Da'Nogra and often refer to themselves as "Da'Nogra's Chosen".   Da'Nogra watches over them and assists them when needed.   Some orc shaman even believe that Da'Nogra personally placed these orcs on the land to ensure that Da'Nogra's wills are carried out. Da'Nogra, God of War, has charged these chosen with the task of destroying all orc enemies in the name of Da'Nogra.

Progression:

Rank Name Class Name Promotion Requirements
Grunt Orc Grunt None (Must pass orc test to enter clan)
Master Orc Zealot Minimum of 4 weeks in clan. Know how to give orc test.
Cheev Orc Zealot Lord Strong roleplaying skills. Appointed as needed (1 per 10 Clomp'r Masters)
Warboss Orc Zealot Warlord Strong roleplaying skills. Appointed as needed (1 per 3 Clomp'r Cheevs)
 

Specialization:

Once an orc achieves master rank, he can then pursue a specialty. A specialty denotes a skill (or skills) that the orc has chosen to focus on. Upon achieving the requirements for specialization the orc must post on the "Promotions" forum and announce that he now qualifies for specialization.

The title of the orc will be changed to show his specialization. (Examples: An Orc Zealot who has 60 Poisoning skill, becomes an Orc Zealot Infector. An Orc Zealot Lord who gains 60 poisoning becomes a Zealot Infector Lord).

Specialization Skill(s) Needed Color
Raider Weapon 80, Healing 61, Anatomy 61 Blood Red
Slinger Archery 80, Healing 61, Anatomy 61 Forest Green
Shadow Orc Hiding 80 Dark Grey
Infector Weapon 80, Poisoning 60 Pale Green
Drumbanger Musicianship 60, (Secondary Music Skill) 60 Grey Blue
Tamer Animal Taming 60, Animal Lore 60 Medium Blue
Treasure Sniffer Cartography 71, Lockpicking 76 Gold Yellow
Rogue Stealing 60, Snooping 60, (Thieves' Guild Member) Dark Brown

Each specialization has its own colors its members wear for their accessories (boots, sashes, capes).


Priviledges

Rank Priviledge Details
Grunt Weapons ·Any orc weapon.
Armor ·Any type of Leather Armor (non-hued)
·Any type of Studded Leather Armor (non-hued)
·Any Ringmail Armor (Iron only)
·Any Orc Shield
·Orc Helm
Mounts ·None
Clothing ·Boots
Master Weapons ·Any orc weapon.
Armor ·Any type of Leather Armor (any dull hue)
·Any type of Studded Leather Armor (any dull hue)
·Any Ringmail Armor (any ingot type)
·Any Orc Shield (any ingot type)
·Orc Helm
Mounts ·None
Clothing ·Boots (dull orange)
Master
Specialist
Armor ·Cheev armors
Mounts ·Ostard
·Ethereal Ostard
Cheev Weapons ·Any orc weapon.
Armor ·Any type of Leather Armor (any dull hue)
·Any type of Studded Leather Armor (any dull hue)
·Any Ringmail Armor (any ingot type)
·Dragon Scale Legs/Arms/Gloves (any scale color)
·Platemail Arms/Gorget (any ingot type)
·Any Orc Shield (any ingot type)
·Orc Helm
·Evil Orc Helm
·Green Orc Mask
Mounts ·Any Orc Mount
Clothing ·Boots (dull orange)
·Sash (dull orange)
Warboss Weapons ·Any orc weapon.
Armor ·All Cheev Armors
·Regular Orc Mask
Mounts ·Any Orc Mount
Clothing ·Boots (Black)
·Sash (black, dull orange or specialty color)
 

Special Clothing:

Shaman Kilt: can be worn by any orc who can resurrect with bandages (81 Healing, 81 Anatomy). This is usually awared in a special ceremony. The kilt's color matches the orc's boot color.

Cloak: can be worn by anyone with a hiding score of 60 or greater. (Color must match boot color)

 


 
Blessings of Da'Nogra:

The Chosen of Da'Nogra use the "Chivalry" skill. When a Zealot wants a blessing, he simply speaks aloud a prayer to Da'Nogra in ancient orc tongue. If Da'Nogra judges the Zealot worthy, his prayer will be answered in the form of a divine blessing.

To prove their devotion to Da'Nogra over an orc's normal greed of possessions, the Zealot will routinely sacrafice gold coins to Da'Nogra at shrines which are a focal point of divine energy.

By killing enemies (human and monstrous) Da'Nogra grants the Zealot "Karma". The more Karma the Zealot gains, the more powerful are their abilities. Should the Zealot be slain, Da'Nogra takes away Karma as the Zealot has proven himself to not be totally worthy of all the power Da'Nogra has granted them.

The player must set up a macro for each Chivalry "spell". The macro must include a "say" command with the prayers as indicated below.

Icon Name Da'Nogra Prayer Translation from Ancient Orc Tongue
Cleanse by Fire Da'Nogra Nah Sik Urd Da'Nogra Cure Sickness Hurt
Close Wounds Da'Nogra Nah Urd Da'Nogra Cure Hurt
Holy Light Da'Nogra Gib Toh'st U Fel Da'Nogra Give Smite to Enemies
Consecrate Weapon Da'Nogra Gib Tor U Sahl Da'Nogra Give Power to Weapon
Enemy of One Da'Nogra Mak Fel Urd Eg'r DaNogra Make Enemy Hurt Bigger
Dispel Evil Da'Nogra Urd Nekka Da'Nogra Hurt Necromancy
Remove Curse Da'Nogra Nah Sik Urd Da'Nogra Cure Sickness Hurt
Divine Fury Da'Nogra Mak Bak'ra Da'Nogra Make Berserk Rage
Sacred Journey Da'Nogra Gib Dur Da'Nogra Give Portal
Noble Sacrifice Da'Nogra Gib U't Mal Da'Nogra Give Life to Other