DRUMMER ORC CLASS

 

 

ORC DRUMBANGER

Orc Drummers, although rare, are probably one of the most important orcs of the clan. Once properly trained, the rythmic beat of their drums can drive the orcs into such a battle frienzy, that it is much like doubling their numbers.

Orc Drumbangers (bang'ars) primarily play the beats of Provocation as this is of greatest immediate use to the clan. They also have knowledge of another beat, being Discordance or Peacemaking. (For reference on these skills and their abilities please click here for info.)

Orc Drumbangers who were Mug'war (Magic Orcs) are known as an Orcish Drumbanger



Skill Req.:  
  60 Musician
  60 Provocation
  50 Hiding
  50 Discordance or 50 Peacemaking

Armor Allowed:  
  Orc Helm.
  Shield
  Any Leather Armor Type (Leather, Studded Leather, Horned Leather or Barbed Leather)
  Leather Armor of any Type (Yellow 1)
  Ringmail Armor
  Copper Ringmail Armor

Weapons Allowed:  
  (Strong Orcs) Any Orc Melee Weapon or Bow as primary weapon.
  (Magic Orcs) Club, Staff or Wrestling as primary weapon.

Clothing Allowed:  
  Regular Boots (Dark Blue'ish-Gray)
  (Magic Orcs) Small Apron (Dark Blue'ish-Gray)

Mounts Allowed:  
  None

Rank:  
  Mastur

Advancement:  
  Orc Drummer

 

 

ORC DRUMMER

Orc Drummers have become well skilled at their drumming. Their beats actually sound musical and pleasing. Orc Drummers have also become quite proficient at combat as well.

Orc Drummers tend also to be behind the orc troops as they charge into battle. Although good at combat, their primary emphasis is to drum the orc-rage making beats on their drums.



Skill Req.:  
  70 Musician
  70 Provocation
  50 Hiding
  60 Discordance or 60 Peacemaking

Armor Allowed:  
  Orc Helm
  Green Orc Mask
  Shield
  Any Leather Armor Type (Leather, Studded Leather, Horned Leather or Barbed Leather)
  Leather Armor of any Type (Yellow 1)
  Ringmail Armor
  Copper Ringmail Armor
  Iron or Copper Plate Gorget

Weapons Allowed:  
  (Strong Orcs) Any Orc Melee Weapon or Bow as primary weapon.
  (Magic Orcs) Club, Staff or Wrestling as primary weapon.

Clothing Allowed:  
  Regular Boots (Dark Blue'ish-Gray)
  Sash (Dark Blue'ish-Gray)
  (Magic Orcs) Small Apron (Dark Blue'ish-Gray)

Mounts Allowed:  
  Desert Ostards or Etheral Ostards

Rank:  
  Cheev

Advancement:  
  Orc War Drummer
  Orc Thunderbringer

 

 

ORC WAR DRUMMER

The beats that War Drummers pound out of their drums almost seem to control the emotions of the orc troops in every respect. The beats have become so powerful, that much like elven music, the beats are capable of producing magical-like effects, like increasing an orc's strength or even healing.



Skill Req.:  
  (Flawless Roleplaying ability and leadership)

Armor Allowed:  
  Orc Helm
  Evil Orc Helm (Preferred Helm)
  Orc Mask (Green or Brown)
  Shield
  Any Leather Armor Type (Leather, Studded Leather, Horned Leather or Barbed Leather)
  Leather Armor of any Type (Yellow 1)
  Ringmail Armor
  Copper Ringmail Armor
  Gold Ringmail Tunic
  Iron or Copper Plate Gorget
  All Dragon Scale Armor except tunic (Yellow)

Weapons Allowed:  
  (Strong Orcs) Any Orc Melee Weapon or Bow as primary weapon.
  (Magic Orcs) Club, Staff or Wrestling as primary weapon.

Clothing Allowed:  
  Regular Boots (Black)
  Sash (Dark Blue'ish-Gray)
  (Magic Orcs) Small Apron (Dark Blue'ish-Gray)

Mounts Allowed:  
  Desert Ostards, Etheral Ostards, Giant Beetles or Swamp Dragons

Rank:  
  Warboss

Advancement:  
  Orc Thunderbringer

 

 

ORC THUNDERBRINGER

Thunderbringers are legendary orcs of emmense power. Feared by most, they are given the rank of Warboss reguardless of their ability to lead or not. They are most reknown for using Firehorns to cause great damage to all those in sight -- an ability deemed to be granted by Da'Nogra himself!

The Thunderbringer's beats are so powerful, that its very hard to distinguish their beats from the sound of thunder. With the magic-like rythms that they do create, they are actually able to affect the weather, and can call down lighting on a whim.

The orc shamans are in much awe of the shear magical power that these orcs's can produce, without being "gifted" orcs. In a special ceremony, Thunderbringers are given a magical Shamanic Kilt.

(These orcs should have at least enough magery to cast the lighting spell with a scroll.)



Skill Req.:  
  80 Musician
  80 Provocation
  80 Discordance
  80 Peacemaking
  50 Hiding (Or ability to cast Invisibility easily)

Armor Allowed:  
  Orc Helm
  Evil Orc Helm (Preferred Helm)
  Orc Mask (Green or Brown)
  Shield
  Any Leather Armor Type (Leather, Studded Leather, Horned Leather or Barbed Leather)
  Leather Armor of any Type (Yellow 1)
  Ringmail Armor
  Copper Ringmail Armor
  Gold Ringmail Tunic
  Iron or Copper Plate Gorget
  All Dragon Scale Armor except tunic (Yellow)

Weapons Allowed:  
  (Strong Orcs) Any Orc Melee Weapon or Bow as primary weapon.
  (Magic Orcs) Club, Staff or Wrestling as primary weapon.
  Ice Staff (Favored weapon of the Thunderbringer)

Clothing Allowed:  
  Regular Boots (Black)
  Sash (Dark Blue'ish-Gray)
  Kilt (Dark Blue'ish-Gray)
  Small Apron (Dark Blue'ish-Gray)

Mounts Allowed:  
  Desert Ostards, Forest Ostards, Etheral Ostards, Ridgebacks, Giant Beetles, Swamp Dragons

Spells Allowed:  
  (Strong Orcs) Lightning
  (Magic Orcs) All Circles

Rank:  
  Warboss

Advancement:  
  none

 

 

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Professions: The Bard
The Bardic Ways | Role playing a Bard | Barding & Taming | The Bard Forum
The Bardic Ways, by Clarke, Master Bard; Edited by Xena Dragon
Provocation:

This skill is the most powerful of all Bardic skills and one of the more powerful skills in the game (especially as a newbie character). With this skill you may provoke one or more creatures/monsters to attack any target of your choosing. Example, head east of Britain into the woods, an Orc spawn occurs, you can sit back and provoke them all to attack each other then collect the loot. It is also an excellent time to increase your combat skills. Provoke two creatures to attack each other, then attack one of them. They will be attacking each other so you will not get injured and your skill will increase. If you are unsuccessful in provoking the monster, it will become furious and attack you, however.

Peacemaking:

Another very useful skill is Peacemaking. This causes a temporary "truce" to occur, allowing you the chance to make a run for it. This lasts for a very short time, much shorter than the time you need to wait before you can use the skill again. Against other players it is nearly ineffective. The best use against other players is against archers. As you are running away, peacemake, then continue running. This will make them need to re-target you again, giving you a chance for escape.

Note: It has been rumored that you need to be in combat to use this skill, this is not true. This skill can be used anywhere at anytime for skill gains.

Discordance:

This ability applies attribute and skill loss to the target creature. The percentage of attribute and skill loss is scaled on the bard’s Discordance skill. At 50.0 skill, the target loses 12.5% from all stats and skills; and at 100.0 skill the target loses 25% from all stats and skills. Subject to standard rules above, the target will regain lost stats and skills once the effect ends. Note that the creature’s barding difficulty rating does not change as a result of stat and skill modifying effects of any sort, so using Discordance against a creature does not make it easier to Provoke.

This ability cannot target player characters. It can target player pets in Felucca, subject to normal flagging rules.

In closing: Musicianship and Peacemaking may be raised through the use of the internal UO macros as mentioned above. In order to raise Provocation, corner two animals and be sure to keep them separated. Once they are in position, provoke them to attack each other. Provocation does not require tougher creatures to raise it, so you will see the same gains if you should provoke two rabbits to attack each other as in provoking two dragons to fight.

The Bard has free reign over all of Sosaria. Armed with only an instrument, a Bard can stroll into Destard and begin to provoke drakes and dragons to fight each other; wander into Shame and make the Earth Elementals do battle with themselves. Ever wonder if two brown bears could kill a grizzly? With a Bard you can find out. See that murderer over there? Send a couple of Wisps after him and watch him run.

Good luck and play well,

Clarke, Master Bard  

 

The above is text taken from an UOSS essay, and has been modified in content.

Click Here to return to Orc Drumbanger class.