STRONG MAGE CLASS

 

 

ORC MAGE APPRENTICE

Prior to be promoted, a Mog'war must find an Orcish Mage or higher mage rank to sponser the orc as their apprentice.

Orc Appretices continue to intesify their studies in magic. Very little time is spent in learning combat skills. In group combat, these apprentices are expected to give priority to casting heal spells to orcs, as opposed to damage spells to the opponent(s).



Skill Req.:  
  60 Magery

Armor Allowed:  
  Orc Helm.
  Leather Armor

Weapons Allowed:  
  Wrestling, and any one-handed melee weapon, or a staff.

Clothing Allowed:  
  Small Apron (Red)
  Robe (Brown)
  Regular Boots (Brown)

Mounts Allowed:  
  None

Spells Allowed:  
  Circles 1- 6 (7th for training only)

Rank:  
  Mastur

Advancement:  
  Orcish Mage

 

 

ORCISH MAGE

The Orcish Mage has reached a significant level of understanding and knowledge of the shaping of Da'Nogra's gift. The Orcish Mage has become a formidable opponent, and takes an active role in training Mug'war and Apprentices.

The Orcish Mage is allowed to leave the Land of Kor solely for the purpose of buying reagents, and then quickly returning to the Lands. As many humie vendors refuse to deal with orcs, often these Mages will disguise themselves with an Incognito spell.



Skill Req.:  
  75 Magery

Armor Allowed:  
  Orc Helm
  Green Orc Mask
  Brown Orc Mask
  Leather Armor (All Types)

Weapons Allowed:  
  Wrestling, and any one-handed melee weapon, or a staff.

Clothing Allowed:  
  Small Apron (Red)
  Robe (Red)
  Sash (Red)
  Regular Boots (Red)

Mounts Allowed:  
  Ostards, Etheral Ostards.

Spells Allowed:  
  All Spells

Rank:  
  Cheev

Advancement:  
  Orcish Archmagi

 

 

ORCISH ARCHMAGI

The Orcish Archmagi has become incredibly powerful at shaping Da'Nogra's gift. These orcs rarely wield a weapon other than a staff, as they have found magic to be a far more powerful weapon.

Grunts greatly fear the Archmages and their powers, and they never ask them for magic assistance. All other non-magic-using orcs simply fear magic, and therefore equally fear the Archmagi. Only the truly stupid dare to pick a fight with, or simply just disagree with an Orc Archmagi -- these deft orcs usually realize their error while looking for a healer in ghost form.

Aside from being powerful gifted with magic, these orcs also show a good ability to lead and teach. They run regular drills and training sessions with all Magic Orc classes. Their most favorite training tool is the "Magi Clomp", a mage duel.



Skill Req.:  
  85 Magery

Armor Allowed:  
  Orc Helm
  Green Orc Mask
  Brown Orc Mask
  Leather Armor (All Types)
  Mage Leather Armor (All Types) (Red 4)

Weapons Allowed:  
  Wrestling, and any one-handed melee weapon, or a staff.

Clothing Allowed:  
  Small Apron (Black)
  Robe (Red)
  Sash (Red)
  Regular Boots (Black)

Mounts Allowed:  
  Ostards, Forest Ostards, Etheral Ostards, Giant Beetles.

Spells Allowed:  
  All Spells

Rank:  
  Warboss

Advancement:  
  Orcish Magi of Kor
  Orcish Necrolyte
  Orcish Mystic

 

 

NECROLYTE

When an Archmagi is ready to become a Necrolyte, a Shaman or Witch Doctor conducts a Soul Binding ceremony. The Archmagi is slain, and chants to Da'Nogra are spoken. Just as Da'Nogra has become aware of the presence of the Archmagi's spirit in the Gray Plane (Zar Tol Mar), the Shaman or Witchdoctor quickly yanks the life force back.

With the Soul Binding, part of the Magi's soul is actually still in existence in Zar Tol Mar. The Magi is able to draw extra power from the Grey Plane, and thus gains the ability to cast necromantic magic. Unfortunately, the sudden yanking, and subsequent splitting of the Mage's soul, does tend to make the Magi a little "insane". Most Necroltyes are quite eratic in their behaviour.

You may only get the attention of a Necrolyte by the following emote: *approaches in fear*. If the Necrolyte is not busy, he may acknowledge your presence. Failure to do this, may result in instant death from the Necrolyte. Some higher ranks that become more accustomed to the Necrolyte's fearful presence, will usually just *nod* towards the Necrolyte and wait for them to acknowledge them... usually with a short reply like, "speak".

A Necromancer has little use for a weapon, but may occasionally weild an Orc staff.

(To be a necromancer you must have strong roleplaying skills, as this is a difficult class to play. They are very adversarial in nature, and you must enforce the "approaches in fear" rule.)

(Note: This class is subject to revisions upon the introduction of a Necromantic Magic System scheduled for February 2003)



Skill Req.:  
  90 Magery
  50 Spirit Speak

Armor Allowed:  
  Orc Helm (Preferred)
  Evil Orc Helm (Preferred)
  Green Orc Mask
  Brown Orc Mask
  Bone Armor (Any except helm)
  Demon Bone Armor (Any except helm)

Bone Armor:  
  - Necrolytes must wear Bone Gloves at all times. (They may be removed when in combat.)
  - Any bone armor piece worn that conflicts with clothing, may be worn instead.

Weapons Allowed:  
  Wrestling and Staves.

Clothing Required:  
  Sur Coat (Black)
  Fancy Shirt (Red)
  Thigh Boots (Red or Black)
  Short Pants or Kilt (Black)
  Small Apron (Red)

Mounts Allowed:  
  Ostards, Forest Ostards, Etheral Ostards, Giant Beetles.

Spells Allowed:  
  All Spells

Rank:  
  Warboss

Advancement:  
  None

 

 

ORC MYSTIC

Some Archmagi become so powerful, that soon they begin to loose their minds. This is not totally a disadvantage as by loosing some of their grip on reality, they are actually able to see some things that others are not able to. Mystics often become very reclusive and care little for clan politics.

An Orc Mystic has little patience for orcs and prefers spending his time by researching prophecies and magic artifacts. Often the Orc Mystic will just spew out a prophecy that suddenly comes to mind. Orc Mystics carry a black staff, which they use to channel their ominous power through. Humans often refer to these Mystics as "Seers" or "Oracles". Because of their great power and presence, these orcs are sometimes mistaken as Seers.

Orc Mystics spend a lot of time in the Necro Shak doing their research. To stay fit, they train often with their black staff, and as a side benefit some become quite deadly with their staff.

(To be a Mystic you must have strong roleplaying skills, and should be able to spew out creative prophecies in a moments notice.)



Skill Req.:  
  100 Magery

Armor Allowed:  
  Green Orc Mask

Weapons Allowed:  
  Wrestling, and a Black Staff

Clothing Allowed:  
  Robe (Forest Green 7)
  Regular Boots (Forest Green 7)

Mounts Allowed:  
  Ostards, Forest Ostards, Etheral Ostards.

Spells Allowed:  
  All Spells

Rank:  
  Warboss

Advancement:  
  None

 

 

ORCISH MAGI OF KOR

Orcish Magi of Kor are incredibly powerful orc mages. They are also strong leaders, and very active within the clan. Orcish Magi are the personal Mage's of the King's. When the King is present, the Magii's first durty is to ensure the King is kept safe and alive.

The Orcish Magi are responsible for all Magic Orc Classes activities. The commands of the Magi are never questioned.



Skill Req.:  
  100 Magery

Armor Allowed:  
  Green Orc Mask
  Brown Orc Mask
  Leather Armor (All Types)
  Mage Leather Armor (All Types) (Red 4)

Weapons Allowed:  
  Wrestling, and any one-handed melee weapon, or a staff.

Clothing Allowed:  
  Small Apron (Red)
  Robe (Black)
  Sash (Red)
  Regular Boots (Black)

Mounts Allowed:  
  Ostards, Forest Ostards, Etheral Ostards, Giant Beetles.

Spells Allowed:  
  All Spells

Rank:  
  Warboss

Advancement:  
  Orcish Necrolyte
  Orcish Mystic