ORC MAGUKII CLASS

 

 


Orc Magukii are orcs born with the ability to use arcane magic and/or necromantic magic. Not everyone can cast magic -- only those born with "the gift" are able to conjure forth magic. As most Magukii believe that Da'Nogra bestowed them with the gift at birth, they often refer to it as "Da'Nogra's Gift". Very few orcs are born with the gift -- those that are, are expected to use it. Orcs skilled in magery or necromancy must use their magic as their primary form of attack. Magukii are limited in the type of armor they can use and in the weapons they can wield.

There are two classes of Magukii: Gifted and Tainted.

Gifted Orcs, have chosen to focus their attention on casting arcane magic. The majority (if not all) of their spells are arcane magic spells.

Tainted Orcs, have chosen to focus their attention on casting necromantic magic. The majority (if not all) of their spells are necromantic magic spells.

To denote the Magukii ability to cast magic, their titles all reflect their name as "orcish" as opposed to "orc". (ie: Orcish Mage)

Regardless of the path chosen by the orc, he will start out life as an Orcish Mug'war.

 
 

 
ORCISH MUG'WAR

BEFORE creating a Mug'war, you must obtain PERMISSION to make one. You can do this by posting on the "New Orcs" forum and indicate the type of Magukii you want to make.

This is the entry level position for an orc which possesses Da'Nogra's gift. These orcs are quickly taught how to shape and weild magical powers. These orcs are not easily befriended by the other orc grunts, as they are not comfortable around those who possess Da'Nogra's gift.

As the Orc Mage Class is hard on reagents, you may want to befriend a humie or two that will assist in providing you with reagents. (In other words you can supply your orc with reagents obtained by your other characters). Mug'war do often spend much time scouring the forest floor for reagents. A Mug'war is not allowed to cast a damage spell on any other orc, unless otherwise 'ordered' by a Mastur or higher rank.

It is required that the Mug'war MUST seek immediate training in the secondary skills of Healing and Anatomy. (Depending on their choosen specialty, the character may be allowed to "forget" these skills at a later time in lieu of learning new ones more appropriate for their specialty.)

Mug'war wear "Grunt Brown" aprons, with many pockets for all their reagents. (You will be supplied with a newbified apron)

A Magic Orc's first and primary weapon is always magery. They are allowed limited weapon use only for those times that reagents are not available to them. No battle-mages (highly skilled with weapons and magic) exists within the clan, and never will. If you are ever found to exceed the maximum allowed weapon skill for your rank, or if your weapon becomes your dominant attack form, you will be banned from using a weapon or booted from the clan.

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



Once a Mug'war has been in the clan longer than 4 weeks then they must choose their "specialty". Listed below are the Magic Orc Classes. When creating an orc, your orc should have the following statistics, depending on your intended class:

 
Advancement Classes for Mug'war:

 

Gifted Orc
 

Tainted Orc
 
 

 

 

GIFTED ORCS

Gifted Orcs, (Giv'd Orcs), are a sub-class of Orc Magukii. They have chosen to focus their attention on casting arcane magic. Although Gifted can have access to necromantic magic, they will predominantly cast Magery spells (Arcane Magic).

Progression:

Rank Name Class Name Promotion Requirements
Grunt Orc Mug'war None (Must pass orc test to enter clan)
Master Orcish Mage Minimum of 4 weeks in clan. Know how to give orc test.
Cheev Orcish Archmage Strong roleplaying skills. Appointed as needed (1 per 3 Magukii Masters)
Warboss Orcish Warlock Strong roleplaying skills. Appointed as needed (1 per 2 Magukii 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. (Example: An Orcish Mage who has 60 Poisoning skill, becomes an Orcish Mage Infector.) (The "orcish" title may be shortned to "orc" if the title exceeds the maximum allowed characters).

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 one handed orc weapon
·Any staff
Armor ·Any type of Leather Armor (non-hued)
·Any Orc Shield
·Orc Helm
Mounts ·None
Clothing ·Boots (Grunt Brown)
·Apron (Grunt Brown)
Master Weapons ·Any one handed orc weapon
·Any staff
Armor ·Any type of Leather Armor (any dull hue)
·Any type of Studded Leather Armor (any dull hue)
·Any Orc Shield (any ingot type)
·Orc Helm
Mounts ·Ostard
·Ethereal Ostard
Clothing ·Boots (Red)
·Apron (Red)
·Robe (Red) (optional)
Master
Specialist
Armor ·Cheev armors
Cheev Weapons ·Any one handed orc weapon
·Any staff
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
·Green Orc Mask
Mounts ·Any Orc Mount
Clothing ·Boots (Red)
·Apron (Red)
·Sash (Red)
·Robe (Red) (optional)
Warboss Weapons ·Any one handed orc weapon
·Any staff
Armor ·All Cheev Armors
·Regular Orc Mask
Mounts ·Any Orc Mount
Clothing ·Boots (Black)
·Apron (Red or Black)
·Sash (black or specialty color)
·Robe (Red) (optional)
 

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)

 

 

 

TAINTED ORCS

Tainted Orcs, (Nekro Orcs), are a sub-class of Orc Magukii. They have chosen to focus their attention on casting necromantic magic. Although Tainted can have access to arcane magic, they will predominantly cast Necromancy spells.

Progression:

Rank Name Class Name Promotion Requirements
Grunt Orc Mug'war None (Must pass orc test to enter clan)
Master Orcish Acolyte Minimum of 4 weeks in clan. Know how to give orc test.
Cheev Orcish Necrolyte Strong roleplaying skills. Appointed as needed (1 per 3 Magukii Masters)
Warboss Zar Tol Mar Guh'r *
Strong roleplaying skills. Appointed as needed (1 per 2 Magukii Cheevs)
 
*Translation: Walker of the Gray Plane of the Dead  

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. (Example: An Orcish Acolyte who has 60 Poisoning skill, becomes an Orcish Acolyte Infector.) (The "orcish" title may be shortned to "orc" if the title exceeds the maximum allowed characters).

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 one handed orc weapon
·Any staff
·Scythe
Armor ·Any type of Leather Armor (non-hued)
·Any Orc Shield
·Orc Helm
Mounts ·None
Clothing ·Boots (Grunt Brown)
·Apron (Grunt Brown)
Master Weapons ·Any one handed orc weapon
·Any staff
·Scythe
Armor ·Any type of Leather Armor (any dull hue)
·Any type of Studded Leather Armor (any dull hue)
·Any Orc Shield (any ingot type)
·Orc Helm
Mounts ·Ostard
·Ethereal Ostard
Clothing ·Boots (Gray)
·Apron (Gray)
·Robe (Gray) (optional)
Master
Specialist
Armor ·Cheev armors
Cheev Weapons ·Any one handed orc weapon
·Any staff
·Scythe
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
·Green Orc Mask
Mounts ·Any Orc Mount
Clothing ·Boots (Gray)
·Apron (Gray)
·Sash (Gray)
·Robe (Gray) (optional)
Warboss Weapons ·Any one handed orc weapon
·Any staff
·Scythe
Armor ·All Cheev Armors
·Regular Orc Mask
Mounts ·Any Orc Mount
Clothing ·Boots (Black)
·Apron (Black or Grey)
·Sash (Black or specialty color)
·Robe (Grey) (optional)
 

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)