This is the entry level position for any
orc wanting to progress to fight for and defend the clan primarily as warriors.
These orcs are often referred to as "Strong Grunts" or "Clomp'r Grunts".
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 Da'Nogra's 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 class, they may
be allowed to "forget" some of these skills at a later time in lieu of learning new ones
more appropriate for their class. All orcs who start out as Grunts must always have 50
Hiding skill for their entire duration in the clan.
These orcs, are constantly working to improve themsleves. When they are not
training their combat skills, they are often found mining ore or cutting down
trees which greatly assists in increasing their strength.
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.
Orcs who start their life as a Grunt will never be able to cast spells,
even if a new class they choose allows spell use.
Orc Warrior 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.
Once a Grunt has been in the clan longer than 4 weeks then they must choose their "specialty".
Listed below are the Strong Orc Classes. When creating an orc, your orc should have the
following statistics, depending on your intended class:
Starting Skills:
- Warrior Orc:
50 Healing, 49 Hiding, 1 Tracking (newbie boots)
- Zealot Orc:
50 Healing, 49 Hiding, 1 Tracking (newbie boots)
- Infector Orc:
50 Healing or 50 Poisoning, 49 Hiding, 1 Tracking (newbie boots)
- Rogue Orc:
50 Stealing, 49 Hiding, 1 Tracking (newbie boots)
- Slinger Orc:
50 Healing or 50 Archery, 49 Hiding, 1 Tracking (newbie boots)
- Drummer Orc:
50 Healing or 50 Provoke/Discord/Peacemaking, 49 Hiding, 1 Tracking (newbie boots)
Ability Req:
35 Strength (Minimum), 20 Dexterity (Minimum)
Armor Allowed:
Orc Helm.
Shield
Leather Armor
Ringmail Tunic
Weapons Allowed:
Any Orc Weapon
Clothing Allowed:
Regular Boots (Grunt Brown)
Rank:
Grunt
Advancement:
Orc Warrior
Orc Infector
Orc Zealot
Orc Rogue
Orc Slinger
Orc Drummer