GRUNTS AND MUG'WAR

 

 

ORC GRUNT

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
 

 

 

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 magic orc class you want to make.

This is the entry level position for an orc which possesses Da'Nogra's gift. These orcs are often referred to as "Smart Grunts" or "Maguk Grunts". 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 Smart Mug'war are not allowed to cast a damage spell on anyone 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. Mug'war wear "Grunt Brown" aprons, with many pockets for all their reagents. (You will be supplied with a newbified apron)

The core troops of the clan are Clomping Orcs. Although Magic Orcs are very usefull, there are very few of them. 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 magic orc class you want to make.

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:

Starting Skills:  

- Mage Orc:   50 Magery, 49 Hiding or 49 Alchemy or 49 Inscription, 1 Tracking (newbie boots)
- Zealot Orc:   50 Magery or 50 Healing, 49 Hiding, 1 Tracking (newbie boots)
- Tamer Orc:   50 Magery or 50 Animal Taming, 49 Hiding or 49 Animal Lore, 1 Tracking (newbie boots)
- Drummer Orc:   50 Healing or 50 Provoke/Discord/Peacemaking, 49 Hiding, 1 Tracking (newbie boots)
 
Ability Req:     20 Strength (Minimum)

Armor Allowed:  
  Leather Armor
  

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

Skill Limitations:  
  50 Weapon (Maximum)

Clothing Allowed:  
  Regular Boots (Grunt Brown)
  Short Pants (Grunt Brown) [deemed to be thin leather]
  Small Apron (Grunt Bown)

Spells Allowed:  
  Circles 1- 6

Rank:  
  Grunt

Advancement:  
  Orcish Mage (Apprentice)
  Orcish Zealot
  Orcish Tamer
  Orcish Drummer