ZEALOT ORC CLASS

 

 

ORC ZEALOT GRUNT

The Orc Zealot class is primarily a heavily focused, roleplaying class. Either a Grunt or Mug'war may become a zealot. Zealots are devout followers of Da'Nogra. Some of these orcs are "gifted" orcs and possess the ability to cast magic, but have no desire to be a Mage. Zealot Orcs take part in and conduct many special ceremonies. These orcs also specialze in the arts of healing.

Essentially there are two types of zealots: Magic using zealots and Weapon using zealots. The term "Orcish" is used to distinguish the Magic using zealots apart from the Weapon weilders. Regardless of the type, they are equally skilled in healing with bandages.

An Orc Zealot Grunt quickly seeks instruction on the teachings of Da'Nogra from another Zealot or Shaman. The Zealot Grunt also is given instruction in magic and weapons. The Zealot's primary focus though, is healing. Whenever an orc near the Zealot Grunt is even slightly wounded, the Grunt quickly restores his health. Zealot Grunts are constantly in search of orcs to heal.

(To play a Zealot Orc you must have strong roleplaying skills)



Starting Skills:   50 Healing, 49 Magery, 1 Tracking (newbie boots)
Ability Req:   35 Strength (Minimum), 20 Dexterity (Minimum)
Limitations:   70 Weapon (Maximum)
Armor Worn:   Ringmail Tunic, Leather Armor (all but tunic), Shield (Optional), Orc Helm.
Weapons Used:   Any Melee Weapon (no bows)
Clothing Worn:   Regular Boots
Advancement:   Orc Zealot
Rank:   Grunt

 

 

ORC ZEALOT

Orc Zealots have become so overwhelmed with the teachings of Da'Nogra, that they ofter will preach to other orcs. Orc Zealots usually make common references to Da'Nogra, and are always quick to relate winning or good luck, as being the work of Da'Nogra.

Orc Zealots have become well skilled in the arts of healing and are able to cure poison.



Skill Req.:   60 Healing, 60 Anatomy
Limitations:   90 Weapon (Maximum)
Armor Worn:   Studded Leather Gorlet, Copper Ringmail Armor (all), Copper Shield (Optional), Orc Helm.
Weapons Used:   Any Melee Weapon
Clothing Worn:   Regular Boots (Orange)
Advancement:   Orc Witch Doctor
Spells Allowed:   Circles 1- 5 (Circle 6 for training only), (no offensive spells)
Rank:  Mastur

 

 

ORC WITCH DOCTOR

Witch Doctors are fanatical follows of Da'Nogra, whose practises in great magic and opening rifts to Zar Tol Mar, have begun to experience drains on their sanity.

Witch Doctors often find themselves stuttering. Occasionally, Witch Doctors loose their concentration, and will just wander off for no reason in particular, even during mid-sentance in a conversation.

Orc Witch Doctors also have the ability to give life back to the dead, either by use of a scroll and/or healing cloth.

Once the Witch Doctor has raised their first dead orc, they are given a Shamanic Kilt. These Kilts are specially blessed by Da'Nogra, and further enhance the Witch Doctor's powers. Witch Doctors are also very active within the clan's activities.



Skill Req.:   (81 Healing and 81 Anatomy), or 75 Magery
Limitations:   90 Weapon (Maximum)
Armor Worn:   Copper Ringmail Armor (all), Copper Gorlet, Copper Shield (Optional), Witchdoctor (white) mask.
Weapons Used:   Any Melee Weapon
Clothing Worn:   Regular Boots (Orange), Kilt (Orange)
Advancement:   Orc Shaman
Spells Allowed:   Circles 1- 6 (Circle 7 by scroll), (Resurrection by scroll), (no offensive spells)
Rank:  Cheev

 

 

ORC SHAMAN

The Shaman is not only a great healer, but a reknown leader and expert in the teachings of Da'Nogra. Da'Nogra has blessed these orcs with the ability to channel some spell like powers from Zar Tol Mar. Shamans are also often visited by Da'Nogra.

There are many horrors present in the pathway from the mortal world to the Gray Plane of Death, and the Shaman is frequently subject to these horrors, since he is atuned to the Plane. This orc often starts talking in intelligible speech and general mumbling. Sometimes, a Shaman will act out in crazed acts of violence, which he is not even aware of.

Shamans will regularly conduct ceremonies to worship Da'Nogra, and are in charge of ensuring that a Kon'Gar takes place every dark moon.



Skill Req.:   30 Spirit Speak, (Flawless Roleplaying ability and leadership)
Limitations:   90 Weapon (Maximum)
Armor Worn:   Copper Ringmail Armor (all), Copper Gorlet, Copper Shield (Optional), Shaman (Red) Mask
Weapons Used:   Any Melee Weapon
Clothing Worn:   Regular Boots (Orange), Kilt (Orange), Sash (Orange)
Advancement:   Hand of Da'Nogra (optional, but rarely chosen)
Spells Allowed:   Circles 1- 7 and Resurrection, (no offensive spells)
Rank:   Warboss

 

 

HAND OF DA'NOGRA

These Shamans have greatly developed their skills at reviving the dead, by mastering the ability to channel energy from Zar Tol Mar.

Hands of Da'Nogra are told of in legends, as few orcs have ever possessed the ability to become one. The powers of Hand's have been told in stories, and little is known as to what the actual extent of their powers are. It is said that the can summon Da'Nogra on command.

The minds of these orcs are nearly destroyed. They stutter and shake so much, and add in so much ancient orc language, that it is almost impossible to have a conversation with one.

Hand's of Da'Nogra have little grasp of their surroundings, as they exists both in Zar Tol Mar and the material plane at the same time. These orcs have a very unkept appearance (even moreso than the normal orc unkept appearance). Hand's of Da'Nogra are often found wandering around naked.



Skill Req.:   100 Healing or 95 Magery
Limitations:   90 Weapon (Maximum)
Armor Worn:   (often they wear no armor, except mask) Agapite Ringmail Armor (all), Agapite Gorlet, Agapite Shield (Optional), Shaman (Red) Mask.
Weapons Used:   Any Melee Weapon
Clothing Worn:   Regular Boots (Orange), Robe (Orange)
Advancement:   None
Spells Allowed:   Circles 1- 8, (no offensive spells)
Rank:   Warboss (rank of respect, but can't effective lead. Their orders are not to be followed.