Difference between revisions of "Cavemen"
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==== Prerequisites ==== | ==== Prerequisites ==== | ||
− | * | + | * 20,000 gold |
* Level 10 | * Level 10 | ||
* Solved the [[Tornaum Castle]] quest. | * Solved the [[Tornaum Castle]] quest. | ||
+ | * Must not be a [[Vampire]]. | ||
==== Restrictions ==== | ==== Restrictions ==== | ||
− | * To gain Guild Experience, you must kill monsters with clubs or unarmed combat and must not have any Conjurations, Evocations, or spells of Death Magic readied. | + | * To gain Guild Experience, you must kill monsters with clubs, hurled weapons, or unarmed combat and must not have any Conjurations, Evocations, or spells of Death Magic readied. |
==== Location ==== | ==== Location ==== | ||
Line 22: | Line 23: | ||
The guild commands are '''cavewho''' and '''cavetell'''. | The guild commands are '''cavewho''' and '''cavetell'''. | ||
+ | |||
+ | Cavemen do not have their HP hidden while Berserk, removing one of the main drawbacks of the skill. | ||
+ | |||
+ | Cavemen have a special interaction with Hurled weapons. These weapons return to your inventory when fired. In order to do damage with Hurled weapons, you must have at least 1 empty square between you and your enemy. They do not autofire, they must be manually fired with the fire command, or through readying them and using shift+direction, shift+click, or the fire pad on mobile. | ||
==== Level Breakdown ==== | ==== Level Breakdown ==== | ||
Line 34: | Line 39: | ||
|Troglodyte | |Troglodyte | ||
|<nowiki>+10% base HP</nowiki> | |<nowiki>+10% base HP</nowiki> | ||
− | |<nowiki>+1 Clubs, +1 Unarmed, -10 all Magical Arts, -10 all Magical Elements, -5 Meditation</nowiki> | + | |<nowiki>+1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +1 strength, -10 all Magical Arts, -10 all Magical Elements (except Earth), -5 Meditation</nowiki> |
|- | |- | ||
|2 | |2 | ||
|Aborigine | |Aborigine | ||
|<nowiki>+10% base HP</nowiki> | |<nowiki>+10% base HP</nowiki> | ||
− | |<nowiki>+1 Clubs, +1 Unarmed, +1 | + | |<nowiki>+1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking</nowiki> |
|- | |- | ||
|3 | |3 | ||
|Primitive | |Primitive | ||
|<nowiki>+10% base HP</nowiki> | |<nowiki>+10% base HP</nowiki> | ||
− | |<nowiki>+1 Clubs, +1 Unarmed</nowiki> | + | |<nowiki>+1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking</nowiki> |
|- | |- | ||
|4 | |4 | ||
|Savage | |Savage | ||
|<nowiki>+10% base HP</nowiki> | |<nowiki>+10% base HP</nowiki> | ||
− | |<nowiki>+1 Clubs, +1 Unarmed, +1 | + | |<nowiki>+1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +1 Strength</nowiki> |
|- | |- | ||
|5 | |5 | ||
|Wildman/Wildwoman | |Wildman/Wildwoman | ||
|<nowiki>+10% base HP</nowiki> | |<nowiki>+10% base HP</nowiki> | ||
− | |<nowiki>+1 Clubs, +1 Unarmed</nowiki> | + | |<nowiki>+1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +2 strength</nowiki> |
|- | |- | ||
|6 | |6 | ||
|Clansman/Clanswoman | |Clansman/Clanswoman | ||
|<nowiki>+10% base HP</nowiki> | |<nowiki>+10% base HP</nowiki> | ||
− | |<nowiki>+1 Clubs, +1 Unarmed, +1 | + | |<nowiki>+1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking</nowiki> |
|- | |- | ||
|7 | |7 | ||
|Tribesman/Tribeswoman | |Tribesman/Tribeswoman | ||
|<nowiki>+10% base HP</nowiki> | |<nowiki>+10% base HP</nowiki> | ||
− | |<nowiki>+1 Clubs, +1 Unarmed</nowiki> | + | |<nowiki>+1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +1 Strength</nowiki> |
|- | |- | ||
|8 | |8 | ||
|Caveman/Cavewoman | |Caveman/Cavewoman | ||
|<nowiki>+10% base HP</nowiki> | |<nowiki>+10% base HP</nowiki> | ||
− | |<nowiki>+1 Clubs, +1 Unarmed, +1 | + | |<nowiki>+1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +1 Strength</nowiki> |
|- | |- | ||
|9 | |9 | ||
|Chieftain/Cheiftainess | |Chieftain/Cheiftainess | ||
|<nowiki>+10% base HP</nowiki> | |<nowiki>+10% base HP</nowiki> | ||
− | |<nowiki>+1 Clubs, +1 Unarmed</nowiki> | + | |<nowiki>+1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking</nowiki> |
|- | |- | ||
|10 | |10 | ||
|Conqueror | |Conqueror | ||
|<nowiki>+10% base HP</nowiki> | |<nowiki>+10% base HP</nowiki> | ||
− | |<nowiki>+1 Clubs, +1 Unarmed, +1 | + | |<nowiki>+1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +1 Strength</nowiki> |
|- | |- | ||
|Total | |Total | ||
− | |colspan="3"|<nowiki>+100% base HP, +10 Clubs, +10 Unarmed, + | + | |colspan="3"|<nowiki>+100% base HP, +10 Clubs, +10 Unarmed, +10 Hurled, +7 Strength, +10 Healing, +10 Berserking, -10 all Magical Arts, -10 all Magical Elements (except Earth), -5 Meditation</nowiki> |
|} | |} | ||
Latest revision as of 00:32, 23 February 2024
Contents
Description
Cavemen are wandering tribesmen specializing in the finer things in life, including (but not limited to) howling and bashing things. While Cavemen are not particularly famed for their eloquence, they have a directness that can be, at times, refreshing.
Prerequisites
- 20,000 gold
- Level 10
- Solved the Tornaum Castle quest.
- Must not be a Vampire.
Restrictions
- To gain Guild Experience, you must kill monsters with clubs, hurled weapons, or unarmed combat and must not have any Conjurations, Evocations, or spells of Death Magic readied.
Location
Barren, mountainous island near the Northern Wastes.
Other
Humans who join the Guild get a custom image.
The guild commands are cavewho and cavetell.
Cavemen do not have their HP hidden while Berserk, removing one of the main drawbacks of the skill.
Cavemen have a special interaction with Hurled weapons. These weapons return to your inventory when fired. In order to do damage with Hurled weapons, you must have at least 1 empty square between you and your enemy. They do not autofire, they must be manually fired with the fire command, or through readying them and using shift+direction, shift+click, or the fire pad on mobile.
Level Breakdown
Level | Title | Stats | Skills |
---|---|---|---|
1 | Troglodyte | +10% base HP | +1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +1 strength, -10 all Magical Arts, -10 all Magical Elements (except Earth), -5 Meditation |
2 | Aborigine | +10% base HP | +1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking |
3 | Primitive | +10% base HP | +1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking |
4 | Savage | +10% base HP | +1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +1 Strength |
5 | Wildman/Wildwoman | +10% base HP | +1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +2 strength |
6 | Clansman/Clanswoman | +10% base HP | +1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking |
7 | Tribesman/Tribeswoman | +10% base HP | +1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +1 Strength |
8 | Caveman/Cavewoman | +10% base HP | +1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +1 Strength |
9 | Chieftain/Cheiftainess | +10% base HP | +1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking |
10 | Conqueror | +10% base HP | +1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking, +1 Strength |
Total | +100% base HP, +10 Clubs, +10 Unarmed, +10 Hurled, +7 Strength, +10 Healing, +10 Berserking, -10 all Magical Arts, -10 all Magical Elements (except Earth), -5 Meditation |