Cavemen
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, +1 Strength |
7 | Tribesman/Tribeswoman | +10% base HP | +1 Clubs, +1 Unarmed, +1 Hurled, +1 Healing, +1 Berserking |
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 |