Moor
the Archer Wizard
by Charis


Class: Necromancer, Sorceress
Tag: MOOR

Introduction

First, if you've got a bow toting sorc that is trying to do most of it's killing by arrows, don't worry if it doesn't match what is here exactly. The stat distribution is one restriction you likely did different... if you like it, just try to continue on as close as you can...

In D1, the Moor was a Sorcerer with high specialty in bow, scim/falc/dagger allowed but no shield, high AC preferred. When a meleer closed in and managed to score a hit, Flash, Charged Bolt, Firewall and FlameWave were allowed. Spells were not used against creatures at a distance. Golem, stone curse, teleport and telekinesis were fine. Mana shield was very often used, with few points to Vit. Titles were Bowmaster, Ballista and Moor Commander.

Rules

The key new restriction on the Moor, as part of their training, is to distribute only 2 stat points from level ups until they have defeated Diablo (all stat points from quests are allowed). Careful selection of str and dex adders will be needed for victory.

Necromancer Note
The distinction between Moor and Ranger for the Necromancer is the latter is bow only, never uses a golem, uses skel mages, and likes mind affecting skills, while the Moor way like melee, body affecting skills, and uses a blood golem.

Items

Shields
Melee Moors may use Bucklers. Otherwise, none.

Weapons
Bows, Crossbows, Dagger class weapons. Falchion, Tulwar, Scimitar.

The Moor is expert with bow, but not averse to hand-to-hand combat with daggers, scimitars and falchions, traditional weapons of their people.

Uniques
Allowed if base type is. Umbral Disk, while a small shield, is allowed.
Some favorites...

In an effort to better train themselves, Moors should not accept a gift of any unique or rare bow until they have defeated Diablo (unless Snobs).

Skills

All non-melee skills, plus melee skills that stun, poison, or hit multiple adjacent enemies.

Some class specific comments...

Sorceress
Allowed: Frost Nova, Cold Armors, Blaze, Enchant, FireMastery, Telekinesis Teleport, Energy Shield, Lightning Mastery, Meteor

Special: level 1 Glacial spike, lvl 1 Firewall, Static Field up to 13 yds (onscreen) Not only does she not use vision-obscuring, skill-free AOE spells like Blizzard and Frozen Orb, she gets cranky when they're used around her.

Subclass: Piercing Moor - seeks the unique piercing crossbow, pushes the two key skills which benefit from this: Fireball and Glacial Spike. They can also the other skills EXCEPT Static Field. They'll NEVER use any weapon other than xbow.

Necromancer
Preferred Skills: Bone Armor, Blood Golem/Mastery, Weaken, Dim Vision, Weaken, Decrepify, Teeth, Poison Nova

Also allowed: Summon Resistance, Clay Golem, PoisExplosion, AmpDmg, LifeTap, Lower Resist

Not allowed: Iron Maiden, Revived, Skeletons/Mages, Confuse, Attract, Bone Wall, Bone Prison, BoneSpear, Iron Golem

Special: Fire Golem allowed if the immolation arrow unique is used Bone Spirit allowed only one at a time, for scouting purposes Corpse Explosion only during body recovery

End Notes

Dual class with other variants is allowed when they are compatible. Be sure to maintain the artillery nature, avoidance of larger wpns and shield.

'Typical' approaches (and some Dream setups):
- Sorc who holds her ground: high SF screen, GS monsters, high dmg or Immo arrow
- Hit and run archer: some SF, high Blaze and cold based arrows
- Melee sorc- Spectral Shard, Umbral Shield, Meteor once blinded
or Blood Crescent, Goblin Toe, Rattlecage or IceBlink
- Sahara Necro Moor - Fire Golem, exploding fire arrows, Lower Resist
- Poison Moor - Gemmed or cold/pois bow, Blood Golem, Dim Vision, PoisExplo, PN
- Toxic Moor - Jade Tan Do, Poison Dagger, Umbral Disk, Goblin Toe, Blood Golem