Aborigine
by Charis


Class: Any
Tag: ABR

Introduction

Cousins to the Barbarians of the North, the Southern Aborigines have through their isolation developed several skills and traits that help them in combat. The Aborigine people have several factions/castes that bring variety, from the Serpentine Witch Doctors, to the Craftsmen, to the Aboriginal Barbarians. Common to all is a simple tribal lifestyle, a love for quality workmanship, and a superstitious nature. In the Tristram region, there were no less than 9 castes. Yet in the East, rumors of the emergence of five have surfaced.

Items

Striving for highest 'quality', most have high strength to wear exceptional items - ABR Mages often aspire for Chaos Armor. All 'metal' prefixes are allowed, as are piercing, puncturing, balance, stability, quality, craftsmanship, fast case, and all reptiles. If an item does not possess these properties, it is not worthy to be worn. Some are superstitious about wearing duplicate affixes, and would wear one platinum, one gold and a silver rather than three golds, for example. ABR's consider maxing resists as less important as choosing quality gear.

All Aborigines revere the Snake and are delighted to use Snake items of any kind. Reptile items more powerful than 'Snake' can only be used by ABR's who have defeated Fangskin, the viper boss in Act 2 Viper Temple. Most ABR's will wear the Viper Amulet for as long as they can. The mages typically have a distinct green hue. Gems are allowed, but socketing less than a perfect gem, resulting in a flawed weapon, would be unheard of. (D1 ABR's had to struggle with low AC and low resists, while to hit was good. There may be more restrictions later for D2 ABR. In D1 the quest for usable DR, like AFPoHarm, was attainable.)

Crystal swords are a disgrace and are never used.

Shrines

Shrines? They're too superstitious to use except for the gem shrine and skill shrine, which are 'quality-improvers.'

Aborigine Factions/Castes

1) Barbarian Soldiers
Class: BAR

These warriors may also use Warrior's, and Soldier's weapons. Unlike many others, they actually value a steely defense. Iron Skin is a key skill, and is to be pumped. Shout likewise should not be neglected. The sight of a Whirlwind Bar scares these superstitious folk, nor do they use leap attack (lvl 1 of each is fine for situational use). The main attack forms are Frenzy, Berserk, Concentrate and Stun. If a shield is used, it is chosen for defense and quality, not block percentage. Fast weapons and fast movement characterize the Aborigine Soldier. War cries are allowed, except Grim Ward (too superstitious). Natural Resist, and Masteries are helpful.

2) Craftsmen
Class: PAL

Defenders of the noblemen and craftsmen, Knight's and Lord's weapons are allowed, in addition to Metallic prefixes. A shield is normally used, with a solid and frequent Holy Shield to back it up once an exceptional shield is found. The power of steel, and an attitude of Defiance, are characteristic. A variety of combat skills are allowed and used. Might or concentrate are virtually neglected, favoring auras like Fanaticism, Conviction, Defiance, and Salvation. Some choose high speed weapons.

3) Huntress
Class: AMA

The rank-and-file Aborigine, they form the backbone of defense in the jungle. Some wear much lighter armor for quick movement. They do not use spears or javelins, but bows or wpn/shield are good. They take good care of their bodies, and will distribute to keep STR equal to DEX until STR is 55. Those going S/S should get str to at least 110, if not higher. The bows of the huntress, unlike the D1 rogue, are sturdy, and need no repair.

4) Serpentine Viziers
Class: SORC

The most magic using of the Aborigines, they may use staffs, Snake's items from the start and Serpent's items after Fangskin is killed. The Salamander is a joy for the Serpentines to use. Fangskin is their arch-enemy, and any item dropped when Fangskin is defeated solo may be used. The focus of the Vizier magic is on Static Field and the Magiks of Nature- Blizzard, Thunderstorm, and Meteor. Nova spells are viewed as an aberration of nature, and not used (learned for prereq only). Blaze and Ice Blast may be learned at low lvl for survival. The early years are difficult, until the higher magiks and masteries are learned. Most choose to wear several fast cast items and at least one hit recovery item, to be as fast as the Cobra. Energy and Strength are the most common pumped. The Hydra is a serpentine form, and some choose to push this to a high level. At least lvl 1 in Hydra, Blizz, TS and Meteor is highly recommended. One sect, the Scorpions, has a particularly odd attack style. They wear many blight items, spray the foes with Static Field, and finish them off with a lethal poison strike.

5) Elitist
Class: NEC

The nobles of the Aborigine tribes, disdain common and low quality items, and will only wear uniques, rares and sets. Some are SNOBs, and wear uniques only. The very key skill is Iron Golem, the zenith of Aborigine magic. As high quality materials as possible are used for the golem. (One reason 'magic' items aren't worn, so they can be used for this) Other high quality skills are used, such as Bone Spirit, Life Tap. The do not ever traffic in undead - so no skels, skel mages or golems other than Iron. Low end skills like Teeth and Corpse Explosion are avoided. Some Noble ABR's take fancy to the Poison path, out of reverence for snakes and serpents. What better belt to wear than Snakecord?! Venom Ward is also popular.