Moor
A Sorcerer Archer
by Charis


Class: Sorcerer
Tag: MOOR

Introduction

The Moor is a proud and skilled warrior, who seeks to prove his mastery of the bow. It is a very difficult subclass, and only meant for those who want a challenge. (Mages do not make the best archers!)

Co-op Rules

Moors enjoy adventuring with other characters (Warriors to take the heat off them, rogues who share a love for the bow, and brother sorcerers). They may accept gifts, but only if they are of a level they could possibly get the items themselves (e.g. Swiftness at 8th level, Windforce if they've been to 9th dungeon level...). At any time they would welcome a gift of a book of Teleport, Flash, Stone Curse, etc.

Items

Armor & Helms
Any are allowed. High AC is of prime value for the Moor.

Weapons
The Moor specializes in the bow, but when the foes get too close he may carry a scimitar, falchion, or dagger, and shield. A staff may only be used if it has no memory-castable spells (Resurrect, Nova, Apocalypse, Wizardry), and if the Moor recharges it himself.

Enchantments
No restrictions on prefixes, suffixes or unique items, as long as base is allowed.

Shrines

Any.

Spells

Since the bow is the primary attack form, spells are not used against creatures at a distance. Flash, Flame Wave and Charged Bolt are allowed against adjacent monsters. Fire Wall may be placed adjacent to the Moor to dissuade enemies from surrounding him. Bone Spirit is allowed to soften a creature up, and a *single* elemental or guardian is permissible for scouting purposes. Golems are allowed only after the first dot; even then they are to keep pressure off the Moor, not to wander alone out of his sight. Phasing and Teleport are important for the Moor to get good angles and to avoid being surrounded. Stone Curse is allowed, and will be used often. Town Portal, Healing, and other non-offensive spells are allowed. Mana shield is allowed for its 33% reduction in damage and because most points must be allocated to dexterity, not vitality.

Quests

Titles
Bowmaster, Ballista, and Commander, for the first, second, and (yikes!) third dot.

Tips!

Patience, bottlenecks, teleport, flash, and stone curse are the Moor's very good friends.