EQ2 Slash Commands (Eq2 items)
December 2nd, 2008Here is a full list of the elusive slash commands which are so difficult to find for EQ2…….keep in mind these are just the *known* commands thus far. For anyone who was on board for SWG knows, there are a TON of hidden commands out there just waiting for us to find them!
Chat
/shout – Sends your message to everyone in the zone on the Shout Channel
/ooc – Sends your message to everyone in the zone on the Out Of Character Channel
/auction – Sends your message to everyone in the zone on the Auction Channel
/g or /gsay – Sends your message to everyone in your Group Chat Channel
/r – Sends your message to everyone in your Raid Chat Channel
/em (text) – Creates a message that appears behind your name as an emote message
/brb – Sends a message to your local chat channel saying you will be right back
/t or /tell (charname) (text) – Sends your message to the character who’s name you input
/telltarget or /tt – Sends your /tell to your target
/reply - Sends your message to the last person that sent you a /tell
Misc Slash Commands
/showhood – Toggles the visibility of your headgear appearing to others
/bubble_fontsize n – Changes the text size in chat bubbles to size n
/kill – Commit suicide
/dis - Toggles your experience gain
/motd – Shows you the game message of the day
/filter - Toggles the obscenity filter
/friend (name) – Adds or removes the name from your friend list
/ignore (name) – Adds or removes the name from your ignore list
/log – Saves text to a .txt file
/played – Shows you your character played time information
/time – Shows you in-game and real life time
/mood (mood) – Changes your mood to the selection. Moods remain constant until changed. Options include: afraid, happy, sad, tired,
angry, none
/sit – Makes your character sit
/stand – Makes your character stand
/camp, /exit, /quit – Exits the game
/yell – Breaks your encounter and yells for help
/con – Considers target (same info as is portrayed by mouse cursor)
/random 1 100 - Random number between 1 and 100 (change numbers to whatever)
/target (name) - Selects target of choice
Group and Raid
/invite - Same as radial "invite to group"
/invite charname - Will invite char name to group Ctrl + I
/makeleader (name or target) - Gives leadership of group to selected target or character
/raidinvite - Same as radial "invite to raid"
/leavegroup, /leave - Same as radial "leave group"
/leaveraid - Same as radial "leave raid"
/kickfromgroup - Same as radial "kick from group"
/kickfromraid - Same as radial "kick from raid"
/disband - Will now disband the group member you have targeted. Ctrl + D
/follow – Follows your target
/assist (char name - partial or full name) - You will target char name’s target
/assist – You will target your target’s target (NPC or PC ok)
/target name - Targets name
Character Status Flags
/anon - Anonymous, hide class/level/etc
/role - Roleplaying flag
/afk [optional message to be returned to anyone who /tells you] - Returns the message you wish a player to see while you are away
/lfg - Adds you to the looking for group search results
Who Commands
/who - Will bring up a list of people currently in the same zone as you)
/who all - Can be many things (good, evil, roleplay, scout, bard, dirge, 30 40, 30, friends)
/who all GM - Will bring up a list of GMs (currently bugged and showing some non-gm players too)
/who all shaman 10 12 - Would bring up all shamans level 10 to 12
/who all 8 - Would bring up anyone level 8
/Whotarget - Will run a /who on your target
Channels
/tellchannel - Send message to room specified. Alias: /csay
/# - Tell command for channel number assignment (better than /tellchannel #)
/joinchannel - Enter a room (or create if doesn't exist)
/leavechannel - Leave a room (game/world rooms)
/leaveall - Exit all channels you are currently in
/channellist - Lists all channels currently in
/whochannel # - Lists all users in specified channel. (channelnumber is displayed next to name in chat window whenever receive message
regarding that channel (i.e "You tell channelname (1), "hello channel" "))
Guild
/guild create Guild Name – Temporary method of guild creation
/guild invite - Target a player in the same zone and invite them to join your guild. You must be an officer to do this.
/guild kick - Used by officers to remove people from a guild - might work to target yourself and kick too.
/guild promote - Used to promote people to full member and officer
/who all guild - Lists whoever is on in guild at the moment
/gu or /guildsay - Sends message to all in guild channel
/guild motd message - Adds a message that all guild members will see when they log on. I am assuming if you just type /guild motd you
will see the message without changing it but have not tested it. Also I imagine only the leader or maybe officers can change it.
Pet
/pet attack - Pet will attack your current target
/pet backoff - Pet will cease attacking its target
/pet stayhere - Pet will stop following you and remain where it is
/pet followme - Pet will follow you
/pet report - Pet will announce his health in a percentage
/pet guardme - Pet will guard and follow you
/pet guardhere - Pet will guard its current location
/pet who -Pet will announce its master
/pet getlost - Pet will disappear
1 Gold Per Hour, Harvesting (Account Everquest Two)
November 30th, 2008I tried to make the title vague so as not to give it away. This is not my find. It was emailed to me by another MPS'er who is on their way out of town. If they want I will post the KUDOs to them when they return. I made over 1 gold last night in about an hour.
Requirements:
Level: does not matter
Membership: Must join one of the local 'crafting' areas(cellar door things)
Just inside the crafting zone you will see a named NPC with NO title. This NPC will give you an Artisan quest to go get a specific thing. IE: electrum clusters, iron, pelts, tubers, rough turquoise etc….
Hail the NPC and get the quest.
TURN AROUND and click the BROKER behind you. Open up the BUY window and do a search for the name of the quest element you are looking for. Enter the name then hit find items. The default is highest priced first(on mine). I go to the last page for the cheapest items. Your reward for the quest is 12 silver so anything below 80 copper per unit will net you a profit. Click buy from broker or you can note the name and travel to the merchants house and save a few copper. I did all mine by just leaving the windows open and clicking away.
Leave your J(ournal) window open as it will update faster than the quest helper window. IF the number quits going up then move up one on the item list as you have depleted that particular merchant. Once you have the required 15 items then hail the named NPC again and receive your reward. Rinse and repeat!!!
DRAWBACKS!!!
I made a bundle but I had bought all the cheap items and started getting quests for items that would cost me 3 or 4 silver more than the reward. I did them anyway hoping to make it up in the long run. I did make money in the end but supplies were getting more expensive.
Remember, the items you are buying are coming from other players who have set themselves up as merchants. I imagine you would have a greater selection during the busiest game times when more people are online.
The QUEST itself: I cannot figure out how to delete thes 'tradeskill' quests so I can get a different item. Some items were really cheap(iron, 6c each..BIG Profit) but average animal pelts where over 1Silver each…-3 loss!! I took the loss on some hoping for the makeup on the other cheap stuff. I know how to delete other quests but these will not go away.
What have I tried delete unwabted tradeskill quests:
1. Ask for a new one, denied!
2. Leave zone and come back, denied!
3. Resign from crafting hall then rejoin, denied!
4. Resign then go to another town and join, denied!
SO as of now I am over a gold richer but stuck with getting my on pelts(seem to be the most expensive btw) or sucking up the 5silver loss in hopes of a good one next.
If we can figure out how to delete the quest or get a better one then we are GOLDEN, or should I say PLATINUM!!
As people start to do this the supplies are gonna go fast and the merchants will be making a killing!
I see this as taking advantage of a good business oppurtunity!!
A Solution For Your Money Problems (EQ2 Bard)
November 27th, 2008Threadbare Thread is the key to being rich before you leave the Island.
First things first buy the artisan essentials vol. 3 book (1s 40c) from the merchant as well a candle, distilled water, and a filament from the merchant for 7cp each. Go to Malvonicus' Tower and go down to the cellar (You have to do his quest first to clean the cellar up. The next time you go down in the cellar it will have all the crafting stations. Now its time to make magic happen! Go to the chemistry table choose Chloro Oil Use the candle, distilled water along with a root to create the chloro oil. Take that over to the sewing table and make Threadbare Thread with the chloro oil that you just made plus a root and a filament. The ending result is Threadbare Thread which equals money (1s 40c I think not sure bout copper just know its over 40)
Once you know where the items are and where to get the roots the cash will come rolling in. Good enough to hit the main island anyways. Hope this helps everyone that is worried about money.
Craftsman Money And Lvl Mini Guide (Eq2 tradeskill)
November 24th, 2008Hey all,
When you have 40 fishing. And lvl 12 craftsman. you can start to make some really nice loot..
I went to anitonica and fished for the 3 different type's you can fish for… I went back to my craft house and bought pepper 6cp salt 6cp coal 6cp to make packet of spice.. still getting like 2% per combine at 12th lvl. Made a ton of those. Then went back and bought 60 coal. I then procedded to craft with the fish I caught in anitonica.. fish + packet of spice + coal = finished product.. The finished product sells for 1sp each.. so you spent 6cp times 4 = 24copper and got 1silver for the finished fish hmmmm dare I say pretty good return for investment….
BTW in 3-4 hours total I went from 10 - 15 doing this ( lvl 12 craftsman needed to make the fish from Anitonica I had fish from Forest ruins 8P to get to 12).. LOL had 138 fish to work with… Made lil money but I also bought all my craft books and new back packs for me and my roomate woot 6 slotters.. Oh and at lvl 14 its a good idea to just buy the packet of spice since you dont get xp for it anymore…
Most of my time was spent making packets of spice since I am very cheap 8P..
Astonish
Master Chest Farming Mob (Free EQ2 Bot Program)
November 21st, 2008Blacksmith Brigg in Stormhold is a rare monster unlike no other. From my findings he is a named mob that drops Master chests 3-5 times. Known for dropping a fabled helm, he also drops random Master 1 spells.
The key to Blacksmith Brigg is that he is the only mob I know of on a set timer WITHOUT a placeholder. Those may say he has a placeholder, or you have to kill the defiled skelly's or defiled locksmiths that spawn around him first. This is untrue. (however if you pull Blacksmith Brigg, all of the other mobs surrounding him will come into battle with you, but if you pull the additional mobs first, the Blacksmith will not aggro the pull).
Blacksmith Briggs is on a 70 minute timer. Kill him, set an egg timer, and 70 minutes later, he we respawn in the exact same position. Being that Blacksmith Briggs is lvl 20^^^ HEROIC mob, you want to be able to solo him. That is why it is recommended the lvl 26-29.
Was able to solo him with my Templar at 26 with some difficulty. Once you reach lvl 30, he will grey out, so this only works until 29.
Dash's Ultimate Guide To Heroic Opportunites& You! (EQ2 Frogloks)
November 19th, 2008Welcome to "Heroic Opportunities or, How I Learned to Stop Worrying and Trust the Nuke."
This guide is meant accomplish the following.
A: What are Heroic Opportunities, Why should I use them, and How do I use them? (I.E. the tutorial)
B: Give you complete knowledge of all my known Heroic Opportunities, and their effects.
C: A guide to optimizing Heroic Opportunities in a solo situation.
D: The Tried and True method to Organizing group Heroic Opportunities.
E: Troubleshooting Heroic Opportunities
So let's get to it!
Section A: The Tutorial
What are Heroic Opportunities?
Heroic Opportunities are Everquest's answer to creating combo attacks. When engauged in an encounter, a player who uses these sets of combos will find themselves on the advantage much easier. There are two parts to completing a Heroic Opportunity: A Starter Chain, and an Ending Chain.
What can they do for me?
Heroic Opportunities can do anything from adding damage to the attack, de-buffing, buffing, healing, increasing stats…They can do a great many things that even I have not discovered all the facets of yet.
How do I use Heroic Opportunities?
Ever player type has a skill that initiates a Heroic Opportunity. For Mages, it is Arcane Augur. For Scouts, Lucky Strike. Fighters have Last Stance. Preists have Divine Providence. This is the initiator skill. From here, a flashing, disconnected wheel will pop up with various icons around them. Once you have used this Heroic Opportunity initiator skill, you must follow up with one of the skills on the screen.
For example. As a Mage, you use Arcane Augur. It brings up a cube in the Center, and various icons float around the cube. One of those Icon's is a bolt of lightning. Well, as a mage you happen to have a spell that matches this icon, it will MOST LIKELY flash in your hotkey bar (NOTE: I have currently found that SOME chalice spells WILL NOT FLASH despite being prompted in the Heroic Opportunity chain. The reason is unknown, but it is able to be used…keep this in mind preists.) So you'd use Arcane Augur, then you'd follow up with your Lightning Spell.
Make sure you cast the correct spell! Casting the wrong spell during the starter chain will either:
A) Lead it off into a differently desired Heroic Opportunity
B) Negate the whole sequence entirely, and you must wait for the cool-down of your Heroic Opportunity initiator skill.
Congratulations! You have just completed your Heroic Opportunity Starter Chain!
So, the mage has just completed the Starter Chain (Arcane Augur, followed with Lightning). You will notice a MUCH MORE clear, defined, solid wheel will pop up. In the wheel are several slots for circles, and a blue line around the outside of it. Up at the 12 O'clock heading is a skill icon, it is flashing.
This is the Ending Chain of your Heroic Opportunity. During the Ending Chain, ANY SKILL MAY BE USED FREELY AGAIN, as during this section you cannot negate the whole process much like you could with the Starter Chain.
You will notice the blue line that outlines the circle is depleting itself. As you may assume, once it reaches the end, your Heroic Opportunity ends with absolutely no payoff.
You scouts will also notice a small coin in the bottom-right corner of the Heroic Opportunity Wheel. We will cover that later.
Now all you have to do is use the correct skill related to the icon in the HO Wheel. Once you do, you've completed the HO, and will notice the effect! Congrats!
If you wish to find out what icon each skill corresponds too, right click on the skill icon, then click on examine. It will bring up a window with a description of the ability/skill/spell, along with both the Hotkey Icon, and the Heroic Opportunity Icon.
Test this now.
Fighters: Taunt -> Battle Horn
Preists: Minor Heal -> Chalice
Mages: Lightning -> Lightning Bolt
Scouts: Quick Strike -> Dagger
Once you have located these icons in the descriptions, it will be the same for every description. KNOW YOUR ICONS!
Scouts, listen up!
You have the ability to change the Heroic Opportunity ONCE when you reach the Ending Chain phase. You may accomplish this by using a skill that corresponds with the Coin Icon. As far as I know, the Heroic Opportunity it changes too is random. I rarely have ever done this, or seen it done, so my knowledge here is lacking unfortunately.
Section B: Known Heroic Opportunities and their Effects
For every Starter Chain (See Tutorial) there are exactly three Ending Chains. The difference is the effect it has, and the commonality of that Ending Chain.
Name (Commonality): Starting Chain (by Icon) -> Ending Chain (by Icon) = Effect of Heroic Opportunity
Soloist Heroic Opportunities
Fighter
Sky Cleave (Common): HO Initiator, Sword -> Battle Horn = Extra Slashing attack for 2/3rds the damage.
Crushing Anvil (Uncommon): HO Initiator, Sword -> Battle Horn = An Additional 2/3rds crushing damage to ALL opponents in the encounter.
Hero's Armor (Rare): HO Initiator, Sword -> Battle Horn = Boosts Armor Class by 15%
Scout
Swindler's Luck (Common): HO Initiator, Coin -> Dagger = Raises Accuracy by two levels.
Ringing Blow (Uncommon): HO Initiator, Coin -> Dagger = Short Duration Stun
Bravo's Dance (Rare): HO Initiator, Coin -> Dagger = 20% Attack Speed increase for 90 seconds.
Mage
Arcane Fury (Common): HO Initiator, Bolt -> Bolt = Does additional direct damage equivalent to one nuke.
Arcane Storm (Uncommon): HO Initiator, bolt -> Star = Does additional damage equal to one nuke to ALL creatures in the encounter.
Arcane Enlightenment (Rare): HO Initiator, Bolt -> Fire = Grants 20% power instantly, 50% of all damage taken translates into power (I.E. When you get damaged, you recieve power.)
Preist
Divine Judgement (Common): HO Initiator, Hammer -> Hammer = Does additional direct damage equal to one nuke.
Inspiring Piety (Uncommon): HO Initiator, Hammer -> Hammer = Raises Preist Knowledge 2 levels, Does additional direct damage equal to one nuke.
Blessing of Faith (Rare): HO Initiator, Hammer -> Chalice = Instantly restores some Power; Boosts power regen by 10% for 90 seconds.
Two Player Heroic Opportunities
Fighter, Scout
Luck's Bite (Common): Fighter HO Initiator, Coin -> Boot, Cloak = Does additional 50% to 250% damage
Swindler's Gift (Uncommon): Fighter HO Initiator, Coin -> Lock, Flexing Arm = Raises Group's accuracy by 2 levels.
Raging Sword (Rare): Fighter HO Initiator, coin -> Lock, Battle Horn = Boosts attack speed 10% for 90 seconds; 4 times the damage of the last hit; added hate to fighter.
Fighter, Preist
Divine Blade (Common): Fighter HO Initiator, Chalice -> Hammer, Battle Horn = 120% Divine Direct Damage
Crippling Shield (Uncommon): Fighter HO Initiator, Chalice -> Battle Horn, Crescent Moon = 10% Slow with a 36-second duration
Chalice of Life (Rare): Fighter HO Initiator, Chalice -> Chalice = Double's party's wards, regens, and instant heals for 90 seconds
Preist, Scout
Piercing Faith (Common): Preist HO Initiator, Coin -> Crescent Moon, Cloak = Does additional piercing damage and lowers the target's agility by 5.
Divine Trickery (Common): Preist HO Initiator, Coin -> Hammer, Cloak = Does additional direct damage; lowers the target's Divine and Piercing resistance by 15% for 5 Minutes
Faith's Bulwark (Rare): Preist HO Initiator, Coin -> Chalice, Coin = Raises party's armor class by 20% for 90 seconds.
Mage, Preist
Suffocating Wrath (Common): Mage HO Initiator, Hammer -> Hammer, Lightning = Area-effect .5 arcane stifle for 36 seconds.
Arcane Chalice (Uncommon): Mage HO Initiator, Hammer -> Fire, Chalice = Restores 10% of power and heals everyone in the party.
Ancient's Crucible (Rare): Mage HO Initiator, Hammer -> Crescent Moon = Instant heal 33% HP and PP; Boosts health and power regeneration by 25% for 24 seconds.
Mage, Scout
Arcane Trickery (Common): Mage HO Initiator, Coin -> Fire, Dagger = Does additional 75% damage; reduces targets magic and piercing resistance by 5% for 5 minutes.
Trickster's Grasp (Uncommon): Mage HO Initiator, Coin -> Fire, Mask = Does an additional 150% magic damage over time.
Shower of Daggers (Rare): Mage HO Initiator, Coin -> Dagger, Bolt = Grants a high damage PROC for 90 seconds (What the hell is a PROC?)
This is the first segment of the guide. I will finish it later today. For now I have two things to accomplish.
A: I must close my Low Level, Easy cash, Artisan thread, as it has been changed.
B: Start a petition thread in the Artisan forum regarding the stopping of selling player made items to the NPC merchants.
Quick Money Maker… (EQ2 Collection Quests)
November 17th, 2008There is one way of making money (sliver) pretty quick that I know of when you are still on the isle of refuge. Here it goes:
1) Level up to 6 and keep going til you cap out at 220%. This will still raise your skills a little I think but when you become a citizan wherever you go, it wil jump you up to level 8. And it is so easy.
2) Kill the goblins that drop the 6 slot bags (Siege Planner and I forget the name of the other one, but they are both in the same general area where the brutes are) and sell them for about 3 silver.
3) Kill Bladefin and sell the loot. Same goes for the Grizzy Bear that walks around as well as the Gaint Sanke you can kill.
4) Keep repeating steps 2 and 3 and you can get silver pretty fast. I got up to 15silver in 10min. It's just a good way to get a little money before you move on.
I hope no one has posted this and I'm sorry if they have. Hope all goes well and everyone can understand it because it's my 1st eq2 post. Enjoy.
Archetype Fighters (Eq2 mystic)
November 14th, 2008Archetype: Fighters
This is a general walkthrough of the fighter archetype.
Fighters are the meat shields in most groups. Fighters have the widest array of armor and weapons, as well as combat arts. All fighters no matter what class or sub-class are the "tank” of the group. That being said all fighter classes and sub-classes can tank but some are slightly better than others. A paladin is going to have a better AC wearing heavy armor, compared to a monk wearing light armor with a lower AC.
Fighters Key Attribute: Strength
Starting out and until you do your class quest, your fighter will don light armor.
Fighters get the following attribute bonuses:
+5 strength, +3 agility, +2 stamina
Fighters Combat Arts:
(All times in seconds)
Wild Swing
Level 3 - Use Time 1.0 - Recovery Time 0.5 - Reuse Time 10.0 - Power Cost 8 power.
An extra attack that does low damage.
Taunt
Level 3 - Use Time 1.0 - Recovery Time 0.5 - Reuse Time 10.0 - Power cost 6 powers.
Increases hate with enemy.
Toughness
Level 4 - Use Time 2.0 - Recovery Time 0.0 - Reuse Time 180.0 - Power Cost 5 power.
Increases physical mitigation for a short time.
Kick
Level 5 - Use Time 0.6 - Recovery Time 0.5 - Reuse Time 10.0 - Power Cost 10 power.
Kicking attack that deals crushing damage.
Intervene
Level 6 - Use Time 2.2 - Recovery Time 0.5 - Reuse Time 10.0 - Power Cost 10 power.
Allow you to sometimes take damage for an ally.
Assault
Level 7 - Use Time 3.0 - Recovery Time 0.5 - Reuse Time 30.0 - Power Cost 10 power.
Area of effect attack that damages enemies near you.
Shout
Level 8 - Use Time 1.0 - Recovery Time 0.5 - Reuse Time 60.0 - Power Cost 6 power.
Taunts all the enemies in a single encounter.
Call To Arms
Level 9 - Use Time 2.0 - Recovery Time 0.5 - Reuse Time 30.0 - Power Cost 22 power.
Increases you and your allies slashing, crushing, and piercing techniques for a short time.
Fighting Chance
Instant use, no power use, 10.0 recharge time.
Starts HOs for fighters.
Fighters are a very fun archetype to play. You are always in the mobs face, attacking, taunting, and using your arts to deal damage. Fighters deal the most damage in a blow but can be out damaged by a scout in certain situations. Your main use early on will be to taunt to keep hate and participate in HOs to get the best damage or buff for the group.
For fighters you will use Fighting Chance to start your heroic opportunities (HO), They put this in so the HOs would be easier for new players. Once you get Fighting Chance, you use it; it is instant use and costs no power. Once used the next combat art the must be used will flash in your hot bar. Once you use that attack the next will flash usually finishing off the HO.
In groups a fighters HO wheel symbols are as follows:
Sword
Shield
Horn
Fist
Boot
Flexed arm
Fighter’s color is blue in the HO wheel.
This should give you pretty good insight into how fighters work and their combat arts. Please feel free to post any comments or corrections.
Trick: Max safe fall (EQ2 Quest)
November 11th, 2008I don't know if anyone has written anything on this yet.
Well, I didn't find much on this matter, and as I got Safe Fall from 150 to 250 in about 2 hours, i wanted to share my newly aquired knowledge
1.) Do NOT wear any equipment. Not only will it cost to repair in case you die, but your health regen is better the lower your max health is.
2.) Buy crafted food. you need good regen for less downtime.
The place to do this is the mage tower in south qeynos. There is no other place where you can raise safe fall that fast. Not even close.
You need around 140 on Safe Fall for the mage tower. You can raise the skill to 140 on the cliff in cl or the hill in antonica to thundering steppes. Its not that hard.
Oh yeah, its not that bad if you die. The respawnloc is quite near, and you are at max health again.
If you are evil: There are no guards inside the tower. i guess there must be a possibility getting there since there are other quests in there.
Now, enter the blue portal, turn to our right, jump down to the small ledge then jump down to the ground. You should land directly next or on the blue porter if you are skilled enough in navigating through the air (bomber pilot) Immediatly, reenter the blue portal.
Don't jump down to the ground directly, it will kill you at the moment.
At the beginning, this will hurt you. watch your health and decide if you would survive another jump. If you won't, wait a bit. Don't panic, it will get much easier.
Once you hit the sweet spot where you regenerate your health faster than you take damage, you can jump without interrupts, about 15 times per minute. This is around 160 Safe Fall. It will go up very fast from now on. I got about 2 skillups per minute. Once you are around 205 on Safe Fall, you can try the bigger jump, from blue porter directly down to earth. Once again, you will take big damage, but you won't have to wait now. While you regenerate your health, go for the smaller jumps which won't do any damage, and still give skillups sometimes. If you are at full health again, try the big jump another time.
Around 220-230 the smaller jumps wont give any skillups, so use the direct jump only. From now on, its quite easy, just jump down to blue porter, enter, jump. I still got about 1 skillup per minute. this jump is effective until you hit 250.
Congratulations, you can jump down the Zek lookout tower now!
Race Ogre (Everquest 2 walkthrough)
November 9th, 2008Ogres are keen in battle, as well as being extremely ruthless. Think Mike Tyson in the ring with Evander Holyfield. That image pretty much sums up the Ogres on the battlefield. They'll resort to any tactic, and make the perfect tank/fighter.
Ogres are respectful of their brothers and ancestors who fell before them in battle. IMO, this is mostly due to the fact that they are huge repulsive green monstrosities who have been unable to achieve any sort of relationship with another race due to their disturbing appearance.
Ogres are of evil alignment, meaning they can only reside in the "Evil" city of Freeport.
They have exceptional night vision, known as ultravision……..due to their tendency to hole up in caves and other dark places.
Racial Attributes
Strength 30
Agility 15
Stamina 25
Intelligence 15
Wisdom 15
Resistances
Mental -5%
Heat 5%
Cold 5%
Magic 3%
Divine 0%
Poison 3%
Disease 3%
Traditional Role:
Fighter
Language:
Rallosian
Racial Sight:
Ultravision