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Feral Berserkers.

Why can't ferals be Zerks?

As feral beasts, the Zerk class makes more sense than warrior class.

They can already be every class their aliment allows, that does not require casting. Except Zerkers.

FERAL

In the year 368, a group of Miruvhorian refugees were forced to flee into

the Forsaken Lands. These men and women, driven by the instinct of

survival, managed to make their home within those lands for some time.

However, as time went on, their minds were tainted and their bodies ravaged

by the influence of Chaos in the corrupted land on which they lived. They

began to crouch low as their bodies attuned to the wild and some grew claws

with which to defend themselves. Their senses were empowered tremendously

even as fur covered their skin and their features grew more beastly then

human. Fire, being once a tool necessary for survival, became their greatest

fear.

The feral, as they have become known, emerged from the Forsaken Lands a

rugged and forever changed people. They are extremely fast, strong and

tough, and their need of survival has attuned their natural reflexes to the

extreme. Being the product of corruption and tainted means, the natural world

rejected them. They in turn rejected the civilized world and the rules

imposed upon it. Living in an extremely harsh environment, their outlook on

life is much the same. Kindness and goodness are a foreign concept to their

necessities of life. The feral are truly the forsaken people of Aabahran.

Feral can be the following classes:

Warrior, Ranger, Thief, Ninja, Blademaster, Cleric, and Shaman

See Also: HELP FURY, SENSE MOTION

Stat Maxes:

STR: 19 INT: 18 WIS: 21 DEX: 24 CON: 20

History:

The feral are the youngest of the major races of Aabahran. In the year 368,

the aristocracy of Miruvhor executed a massive cleanup of the city. The main

goal of this cleanup was to purge the city of filth, namely the lowest class

of homeless, unemployed, and various other unwanted people in the city. These

people were given an option. They could either be thrown into the Dragon Sea

with the rest of the trash or they could try to make their livelihood in the

Forsaken Lands. While many choose the quicker death by drowning, most of the

soon-to-be refugees opted to be forcibly relocated into the most dangerous

place in Aabahran.

After that, history is not very clear. What is clear is that all the non-

humans, along with some humans, died upon the first night. Somehow, the

surviving humans found a way to make a kind of rugged village in the sands.

The village was not meant to last for long. With each passing day, the effects

of the chaos energy inherent in the Forsaken Lands became more and more

apparent upon the humans. They began to physically transform into chaotic,

half-mammal monsters. Losing most of their humanity, they willfully left their

village and vanished into the sands.

Months later, rumors of feral wandering the Dragon Teeth Road began to

circulate in the taverns of Miruvhor and Rheydin. Soon, many people had

spotted feral in the cities and their existence was confirmed. They began to

come from the Forsaken Lands in greater numbers than their original numbers

would have suggested. A second cleanup was ordered; a joint monster-hunting

expedition manned by the Rheydinese and Miruvhorian armies was quickly formed

and sent out.

It was a slaughter. The mostly human expedition was no match for the demonic

speed and sheer force of fury these new feral brought from the Forsaken Lands.

Even lone feral are incredibly hard to spot and catch, and if cornered, are

more than a match for a handful of ill-equipped regulars. It was only at the

Great Wall of Aabahran, where it was discovered that feral have a weakness to

fire, that the feral were driven back. A line of defense could be manned and

held, but it was impossible to ever take the fight to the feral themselves. It

is in this status quo that the feral find themselves alive in today.

Usual Height:

Feral are slightly taller and leaner than humans, but the extra height is lost

due to their heavily curved spine. Even with the extra height, feral weigh

about the same as humans.

Hometown:

Rheydin, Val Miran, Miruvhor

Religion:

A few feral feel drawn to the various faiths. Chaos, Discord, Scourge, and

Cycle are the most common. Very rarely, a feral may seek salvation in Nature.

Religiously empowered feral are noted for being extreme zealots, even more

fanatic and aggressive than their counterparts in the other major races.

Having nothing in the way of formal education, the feral are not known to be

skilled at using advanced magic. They do have the intelligence and capability,

but it is rarely developed beyond basic cantrips.

Physical Features:

The feral are omnivores with an extremely efficient digestive system, able to

break down bones, plant matter, and other things that most of the other races

would find indigestible. Like most other scavengers, the feral are not very

picky about what they eat, and are very adept at conserving energy, patiently

waiting for the environment to kill their prey. They have been known to be

cannibalistic when forced through desperation. It is not understood how feral

find enough water to sustain their roving colonies.

Humans and feral may not reproduce by normal means. An unusually high

percentage of feral are sterile or barren, but when impregnated, the feral

usually give birth to three or four children at a time after a gestation

period of about seven months. Interestingly, some feral mothers are not able

to produce milk and instead feed their young with their own blood. Child

mortality is very high, with about three-fourths of all feral dying before

being becoming full grown at the age of 12. They are able to reproduce at

about the age of eight. Women generally lose their fertility at around the

age of 30, and any feral over the age of 50 is far into her senior years.

SEE ALSO: HELP FERAL2

help feral2

Society:

The feral are a race of humans that have been mutated by the forces of Chaos.

They share many of the same characteristics as other humans but have diverged

enough socially and physically to be an entirely different species. The feral

are anarchistic, nomadic scavengers by nature, living in loose colonies that

wander their arid homelands. The number of living feral is unknown, but is

estimated to be far less than the other major races, likely numbering in the

thousands.

There are no known permanent settlements of feral in the world. Feral tend to

form roving colonies, similar in style to cats. They live and travel together

but the individual takes care of all of the individual's personal needs. It is

not uncommon for lone or small groups of feral to break away from the main

colony for weeks at a time. They live a subsistence life and have little need

or capability for any political organization.

Unlike other nomads, the feral do not follow game or raise animals, due to

the harsh nature of their environment. Moreover, they do not range between

water sources. They seem to move erratically, operating on a whimsical, day-

to-day basis. Most of their equipment is scavenged or improvised from the

tools of other races. Compared to those other races, the feral have a lesser

need for such tools, as their bodies and the typical range of mutations within

a colony provides a large, natural set of tools for most survival tasks.

The daily life of the feral is very severe. Being based in the Forsaken

Lands, they have three major threats to their survival. The first of these is

the unforgiving environment itself, being an arid wasteland of a desert.

Temperatures are extreme, food and water are scarce, and there is little in

terms of natural resources.

It is not clearly understood how the feral survive the inherent natural

dangers of the Forsaken Lands. The most dangerous of these are the sand

golems, tainted scorpions, and torments that stalk through the night. Perhaps

the feral hide, perhaps the feral hunt them in turn, or there may be a sort of

understanding between the monsters and half-demons. Despite whatever the

case may be, when a feral journeys out from the Forsaken Lands and attempts

to return, that feral is attacked just as any other outsider would be. This

suggests that there is a connection between the area itself and the creatures

that live there.

The second major threat is that they must contend with the chaotic forces that

would see them turned into full-fledged demons. The chaotic energy that is a

part of their homeland is slowly tearing the race apart, making them half-

demon. All feral must learn to live with their disfiguring mutations. Some

mutations cause death while others are so psychologically damaging as to drive

the feral completely insane. Various degrees of mutations, insanity, and

illnesses have become a daily part of the average colony.

The last major threat comes from the outside. Hunters, raiders, and the

occasional army from the Elven Kingdom, Rheydin, and Miruvhor scour the edges

of Forsaken Lands, effectively hemming them. Gaia herself is even attempting

to purge the race should they ever venture into the natural wilderness.

The were-beasts in particular look down upon the feral as their opposite

counterparts. Druids have also been known to be aggressive, fearing infection

of the forests by the chaos that all feral carry within themselves.

Relationships with Other Races:

A vast majority of the feral who leave the Forsaken Lands find themselves

as highwaymen, small-time raiders, mercenaries, and vagabonds. Most races

tolerate the presence of feral much as they tolerate lepers, who are safe only

when out of sight or when they are useful. Many end up on the fringes of

Miruvhor and to a lesser extent Rheydin, where they are mostly treated worse

than animals. Because of this, feral who live with other races are known for

their versatile survival and stealth skills. Due to their natural skills and

fitness, they are a valued commodity for governments and some organizations, but they are rarely treated as more than a particularly cunning, dangerous,

wild animal.

Feral can be the following classes:

Warrior, Ranger, Thief, Ninja, Blademaster, Cleric, Shaman

SEE ALSO: HELP FURY, SENSE MOTION

I see a feral as being cunning and fast, like a thief, ninja or ranger. A berserker relies on brute strength. No race under 21 strength can currently play a berserker.

And ferals by their nature are very.... Feral? They are not stand in front of you and fight types. They are scavengers. Fast, and efficient. Striking quickly, then running off before you get a chance to set yourself.

Do you really expect a competent melee suggestion from Mya? ;p

By that logic..why can they be warriors?

It would seem to me that demonic chaos is well-suited to 'losing it' in a fight. They have a skill named FURY even--the same as a berserker path.

That said, balance-wise, I don't think they'd make very good zerks.

But, then again, all non-giants make relatively poor melees, and they are allowed, so who knows..

Poor performance should not be a reason to exclude characters from a class. And I do not think that Feral Zerks would be that underpowered.

Zerks deal damage 99%y from meele attacks and Ferlas have an extra attack.

I agree that they would have harder time to use the Zerk skills that open the possibility of more damage (Haymaker/cleave). But once they land those, they can burst more damage. Balanced by their glaring vuln.

I would love to play a elf zerk, but I understand that Elves are mental oriented creatures, but Ferals are not. Sure they are dodgy cats, but just means that devastation suicide duck out are less IC. But Anger hit and run strikes are very IC. Anger alows you to relax even in combat and high tail.

I never really saw ferals like cats. I saw them more like starved nomads.

When I see Mya talking about melees, my blood starts pumping

That they are not standard does not mean you can't apply for one.

That they are not standard does not mean you can't apply for one.

Everytime I think of that, a nerf stick comes to my mind

You have been TWEAKENED!!!

Nerfing always depends on how "improbable" the combi is and if it is not in for balance aspects in the first place.