Warden of the Deep
From AmtWiki
About
- With dangerous beasts and Dark Elves outside the city gates, the Dwarves cannot risk a surprise attack and so constantly patrol their borders. These brave individuals must be self reliant and ready for anything for their enemies are numerous. Festooned with weapons and traps, The Wardens of the Deep make their way into the darkness in order to spare their people an untimely demise at the hands of hidden foes.
Abilities
6th Level Druid Ranger Avatar of Nature Build
6th Level:
- Ranger: 2 points (Bow-use recommended!)
- Avatar of Nature: 1 point
- Imbue Weapon: 2 points (1/Refresh)
- Shock Trap (Call Lightning): 1 point
- Drop down 0 Points
5th Level:
- Equipment: Weapon, Great: 0 pts
- Essence Graft: 2 points (1/Refresh)
- Ironskin: 2 points (1/Refresh)
- Drop down 1 Points
4th Level:
- Equipment: Weapon, Long: 0 points
- Relentless Companion (Golem): 2 points (1/Refresh)
- Swift x2: 2 points
- Teleport x2: 2 points
- Drop down 0 Points
3rd level:
2nd Level:
- Equipment: Shield, Small: 0 points (Note: may not be used with bow)
- Heal x2: 2 points
- Ice Trap (Iceball) x2: 2 points (4 balls/Unlimited)
- Skulk Away (Stoneform): 1 point
- Drop down 0 Points
1st Level:
- Net Trap (Entangle) x2: 2 points
- Equipment: Weapon, Short x2: 0 points
- Snaring Trap (Heat Weapon): 1 point
- Mend x2: 2 points