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:

Freezing Spray Trap (Icy Blast): 1 point
Stoneskin x2: 4 points (2/Refresh)
Drop down 0 Points


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