Natives are best described as Warriors of nature. Apart from considerable physical fighting skills, they have a lot of special Native skills. They are excellent food gatherers and fletchers (arrow-makers), for instance. Natives are a new, very special class on Mystic Adventure. A Native's prime stat is dexterity.
Player Review by Crysania
level: intermediate+
Brainchild of the immortals known as Manta and Camden, I'm sure you've seen them around, natives are bred of the wild with a deep knowledge of ancient rites and lore long forgotten. Think of a native as a warrior which is allowed to and even encouraged to utilize certain spells and magical abilities innately developed. You will start out with the kick skill as your best friend, and also realize early on that grouping is a way of life (skill called blood brother drives this home). Smart natives will practice the skill bury dead adepty early on so as to benefit from the experience bonus.
Such skills as warcry, warpath, second and third attacks make the native a fierce combatant. Scalp allows the native to critical hit mobs some of the time, causing good damage otherwise. You will benefit also from the stealth needed to survive in nature, such as sneak, hide and later on camouflage. Your foremost offensive skill is the creation of deadly arrows of varying damage potential. Once the arrow implementation is fixed, which I'm sure will be soon, the native will be very powerful indeed. Arrows cost money to buy the materials to create them, but they may be fired off every round, never exhausting any mana.
The single best skill of a native is the ability to creat a fire tomahawk weapon which in combat will give up to four or more extra attacks. This axe can also be used to scalp, a boon definitely. Utility skills include making baskets, canoes, hunting for free food and restoring movement to party members. Perhaps a more interesting value of the native is the ability to create healing medical packs, all they take is time...and never leave recall without one. Natives need some improvement in the spells department, but once this is accomplished, the native will be an infinitely satisfying class. Enjoy!
Patron Gods
None!
Spells and Abilities
Lvl Spells Preceding
3: dodge
5: kick
5: Bury Dead
8: Blood brother
12: second attack
12: Hunt Animal
13: enhanced damage
15: Gather
15: Warcry
15: Archery
16: hide
20: Fire Tomahawk
20: Canoe Crafts
22: sneak hide
25: third attack second attack
25: Basket Weaving
32: Fashion barbed arrow
36: Scalp
40: Animal Spirit
42: Tracking
45: Medicine Man
45: Munin
46: Totem Call
47: Raindance
52: Warpath
57: Fashion flaming arrow
63: Camouflage
73: Fashion poisoned arrow
80: Carve totem
85: Wolf Call
87: Fashion seeker arrow
Proficiencies
Lv Spells Preceding
1: normal
1: small dagger
1: knife
1: hand to hand
1: mace
1: fire
1: endurance
1: hide inventory
2: short sword
2: two_handed axe axe
2: short bow
2: short club
3: small axe
3: long knife knife
3: club short club
4: huge mace mace
4: boomrang
5: long bow short bow
6: axe small axe
6: crossbow long bow
6: long club club
7: dagger small dagger
7: hammer mace
7: whip
8: spear knife
10: chain
10: bolt
10: lance
11: warhammer hammer
11: long whip whip
13: long bolt bolt
13: farming
15: rapier
17: claw sword
25: patch
45: build outpost
45: dismantle tipi