Scouts excel at wilderness survival. They are valuable trackers and ambushers. Many scouts operate alone, but others provide reconnaissance for military forces, either on a permanent or mercenary basis. Races like naga, satyrs, and tuskarr make heavy use of scouts. They range through forests, mountains, and tundra, searching out danger and eliminating it.
Yet an entire, other world exists beneath their feet — or so some believe. Caverns and tunnels, some natural, some the work of ancient civilizations (like Azjol-Nerub of the nerubians) or powerful entities (like the titans' Uldaman), some crafted by more recent creatures, riddle Azeroth's surface. The creatures who spend most of their lives in these dark places are myriad: Dark Iron dwarves, faceless ones, kobolds and nerubians, to name a few.
These subterranean realms demand a different sort of scout. Dungeoneers focus their efforts on the dark, enclosed places underground, which allows them to triumph in all dungeonlike areas. They move assuredly through the darkness, helping their comrades avoid danger and preemptively striking at their enemies.
Dungeoneers do not gain nature sense at 1st level or woodland stride at 3rd level. Instead, they gain the following w o ft l
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