Difference between revisions of "Druid(Druid)"
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− | {{ClassTemplate|Name=Druid|Description=Druids are | + | {{ClassTemplate|Name=Druid|Description=Druids are mystical guardians of the natural world, and the wielders of natures grandest powers. They may not wear metal, and can only use a small set of natural weapons, but their notorious health and magical |
− | mystical guardians of the natural world, and the wielders of natures grandest powers. They may not wear metal, and can only use a small set of natural weapons, but their notorious health and magical | ||
chants more than make up for this. Like the natural world, Druids are restricted to a neutral alignment. | chants more than make up for this. Like the natural world, Druids are restricted to a neutral alignment. | ||
Druid is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Delver, Beastmaster, Gaian, Mer, and SkyWatcher. | Druid is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Delver, Beastmaster, Gaian, Mer, and SkyWatcher. | ||
− | How to play: The druid is the most complex class to play. Most of his magic requires the assistance of numerous spells to bear fruit, but the benefits make the complexity well worth it. The druid | + | How to play: The druid is the most complex class to play. Most of his magic requires the assistance of numerous spells to bear fruit, but the benefits make the complexity well worth it. The druid is also best fit for travelling with animal armies of his own creation. In groups, the druid can assist with some extra fire power at high levels. For the most part though, it is alone that the druid will flourish, forming his own animal groups to make up for his weakness in combat. |
− | is also best fit for travelling with animal armies of his own creation. In groups, the druid can assist with some extra fire power at high levels. For the most part though, it is alone that the | ||
− | druid will flourish, forming his own animal groups to make up for his weakness in combat. | ||
− | Although weak in melee combat, due to equipment and skill limitations, the druid is capable of marshaling all the powers of animals and plants to aid in the vanquishing of foes for experience. At | + | Although weak in melee combat, due to equipment and skill limitations, the druid is capable of marshaling all the powers of animals and plants to aid in the vanquishing of foes for experience. At higher levels, as the powers of weather come into play, the Druid will find their magical prowess unequaled by any other class.|PrimeStat=Constitution|Qualifications=Constitution 9+|Practices=5 +(Wisdom/6)+2 per level|Trains=3 +1 per level|Hitpoints=20 +(Con/2)+(2d7) per lvl|Mana=100 +(Int/4)+(1d4) /lvl|Movement=100 +10X(Str/18) per lvl|Attack=+(Con/18) per level|Damage=+1 damage per 30 level(s)|MaxStat=Constitution (25), Others (18)|Bonuses=When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Benefits from balancing the weather.|Weapons=Must use wooden, plant-based, or leather weapons.|Armor=Must wear non-metal armor.|Limitations=Must remain Neutral to avoid skill and chant failure chances.|StartingEq=a wooden quarterstaff|Races=[[Centaur|Centaur]] [[Drow|Drow]] [[Duergar|Duergar]] [[Dwarf|Dwarf]] [[Elf|Elf]] [[Goblin|Goblin]] [[Half Elf|Half Elf]] [[Human|Human]] [[Ogre|Ogre]] |Languages=|level1=[[Druid_MyPlants|My Plants]] ([[Skill_WandUse|Wands]]) ([[Skill_Revoke|Revoke]]) |
− | higher levels, as the powers of weather come into play, the Druid will find their magical prowess unequaled by any other class.|PrimeStat=Constitution|Qualifications=Constitution 9+|Practices=5 | ||
− | +(Wisdom/6)+2 per level|Trains=3 +1 per level|Hitpoints=20 +(Con/2)+(2d7) per lvl|Mana=100 +(Int/4)+(1d4) /lvl|Movement=100 +10X(Str/18) per lvl|Attack=+(Con/18) per level|Damage=+1 damage per 30 | ||
− | level(s)|MaxStat=Constitution (25), Others (18)|Bonuses=When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits | ||
− | from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Benefits from balancing the weather.|Weapons=Must use wooden, plant-based, or leather weapons.|Armor=Must wear | ||
− | non-metal armor.|Limitations=Must remain Neutral to avoid skill and chant failure chances.|StartingEq=a wooden quarterstaff|Races=[[Centaur|Centaur]] [[Drow|Drow]] [[Duergar|Duergar]] [[Dwarf|Dwarf]] | ||
− | [[Elf|Elf]] [[Goblin|Goblin]] [[Half Elf|Half Elf]] [[Human|Human]] [[Ogre|Ogre]] |Languages=|level1=[[Druid_MyPlants|My Plants]] ([[Skill_WandUse|Wands]]) ([[Skill_Revoke|Revoke]]) | ||
[[Druid_DruidicPass|Druidic Pass]] [[Skill_Climb|Climb]] ([[Specialization_Natural|Hand to hand combat]]) [[Druid_ShapeShift|Shape Shift]] ([[Chant_BestowName|Bestow Name]]) [[Skill_Write|Write]] | [[Druid_DruidicPass|Druidic Pass]] [[Skill_Climb|Climb]] ([[Specialization_Natural|Hand to hand combat]]) [[Druid_ShapeShift|Shape Shift]] ([[Chant_BestowName|Bestow Name]]) [[Skill_Write|Write]] | ||
([[Chant_SummonPlants|Summon Plants]]) [[Skill_Swim|Swim]] ([[Skill_WildernessLore|Wilderness Lore]]) ([[Chant_HardenSkin|Harden Skin]]) ([[Chant_PredictWeather|Predict Weather]]) | ([[Chant_SummonPlants|Summon Plants]]) [[Skill_Swim|Swim]] ([[Skill_WildernessLore|Wilderness Lore]]) ([[Chant_HardenSkin|Harden Skin]]) ([[Chant_PredictWeather|Predict Weather]]) | ||
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([[ScrimShaw|Scrimshawing]]) ([[PaperMaking|Paper Making]]) |level6=([[Chant_Treeform|Treeform]]) ([[Chant_CalmAnimal|Calm Animal]]) ([[Chant_Sunray|Sunray]]) |level7=([[Chant_Hunger|Feel Hunger]]) | ([[ScrimShaw|Scrimshawing]]) ([[PaperMaking|Paper Making]]) |level6=([[Chant_Treeform|Treeform]]) ([[Chant_CalmAnimal|Calm Animal]]) ([[Chant_Sunray|Sunray]]) |level7=([[Chant_Hunger|Feel Hunger]]) | ||
([[Chant_NaturalBalance|Natural Balance]]) ([[Chant_Goodberry|Goodberry]]) ([[Chant_FeelCold|Feel Cold]]) |level8=([[Chant_VenomWard|Venom Ward]]) ([[Chant_WarpWood|Warp Wood]]) | ([[Chant_NaturalBalance|Natural Balance]]) ([[Chant_Goodberry|Goodberry]]) ([[Chant_FeelCold|Feel Cold]]) |level8=([[Chant_VenomWard|Venom Ward]]) ([[Chant_WarpWood|Warp Wood]]) | ||
− | ([[Chant_ControlFire|Control Fire]]) |level9=([[Chant_WaterWalking|Water Walking]]) ([[Chant_CalmWind|Calm Wind]]) ([[Chant_Barkskin|Barkskin]]) |level10=([[Chant_FeelHeat|Feel Heat]]) | + | ([[Chant_ControlFire|Control Fire]]) |
+ | |level9=([[Chant_WaterWalking|Water Walking]]) ([[Chant_CalmWind|Calm Wind]]) ([[Chant_Barkskin|Barkskin]]) ([[Chant_CallCompanion|Call Companion]]) | ||
+ | |level10=([[Chant_FeelHeat|Feel Heat]]) | ||
([[Chant_GrowClub|Grow Club]]) ([[Chant_Brittle|Brittle]]) ([[Chant_AnimalFriendship|Animal Friendship]]) ([[Wainwrighting|Wainwrighting]]) ([[Masonry|Masonry]]) ([[JewelMaking|Jewel Making]]) | ([[Chant_GrowClub|Grow Club]]) ([[Chant_Brittle|Brittle]]) ([[Chant_AnimalFriendship|Animal Friendship]]) ([[Wainwrighting|Wainwrighting]]) ([[Masonry|Masonry]]) ([[JewelMaking|Jewel Making]]) | ||
([[Construction|Construction]]) ([[Siegecraft|Siegecraft]]) ([[Shipwright|Ship Building]]) ([[LockSmith|Locksmithing]]) ([[Speculate|Speculating]]) ([[Farming|Farming]]) ([[Smelting|Smelting]]) | ([[Construction|Construction]]) ([[Siegecraft|Siegecraft]]) ([[Shipwright|Ship Building]]) ([[LockSmith|Locksmithing]]) ([[Speculate|Speculating]]) ([[Farming|Farming]]) ([[Smelting|Smelting]]) |
Revision as of 14:28, 18 February 2017
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
==CoffeeMUD Classes== |
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Bard Cleric Commoner Druid Fighter Mage Thief |
===CoffeeMUD Druid Classes=== |
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Beastmaster Delver Druid Gaian Mer Sky Watcher |
===Druid=== | |
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Description: | Druids are mystical guardians of the natural world, and the wielders of natures grandest powers. They may not wear metal, and can only use a small set of natural weapons, but their notorious health and magical
chants more than make up for this. Like the natural world, Druids are restricted to a neutral alignment. Druid is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Delver, Beastmaster, Gaian, Mer, and SkyWatcher. How to play: The druid is the most complex class to play. Most of his magic requires the assistance of numerous spells to bear fruit, but the benefits make the complexity well worth it. The druid is also best fit for travelling with animal armies of his own creation. In groups, the druid can assist with some extra fire power at high levels. For the most part though, it is alone that the druid will flourish, forming his own animal groups to make up for his weakness in combat. Although weak in melee combat, due to equipment and skill limitations, the druid is capable of marshaling all the powers of animals and plants to aid in the vanquishing of foes for experience. At higher levels, as the powers of weather come into play, the Druid will find their magical prowess unequaled by any other class. |
Primary Stat: | Constitution |
Qualifications: | Constitution 9+ |
Practices: | 5 +(Wisdom/6)+2 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +(Con/2)+(2d7) per lvl. |
Mana: | 100 +(Int/4)+(1d4) /lvl. |
Movement: | 100 +10X(Str/18) per lvl. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Constitution (25), Others (18) |
Bonuses: | When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Benefits from balancing the weather. |
Weapons: | Must use wooden, plant-based, or leather weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Centaur Drow Duergar Dwarf Elf Goblin Half Elf Human Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | My Plants (Wands) (Revoke)
Druidic Pass Climb (Hand to hand combat) Shape Shift (Bestow Name) Write (Summon Plants) Swim (Wilderness Lore) (Harden Skin) (Predict Weather) (Bandaging) (Staff Specialization) (Herbology) (Smoke Rings) Recall (Foraging) (Gem Digging) (Drilling) (Fishing) (Hunting) (Shearing) |
2 | (Summon Water) (Sense Poison)
(Locate Plants) (Lacquering) (Embroidering) (Dyeing) (Butchering) (Engraving) (Cooking) (Wood Chopping) |
3 | (Summon Food) (Life Echoes) (Moonbeam) Fire Building (Blacksmithing) |
4 | (Tangle) (Summon Fire)
(Locate Animals) (Searching) (Mining) (Weaving) (Pottery) (Costuming) (Sculpting) (Distilling) |
5 | (Fortify Food) (Eaglesight) (Feel Electricity) (Painting) (Food Prep)
(Baking) (Armorsmithing) (Cobbling) (Weaponsmithing) (Glass Blowing) (Fletching) (Scrimshawing) (Paper Making) |
6 | (Treeform) (Calm Animal) (Sunray) |
7 | (Feel Hunger) |
8 | (Venom Ward) (Warp Wood) |
9 | (Water Walking) (Calm Wind) (Barkskin) (Call Companion) |
10 | (Feel Heat)
(Grow Club) (Brittle) (Animal Friendship) (Wainwrighting) (Masonry) (Jewel Making) (Construction) (Siegecraft) (Ship Building) (Locksmithing) (Speculating) (Farming) (Smelting) (Taxidermy) |
11 | (Venomous Bite) (Wind Gust) (Plant Pass) |
12 | (Fish Gills)
(Treemind) (Whisperward) |
13 | (Plant Bed) (Lightning Ward) (Hold Animal) |
14 | (Cold Ward) (Illusionary Forest) (Earthfeed) (Hippieness) |
15 | (Charm Animal)
(Plant Lore) (Fertilization) (Herbalism) (Calm Weather) (Irrigation) (Landscaping) (Excavation) |
16 | (Shillelagh) (Fire Ward) (Summon Peace) |
17 | (Distant Growth)
(Quake) (Summon Plague) |
18 | (Reabsorb) (Gas Ward) (Hibernation) (Plant Maze) |
19 | (Summon Animal) (Summon Heat) (Nectar) (Sense Sentience) |
20 | (Scrapping) |
21 | (Sense Pregnancy) (Plant Snare) |
22 | (Sense Plants) (Find Plant) |
23 | (Find Ore) (Sense Ores) |
24 | (Sense Age) (Find Gem) |
25 | (Feralness) |
26 | |
27 | |
28 | |
29 | |
30 | Reincarnation |
31 | |
32 | |
33 | |
34 | |
35 | (Plane Walking) |
Multi-Classing Options and Effectiveness
Notes
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