Difference between revisions of "Mer(Druid)"
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− | {{ | + | {{CoffeeMUDWikiTOC}} |
+ | {{CoffeeMUDClassesTOC}} | ||
+ | {{CoffeeMUDDruidClassesTOC}} | ||
+ | {{#section-h:WikiHelpClasses|Mer}} | ||
+ | __NOTOC__ | ||
+ | =How to Play= | ||
− | + | =Multi-Classing Options and Effectiveness= | |
− | + | *A Mer with at least 1 level of Delver can [[Chant_SummonPool|Summon Pool]] in caves, making them very powerful in cave environments. | |
− | + | ||
− | + | Sailor/Mer is an obvious combo with several chants that can help your ship or hurt enemy ships. The ability to breathe underwater makes salvaging defeated ships much easier | |
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− | + | =Notes= | |
− | + | Mer are very dependent on having a nearby water resource. On dry land, a Mer's power is limited by their ability to transport water to that location. | |
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Latest revision as of 17:58, 18 May 2022
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 |
===Mer=== | |
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Description: | The Mer Druid is an aquatic nature lover who has mastered the ability to live and dwell with sea creatures. The Mer Druid is most suited for aquatic areas, and excels at water and ship combat, using the forces of the ocean with an amazing display of power and destruction. So connected is he to the tides that his strength and powers will fluxuate during the day, ebbing and rising with the high and low tide.
How to play: Like a fish, the Mer Druid is nearly useless out of the water. But when either above or beneath the waves, the Mer is an unstoppable force. Grouping with others on land and taking charge of the situation when the waves roll in is the way for a Mer Druid to flourish. |
Primary Stat: | Constitution |
Qualifications: | Intelligence 9+, Dexterity 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. 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)+(2d5) /lvl]. |
Mana: | 100 +[(Int/4)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 15 level(s). |
Maximum Stat Values: | Dexterity (22), Constitution (22), Others (18) |
Bonuses: | May breathe and cast spells underwater. Attains Tidal Changes (tidal phase based bonuses/penalties) at level 5. |
Weapons: | May use polearms of any kind or other weapons made from wood, plant-based materials, or leather. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a trident |
Races: | Drow Elf Githyanki Gnoll Goblin Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write My Plants Recall Summon Seaweed Swim Read Runes Shape Shift Phosphorescence (Hand to hand combat) (Climb) (Herbology) (Aquatic Pass) (Revoke) (Play Instrument) (Predict Tides) (Sea Lore) (Polearm Specialization) (Fish Gills) (Bandaging) (Shards) (Scroll Scribing) (Smoke Rings) (Caravan Building) (Foraging) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Sense Water (Darkvision) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire Building Filter Water (Animal Bonding) (Snuff Flame) (Bestow Name) (Summon Chum) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Eel Shock (Find Driftwood) (Locate Animals) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Water Walking) (Speak With Animals) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Summon Coral (Airy Aura) (Calm Animal) (Find Home) (Shepherding) |
7 | Bloody Water (Feel Electricity) (Natural Balance) (Know Plants) (Water Cover) (Meat Curing) |
8 | (Natural Order) (Animal Companion) (Underwater Action) (Water Hammer) (AutoSwim) (AutoCrawl) |
9 | Summon School (Call Companion) (Calm Wind) (Animal Friendship) |
10 | Drown (Waterguard) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Reef Walking (Call Mate) (Venom Ward) |
12 | High Tide (Charm Animal) (Whisperward) (Find Ship) (Gardening) |
13 | Land Lungs (Capsize) |
14 | Feeding Frenzy (Observe) (Muddy Grounds) |
15 | Calm Seas (Warning Winds) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Summon Jellyfish) |
17 | Second Totem (Flippers) |
18 | (Hippieness) (Flood) (AutoClimb) (Food Preserving) |
19 | Sift Wrecks (Rust Curse) |
20 | Favorable Winds (Sense Fluids) (Branding) |
21 | (Animal Spy) (Tide Moon) |
22 | Animal Growth (Neutralize Poison) (Half Attack) |
23 | (Sense Gems) (Tidal Wave) |
24 | Waterspout (Charm Area) |
25 | (Whirlpool) (Fishy Fecundity) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) (Master Mycology) |
30 | Tsunami |
31 | |
32 | |
33 | |
34 | |
35 |
How to Play
Multi-Classing Options and Effectiveness
- A Mer with at least 1 level of Delver can Summon Pool in caves, making them very powerful in cave environments.
Sailor/Mer is an obvious combo with several chants that can help your ship or hurt enemy ships. The ability to breathe underwater makes salvaging defeated ships much easier
Notes
Mer are very dependent on having a nearby water resource. On dry land, a Mer's power is limited by their ability to transport water to that location.
.