Delver(Druid)

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==CoffeeMUD Classes==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Druid Classes===
Beastmaster        Delver        Druid        Gaian        Mer        Sky Watcher       
===Delver===
Description: The Delver is a stolid druid of caves and the underdark, being the guardian of the rocks and stone and the cold caverns of the deep. The Delver is unconcerned with plants or the sky or the doings of the weather, or any of the creatures that live upon it, relying rather on the solid earth to draw his power from. For this reason, the Delver is particularly at home among the rocks, and is able to call upon them to aid him at need.

How to play: The Delver requires little in the way of precasting or planning, so long as he stays in cave or rocky environments. He is able to instantly call upon the rocks and stones to help him in combat, and is friend to golems and stone creatures. For this reason, the Delver is better able to fit into groups who wish to adventure in the mountains and the underground, and can be a valuable leader when its time to enter the deep dark.

Primary Stat: Constitution
Qualifications: Strength 9+, 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)+(2d6) 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: Strength (22), Constitution (22), Others (18)
Bonuses: Can create a druidic connection with an area. Benefits from freeing animals from cities.
Weapons: Must use stone, crystal, metal, or glass weapons.
Armor: Must wear stone, crystal, or metal armor.
Limitations: Must remain Neutral to avoid skill and chant failure chances.
Starting Equipment: a short sword
Races: Duergar Dwarf Gnome Goblin Half Elf Halfling Human
Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Climb (Bandaging) (Revoke) Fishing Summon Pool

Recall My Plants (Wilderness Lore) Summon Fungus Write (Smoke Rings) (Swim) (Foraging) (Gem Digging) (Drilling) (Herbology) (Hunting) (Shearing)

2 (Summon Water) (Tether) (Lacquering) (Embroidering) (Dyeing) (Butchering)

(Engraving) (Cooking) (Wood Chopping)

3 Fire Building (Darkvision) Cave Fishing

(Blacksmithing) (Clan Crafting) (Tailoring) (Leather Working) (Carpentry)

4 (Sense Metal)

(Boulderbash) (Searching) (Mining) (Weaving) (Pottery) (Costuming) (Sculpting) (Distilling)

5 (Deep Darkness) Wands (Strike Barren) (Painting) (Food Prep)

(Baking) (Armorsmithing) (Cobbling) (Weaponsmithing) (Glass Blowing) (Fletching) (Scrimshawing) (Paper Making)

6 (Magnetic Field) (Mold)
7 (Brittle) Endure Rust

(Deep Thoughts)

8 (Fodder Signal) (Den)
9 (Rockfeet) Earthpocket
10 (Crystal Growth) (Golem Form) (Wainwrighting) (Masonry) (Jewel Making)

(Construction) (Siegecraft) (Ship Building) (Locksmithing) (Speculating) (Farming) (Smelting) (Taxidermy)

11 Plant Pass (Cave-In)
12 (Snatch Light) (Rockthought)
13 (Distant Fungal Growth) Drifting
14 (Earthfeed) (Stonewalking)
15 (Fungal Bloom) Sacred Earth (Irrigation) (Landscaping) (Excavation)
16 (Brown Mold) (Sense Ores)
17 Quake (Magnetic Earth)
18 (Labyrinth) (Fungus Feet)
19 Tremor Sense (Rust Curse)
20 (Scrapping) (Stone Friend) Sense Fluids
21 Sense Gems (Worms)
22 (Unbreakable) (Homeopathy)
23 (Magma Cannon)

(Mass Fungal Growth) Find Ore

24 (Find Gem) (Volcanic Chasm)
25 (Summon Rock Golem) Metal Mold
26
27
28
29
30 (Explosive Decompression)
31
32
33
34
35

How to Play

Delvers are powerful, but limited when not in their ideal terrain. Be very careful to identify what is, and isn't, a cave, mountain or other workable room. Keep in mind stone rooms, such as in the sewers, will not work for many chants.

The primary power of the delver is that the class can turn the cave environment into any number of weapons. If naked, crystal growth will work much like unholy armament, although you will also get the occasional table and keyring. Once armored, these crystal items can be enhanced with unbreakable in order to ensure they don't shatter. In actual combat, delvers can throw around plenty of damage with things like boulder bash, explosive decompression, volcanic chasm and so on. However, it is the delver's debuffs that make the difference. Fungus feet, worms, rust curse, brittle: these are all powerful debuffs that will weaken an enemy and give plenty of advantages to the delver, particularly if the delver then shifts to golem form and uses a large weapon. The summons are also useful. The brown mold in particular is nasty, can rescue and is extremely tough to kill. This will, however, siphon some xp away.

Labyrinth is perhaps the most useful fallback for fighting in unfamiliar terrain. If successful, you and your opponent will be in a maze, all of which the delver can work with. Of course, this isn't particular effective as an exping strategy, as you would have to return each time to the area to start the next engagement. However, as a basic precaution it can swing a real fight in the delver's favor. Lastly, keep in mind that the delver, like other druids, can get quick and painless exp by making cities greener. Mass fungal growth can multiply exp gains very quickly. If the delver hits several cities quickly, particularly ones above their level, the exp accumulation will be noticeable. In general, the delver should be played somewhat like a doomsayer, with summons and raw damage to follow the large number of debuffs. The equipment limitations can be irritating, however crystal growhth is your best bet to compensate where eq is lacking.


Multi-Classing Options and Effectiveness

Notes

  • The OUTFIT command may result in some cloth armors, which could induce skill fizzling from armor restriction.