Delver(Druid)

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=CoffeeMUD Player Information=
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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 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)+(2d6) /lvl].
Mana: 100 +[(Int/4)+(1d4)/lvl].
Movement: 100 +[5X(Str/18) /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: Drow Duergar Dwarf 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 Climb    Write    My Plants    Summon Fungus    Recall    Summon Pool    Fishing    Read Runes    (Wilderness Lore)    (Revoke)    (Play Instrument)    (Mycology)    (Bandaging)    (Swim)    (Scroll Scribing)    (Smoke Rings)    (Caravan Building)    (Foraging)    (Herbology)    (Floristry)    (Gem Digging)    (Drilling)    (Hunting)    (Shearing)    
2 (Summon Water)    (Tether)    (Cooking)    (Wood Chopping)    (Butchering)    (Lacquering)    (Dyeing)    (Embroidering)    (Engraving)    
3 Fire Building    Cave Fishing    (Darkvision)    (Blacksmithing)    (Carpentry)    (Leather Working)    (Tailoring)    
4 (Boulderbash)    (Sense Metal)    (Searching)    (Distilling)    (Mining)    (Sculpting)    (Pottery)    (Tanning)    (Costuming)    (Weaving)    
5 Shards    (Deep Darkness)    (Strike Barren)    (Glass Blowing)    (Scrimshawing)    (Armorsmithing)    (Weaponsmithing)    (Paper Making)    (Food Prep)    (Fletching)    (Cobbling)    (Baking)    (Painting)    
6 (Mold)    (Magnetic Field)    (Find Home)    (Shepherding)    
7 Endure Rust    (Deep Thoughts)    (Brittle)    (Meat Curing)    
8 (Den)    (Fodder Signal)    (AutoSwim)    (AutoCrawl)    
9 Earthpocket    (Rockfeet)    
10 (Golem Form)    (Crystal Growth)    (Smelting)    (Construction)    (Siegecrafting)    (Boatwrighting)    (Locksmithing)    (Speculating)    (Farming)    (Jewel Making)    (Wainwrighting)    (Masonry)    (Taxidermy)    
11 Plant Pass    Shrooming    (Cave-In)    
12 (Rockthought)    (Snatch Light)    (Find Ship)    (Gardening)    
13 Drifting    (Distant Fungal Growth)    
14 (Stonewalking)    (Earthfeed)    
15 Sacred Earth    (Fungal Bloom)    (Composting)    (Irrigation)    (Landscaping)    (Excavation)    
16 (Sense Ores)    (Brown Mold)    
17 Quake    (Magnetic Earth)    (Fertile Cavern)    
18 (Fungus Feet)    (Labyrinth)    (AutoClimb)    (Food Preserving)    
19 Tremor Sense    (Rust Curse)    
20 Sense Fluids    (Scrapping)    (Stone Friend)    (Branding)    
21 Sense Gems    (Worms)    
22 (Homeopathy)    (Unbreakable)    
23 Find Ore    (Mass Fungal Growth)    (Magma Cannon)    
24 (Volcanic Chasm)    (Find Gem)    
25 Metal Mold    (Summon Rock Golem)    
26
27
28
29 (Master Floristry)    (Master Herbology)    (Master Mycology)    
30 (Explosive Decompression)    
31
32
33
34
35

How to Play

Multi-Classing Options and Effectiveness

  • A level 2 or higher Delver can make effective use of any Mer abilitities in caves due to Summon Water.

Notes

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