Druid(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       
===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

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)

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

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)

(Natural Balance) (Goodberry) (Feel Cold)

8 (Venom Ward) (Warp Wood)

(Control Fire)

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)

(Grapevine) (Summon Insects) (Summon Cold)

21 (Sense Pregnancy) (Plant Snare)

(Animal Spy) (Summon Rain) (Sense Fluids)

22 (Sense Plants) (Find Plant)

(Treemorph) (Summon Wind) (Neutralize Poison)

23 (Find Ore) (Sense Ores)

(Summon Mount) (Grow Item) (Summon Lightning)

24 (Sense Age) (Find Gem)

(Charm Area) (Summon Elemental) (Summon Fear) (Sense Gems)

25 (Feralness)

(Summon Sapling) (Speed Time)

26
27
28
29
30 Reincarnation
31
32
33
34
35 (Plane Walking)

Multi-Classing Options and Effectiveness

Notes

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