Mer(Druid)

From CoffeeMud Wiki
Jump to navigation Jump to search
CoffeeMUD
Administrator                                                  Builder                                                              Player
=CoffeeMUD Player Information=
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==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Druid Classes===
Beastmaster        Delver        Druid        Gaian        Mer        Sky Watcher       
===Mer===
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)    
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.

.