Forester

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Classes

Class Summary

Where the Elementalist commands the elemental powers of Gaia's being, you command the more physical aspects; the plant and animal life. Whether calling upon the local wildlife to your aid, bringing the area plant life to the waking world, or even calming the most enraged of beasts, you have powers at your command that are equal to what the Elementalist holds. You have no equal when it comes to dealing with the sentient children of Gaia. But as a Druid, you must still adhere to the standards and demands as befitting your position. Always, must you respect the wishes of Gaia and learn when to use her powers and when to refrain from using them. As with any Druid, armor involving ferrous materials can not be equipped with the exception of Leather and Boots, and your combat weapons are limited those of non-metal make (daggers being allowed).

Starting Items

2d4 x 20 Gold

Club

Quarter staff

Spellbook

Plain shirt

Robe

Short pants

Sandals

Lantern

Journal

Feats

Resist Poison

[Passive] Prerequisites: None

Description: Though some strange twist of fate at your birth, you have the strange ability to resist any form of natural poison. As a result, you gain a bonus to your poison resistance. [NOTE: This is a special resistance ability and is not magical]

Usability: This feat increases the users natural poison resistance, which stacks with armor. It will also slightly reduce the level of any poison the player is effected by. Not a bad feat to choose if there is no better alternative.

Wild Shape

[Active] Prerequisites: None

Description: Wild Shape will grant access to additional forms, but the Shapeshifter must still meet the requirements for that form. As the skill progresses, the number of forms available will also increase. The forester version of this feat has less forms available than the Shapeshifter feat.

List of Forms: Different category of forms provide different benefits. You can inspect the shapeshift category of a target by clicking on "?" in shapeshift gump menu. The "?" button will also tell you if your target can be shape shifted into or not.

Avian: Increase mana regen and int

Reptile: High resist, high damage and high HP, but slow attack speed

Ursine: Same as reptile, but medium damage and slightly faster attacks

Drake: High HP, stamina, mana and mana regen

Stalker: Chance to poison, high dex, good attack speed

Floral: High HP regen (reaper, ent are part of this category)

Canine: Similar to stalker but without poison, has tracking bonus

Runner: Horse speed and high stamina regen

Rodent: Stealth bonus, can run while stealthed, faster movement speed (need confirmation)

Feline: Unknown

Usability: This feat gives access to the ]shapeshift command, and as such is a requirement for any shapeshifter. Foresters may or may not want this feat, as their wrestling only goes up to 60, but some forms provide utility and spell casting benefits. Note that when you shapeshift, you unequip everything you were wearing, therefore you cannot stack equipment benefits with shapeshift benefits.

While shapeshifted, players receive significant boosts to stats, resists, health, skill and damage, amounts differing based on the form (see below). Fighting while shapeshifted is dependent on the Wrestling skill.

Being Shapeshifted while hiding allows the Shapeshifter to use the pounce feat.

Being in animal form allows the shifter to use certain special attacks defined by the form:

Avian: Armor Ignore

Reptile: Mortal Strike

Ursine: Crushing Blow

Drake: Whirlwind Attack

Stalker: Infectious Strike

Floral: Disarm

Canine: Double Strike

Runner: Paralyzing Blow

Rodent: Shadow Strike

Feline: Bleed Attack

Animal Companion

[Active] ]Companion Prerequisites: Tracking 75+

Description: This Feat Gives the Rangers/Druids the ability to gain an animal companion. Once this Feat is gained, the character must enter and send out the call of bonding. The animal type will be the animal that responds to the character's bonding call. As the feat skill progresses, the higher types of that animal will answer the character's call. The death of a companion carries a heavy price.

Usability: This is a fair feat, and if no better seems to be available this will not be a bad choice. It calls a strong animal companion to fight for you. This animal is not completely controllable by the character, it will automatically attack what you are attacking and will not respond to any commands but 'release'(which will make it disapear). You may only summon a companion once every 20 minutes.

Inscription

[Passive] Prerequisites: Intelligence 50+

Description: During your years of research, you have learned to master the pen and quill, among other things. Because of this aptness, you can use your skills to work on other aspects. This Feat grants you access to the Inscription system. When this Feat is first learned, the Mage receives 30 skill points in the Inscription skill and a Scribe's Kit.

Usability: As stated, this ability allows the mage to use Scribes Pens and inscribe scrolls, along with giving a +30 skill bonus to the Inscription skill. This can be quite useful to the established mage.

Elemental Resistance

[Passive] Prerequisites: None

Description: Due to the constant exposure to the elements, your body has developed a unique ability to resist the elements, be it magical or natural. As your skill in this ability increases, so too will the resistance percent increase. Each element has its own area of reistance: Earth, Air, Fire, and Water [Water includes Acid and Poison].

Usability: Contrary to the description, this feat does not allow you to choose an element to boost. Instead, it boosts all elemental resistances by a fairly significant amount, stacking with armor. This feat is highly recommended to any class which can take it. Note: It does not stack with the Magic Resistance bonus, so most mages will not find it so useful.

Nature's Enchantment

[Passive] Prerequisites: Intelligence of 60+

Description:The powers of Nature can be harnessed if the Druid is skilled enough and well-versed in the proper Lore. This Feat will grant access to the Druidcraft system. As the Druid becomes more skilled in creating enchantments, the types of items the Druid can enchant will increase.

Usability:This feat gives Foresters access to the ]druidcraft system, which allows them to make a handful of great items. The highest quality of item in Mistletoe, except for the Shield, where the highest quality is Holly. These items are crucial to Foresters, and so it is recommended that most if not all Foresters take this feat.

The following items can be created: Robe of Leaves [10 Knot Grass, 5 Lilypads, 5 Mandrakes] - A robe which gives significant stat and regeneration bonuses.

Druid's Bag of Reagents [10 Lilypads, 5 Dried Vines] - Holds up to 200 of the druid reagents, splitting the volume and weight to 1/10. So a full bag instead of taking 200 bag slots and weighing 200 stones, will take 20 bad slots and weigh 20 stones.

Druids Mortar and Pestle [1 Mortal and Pestle, 5 Dried Herbs, 5 Dried Vines] - Allows a druid or shapeshifter to fill herbs with special magic, making healing herbs. (These can be used while shapeshifter, unlike potions.)

Druidic Staff [8 Amaranth, 6 Rauwolfia, 5 Dried Vines] - A spell channeling staff with other various stats depending on the quality.

Druidic Shield [20 Dried Vines, 15 Dried Herbs, 10 Fallen Branches] - A non-spell channeling shield which add significant bonuses in health regeneration, defense chance increase, damage increase, Health and Stamina.

Shillelagh [25 Fallen Branches, 20 Dried Vines, 15 Dried Herbs, 10 Rauwolfia] - A spell channeling club, one handed, which has various stats depending on the quality. Has very high damage increase and good speed, pairing well with the Druidic Shield.

Beast Lore

[Passive] Prerequisites: Level 10+

Description: Because you have spent your life in the wilderness, you have developed a natural affinity towards animals and have learned the ways of the creatures called "monsters". This Feat will grant you bonuses to the following skills: Animal Lore skill 45, Animal Taming skill 40, Herding skill 30, and Veterinary Skill 45. [+45 Animal Lore] [+40 Animal Taming] [+30 Herding] [+45 Veterinary] Not to exceed skill cap.

Usability: Because of the extremely high bonuses to skills that are difficult to train, this is one of the few skill bonus feats that is suggested for certain players to take. If you are a taming based character, it is suggested that you train your skills to the point where this feat will raise them all to 100. If you see a different feat you would rather have, this is probably the one to pass up, as skills can eventually be trained to this level, it will just take time.

Nature's Defender

[Passive] Prerequisites: None

Description: This feat will let foresters become more melee focused, increasing their macing, parrying and tactics cap to 100, as well as granting a 60 cap to Focus.

Tempest's Wrath

[Passive] Prerequisites: None

Description: This feat modifies the Forester's lightning and chain lightning spells. Lightning because a large damage AoE similar to what Chain Lightning is for a normal mage, and Chain Lightning chains between targets close together, dealing huge damage which becomes less and less with each target.

Usage: This feat increases the eval int cap to 100, as well as a 80 meditation cap. In addition, the feat will augment the lightning and Chain Lightning spells.

Alchemy Science

[Passive] Prerequisites: Intelligence 60+

Description: This feat will grant the character knowledge of the Art of Alchemy and its uses. Upon learning this Feat, the character will receive 30 Skill points in Alchemy and gain the character's proper Alchemy Equipment.

Crafting Feats

[Passive]

Please follow the link to learn more about Crafting Feats

Skills

(note: All other skills default to 0.0 each)

Combat

Magery - 100.0

Resist Spells - 100.0

Macefighting - 80.0

Tactics - 80.0

Block - 80.0

Dodge - 60.0

Anatomy - 80.0

Healing - 80.0

Evaluate Int - 70.0

Wrestling - 60.0

Swordsmanship - 20.0

Fencing - 20.0

Aim - 15.0

Crafting

Blacksmithing - 40.0

Carpentry - 40.0

Cooking - 60.0

Fletching - 40.0

Tailoring - 40.0

Tinkering - 40.0

Other

Alchemy - 100.0

Animal Lore - 100.0

Animal Taming - 100.0

Camping - 100.0

Detect Hidden - 100.0

Fishing - 100.0

Herding - 100.0

Inscription - 100.0

Veterinary - 100.0

Cartography - 80.0

Tracking - 80.0

Lumberjacking - 100.0

Mining - 100.0

Musicianship - 100.0

Bonuses / Restrictions

Class Feats & Items

Druidcraft

Leather Armor only

Non-metal Weapons only (Daggers allowed)

Karma must remain neutral

Spells

Forester Spell Book
Circle Spell
First Circle Create Food Heal Night Sight
Second Circle Agility Cunning Harm Cure Protection Strength
Third Circle Bless Poison Wall of Stone
Forth Circle Arch Protection Arch Cure Curse Greater Heal Lightning
Fifth Circle Poison Field Summon Creature
Sixth Circle Dispel Mass Curse Reveal
Seventh Circle Chain Lightning Mass Dispel Polymorph
Eight Circle Earthquake Resurrection Summon Air Elemental Summon Earth Elemental Summon Water Elemental

Races

The following races can become Foresters:

Human

Elf

Alignments

Adhering to their own individual morals, the Forester can be any of the following alignments:

Lawful Neutral

True Neutral

Chaotic Neutral


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