Difference between revisions of "Druid"

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Where the Mage 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).
 
Where the Mage 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 ==
+
* Druidcraft
  
<small text>20 Gold
+
* Leather Armor only
  
Plain shirt
+
* Non-metal Weapons only (Daggers allowed)
  
Long pants
+
=== <u>Stats</u> ===
 
 
Boots
 
 
 
Lantern
 
 
 
Journal
 
 
 
Robe
 
 
 
Club
 
 
 
Staff
 
 
 
Spellbook w/ low level scrolls
 
 
 
Crafter bag</small text>
 
 
 
== Feats ==
 
 
 
[[File:Druid.jpg]]
 
[[File:Druidabilities.jpg]]
 
 
 
 
 
All Druids have access to the same standard class feats. Upon choosing either Predator or Restoration specialization at level 10, the Druid will have access to unlock new spec specific feats and be granted some new abilities.
 
 
 
Resist Poison and Alchemy Science are granted to Druids by default upon character creation.
 
 
 
== Predator Specialization ==
 
 
 
[[File:Predator.jpg]]
 
[[File:Predatorabilities.jpg]]
 
 
 
== Restoration Specialization ==
 
 
 
[[File:Restoration.jpg]]
 
[[File:Restorationabilities.jpg]]
 
 
 
== Stats ==
 
 
The stat offset for Druid can be viewed on the [[Level System]] page.
 
The stat offset for Druid can be viewed on the [[Level System]] page.
  
== Skills ==
+
=== <u>Skills</u> ===
  
 
''(note: All other skills default to 0.0 each)''
 
''(note: All other skills default to 0.0 each)''
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Musicianship - 100.0
 
Musicianship - 100.0
 
== Bonuses / Restrictions ==
 
 
Class Feats and Items
 
 
Druidcraft
 
 
Leather Armor only
 
 
Non-metal Weapons only (Daggers allowed)
 
  
 
== Spells ==
 
== Spells ==
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| [[File:summon_water_elemental_icon.gif| 44px | Summon Water Elemental]]
 
| [[File:summon_water_elemental_icon.gif| 44px | Summon Water Elemental]]
 
|}
 
|}
 +
 +
== Feats and Abilities ==
 +
 +
===== <u>Feats</u> =====
 +
Wild shape
 +
Beast lore
 +
Advanced healing
 +
 +
===== <u>Abilities</u> =====
 +
Resist poison(free feat)
 +
Alchemy science(free feat)
 +
 +
=== '''SUBCLASSES:''' ===
 +
----
 +
Upon reaching level 10, every class has the option to choose a subclass in the feat menu. While still retaining all of your existing skills and knowledge from your base class, selecting a subclass allows you to further specialize in a specific discipline.
 +
 +
== Predator ==
 +
 +
 +
===== <u>Subclass Feats</u> =====
 +
* Pounce
 +
 +
===== <u>Subclass Abilities</u> =====
 +
* Bite(free feat)
 +
* Physical resistance (free feat)
 +
* +10% Wrestling/tactics/dodge cap
 +
* Increased HP regen (+2)
 +
* Chance to cause bleed on hit (10% chance)
 +
 +
== Restoration ==
 +
 +
 +
===== <u>Subclass Feats</u> =====
 +
* Nature's Defender
 +
* Restorative Aura
 +
 +
===== <u>Subclass Abilities</u> =====
 +
* Entangling Roots (free feat)
 +
* Nature's Enchantment (free feat)
 +
* Increased Mana Regen (+3)
 +
* Healing Spells add a heal over time effect
 +
 +
  
  

Revision as of 20:16, 16 February 2021

Classes

Druidpic.jpg

Class Summary

Where the Mage 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).

  • Druidcraft
  • Leather Armor only
  • Non-metal Weapons only (Daggers allowed)

Stats

The stat offset for Druid can be viewed on the Level System page.

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 - 80.0

Wrestling - 100.0

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

Spells

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

Feats and Abilities

Feats

Wild shape Beast lore Advanced healing

Abilities

Resist poison(free feat) Alchemy science(free feat)

SUBCLASSES:


Upon reaching level 10, every class has the option to choose a subclass in the feat menu. While still retaining all of your existing skills and knowledge from your base class, selecting a subclass allows you to further specialize in a specific discipline.

Predator

Subclass Feats
  • Pounce
Subclass Abilities
  • Bite(free feat)
  • Physical resistance (free feat)
  • +10% Wrestling/tactics/dodge cap
  • Increased HP regen (+2)
  • Chance to cause bleed on hit (10% chance)

Restoration

Subclass Feats
  • Nature's Defender
  • Restorative Aura
Subclass Abilities
  • Entangling Roots (free feat)
  • Nature's Enchantment (free feat)
  • Increased Mana Regen (+3)
  • Healing Spells add a heal over time effect



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