Druids

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The Druid grove

The Druids of the realm

Druids are players who draw their power from the elemental forces of Nature. They do not see Nature as a deity, but rather as a state of being, and an indication of the ideal way of life. The Way, as it is known, directs them to maintain a balance in all things, to venerate certain days of the year, when the natural forces are at their strongest, and gives them the knowledge required to harness the natural powers. Druids learn the art of woodcraft and healing, and are also accomplished conjurers, but unlike Warmages, they draw their power from the natural energy of the planet, as opposed to the Outer Planes. Their form of conjuring is more akin to elementalism in nature.

The intensity of a Druid's spells is tied to many more things than for most other spellcasters. The phases of the moon, their natural environment, any extreme of weather, and the 'balance' of good and evil are all things that a Druid must be aware of. In addition, a Druid must harvest mistletoe in order to cast spells, for mistletoe is to them, as a Holy Symbol is to a Cleric.

A Druid should have a good wisdom and charisma, for only the wise can understand the Way, and only the charismatic can entreat the many creatures of the Realms to aid them. Most spells require these two stats for their effectiveness. In addition, a Druid would do well to have a high constitution, to give them the hardiness to deal with those who would disturb the Balance and the Way.

Druids are masters of shape changing, and can shift into various animal forms at higher level, each of which will enhance their capabilities in different ways. However a Druid cannot wear armour, wield weapons or cast spells when in animal form.

The Druid guides

Elephant in charge!
Larnen himself
Leaders
Kryten Whitefire (Leader)
Maia Shadowstorm (Deputy)

The nature of the guild

Common Races: Aurin, Elf, Nymph, Half-elf.

Allowable Armour: Leather, Cloth

Primary Stats: Wisdom, Charisma and Constitution

Primary Skills: Blunt, Conjuring, Woodcraft, Healing, Staff, Insight and Ferocity

Secondary Skills: Blade, Attack, Defence, Bargaining, Armoury and Shields

Tertiary Skills: Melee, Thrown, Riding and Swimming

Druid Commands (dhelp)
Command Description
dwho Lists all the currently active Druids.
druid <message> Telepathically send <message> to all listening druids
druid/ <message> Emote version of 'druid'
resonate <message> Broadcasts a message across the Realms.
renounce Allows you to forgo the Druidic life
predict Predicts the weather for the near future
collect Try and collect seeds in a wood.
mistletoe Shows the state of your mistletoe.
spells Displays your Druidic powers
dhelp Displays druid help screen,
dpose A celebration of Nature for the powerful

Talents


Primal
Tier Number Name Points Description
1 1 Swift Growth (0/2) Planted seeds grow (2) times faster. Ent levels increased by 1 per point
2 Primeval Faerie Fire (0/4) Faerie Fire reduces target's skills by an additional (20%)
3 Enhanced Shillelagh (0/3) Shillelagh weapon class bonus increased by (2) levels
2 4 Starlight (0/3) When Starbeam deals periodic damage, it has a (2%) chance to apply 'Starlight', which increases spell haste by 25% for 6 seconds
5 Greater Protection from Elements (0/3) Protection from Elements effectiveness increased by (15%)
6 Improved Barkskin (0/3) Protection provided by Barkskin improved by (9%)
3 7 Nature's Bounty (0/3) Spell casts have a (2%) chance to apply 'Natures Bounty' to you, reducing non-healing spell costs by 66% for 6 seconds
8 Raging Wildfires (0/3) Wildfire dot extended by (1) second(s). Every tick it has a 12% chance to spread to an unaffected foe
9 Clear Mind (0/3) Failure chance of spells reduced by (3%). At 3/3 Death can no longer backfire
4 10 Enhanced Windstrike (0/3) Windstrike attack speed bonus increased by (15%)
11 Primal Elementals (0/3) Elementals become level (1) Primal Elementals. Primal Elementals are stronger and scale slightly with your level
12 Nature's Wrath (0/3) All spell damage increased by (5%)
5 13 Primal Essence (0/1) You gain access to the 'Primal Essence' spell
Feral
Tier Number Name Points Description
1 1 Enhanced Spirit (0/3) Your Lupine Spirit lasts for an extra (4) seconds
2 Thrill of the Hunt (0/3) When you kill an opponent no less than 5 levels below you, heal to full and receive (4%) bonus to hit for 30 seconds
3 Feral Ferocity (0/3) Your attack skill is increased by (4)
2 4 Predatory Nature (0/3) Prowl cooldown reduced and Pounce damage increased by (12%)
5 Feral Regeneration (0/4) Passively regenerate (1%) of your base health every 4 seconds while shapechanged, reduced by 66% when not
6 Swiftchange (0/2) Shapechange cast time reduced by (50%). Also when reverting, you instantly gain 20 mp per point
3 7 Survival of the Fittest (0/3) You gain an additional (9%) extra health (Bear form) or stamina (Wolf form)
8 Lethal Claws (0/2) Stamina cost of Maul and Rip reduced by (20%). At 2/2 Rip prevents targets from roaming while active
9 Tough Hide (0/4) Damage taken in Bear form reduced by (3%)
4 10 Enhanced Iron Hide (0/3) Armour bonus from Iron Hide increased by (5%)
11 Lightning Aggression (0/3) Melee haste gained from and duration of Maim increased by (6%)
12 Haemorrhaging Strikes (0/3) Damage dealt by bleeds increased by (10%)
5 13 Soul of the Ancients (0/1) You gain access to the Dire Wolf and Grizzly Bear shapechange forms
Restoration
Tier Number Name Points Description
1 1 Verdant Heals (0/3) Mistletoe used when casting a healing spell reduced by (30%)
2 Improved Shields (0/3) All absorb effects increased by (4%)
3 Lifebloom (0/3) Your Breeze, Rejuvenate and Regenerate spells have a (10%) chance to 'bloom' on expiry, healing for an additonal 33%
2 4 Energised Heals (0/3) Overhealing from non-periodic spells applies an 8 second absorb shield for (15%) of the overheal amount
5 Celene's Grace (0/3) Threat generated by healing is reduced by (10%)
6 Protect the Weak (0/3) Healing on targets with less than 15% health heal for an additional (10%)
3 7 Oak Shield (0/1) You gain access to the Oak Shield spell. In addition, heal over time effects cast on yourself are improved by 15%
8 Tap the Source (0/3) Casting a healing spell increases your mana regeneration by (6%) for 4 seconds
9 Stoneskin (0/3) Casting Restore or Nurture increases the targets armor by (4%) for 12 seconds. Revitalise does likewise but for half the effect
4 10 Flourishing Seed (0/1) You gain access to the Flourishing Seed spell. In addition, casting Revitalise reduces the cast time of your next Restore cast within 12 seconds by 0.3 seconds, stacking 4 times
11 Tranquil Clarity (0/4) The mana cost of your healing spells is reduced by (12%)
12 Nature's Bounty (0/4) All Druidic healing is increased by (15%)
5 13 Rebirth (0/1) You gain access to the Rebirth spell. In addition, Reincarnate may now have a target race specified

Spells

Woodcraft
Spell Name Element Incantation Required Skill
Primal Fury All pfury Woodcraft 175
Lunar Umbra All umbra Woodcraft 165
Change Grizzly Bear Earth change Woodcraft 130
Change Dire Wolf Earth change Woodcraft 130
Creeping Doom Earth doom Woodcraft 130
Mana Spring Water manaspring Woodcraft 110
Change Dolphin Earth change Woodcraft 100
Passoak Earth passoak Woodcraft 95
Change Wolf Earth change Woodcraft 90
Liveoak Earth liveoak Woodcraft 90
Change Bear Earth change Woodcraft 80
Entwining Briars Earth briars Woodcraft 70
Change Hawk Earth change Woodcraft 70
Entangle Earth entangle Woodcraft 60
Hold Animal or Plant Earth hold Woodcraft 45
Barkskin Earth barkskin Woodcraft 40
Tree Earth tree Woodcraft 35
Faerie Fire Air ffire Woodcraft 30
Lupine Spirit Earth spirit Woodcraft 30
Nature's Friendship All befriend Woodcraft 25
Fire Seeds Fire fire Woodcraft 20
Detect Poison Water detect Woodcraft 10
Detect Balance All balance Woodcraft 5
Empathy All empathy Woodcraft 5
Plant Earth plant Woodcraft 2
Predict Weather Air predict Woodcraft 0
Healing
Spell Name Element Incantation Required Skill
Wild Growth Earth wgrowth Healing 165
Nurturing Zephyr Air nurture Healing 160
Nature's Recovery Water recovery Healing 160
Symbiosis Water symbiosis Healing 155
Oak Shield Earth oakshield Healing 150
Wellspring of Renewal Water wellspring Healing 150
Nature's Restoration Water restore Healing 140
Healing Showers Water showers Healing 140
Regeneration Water regenerate Healing 130
Flourishing Seed Water seed Healing 130
Verdant Regrowth Earth regrowth Healing 115
Rejuvenation Water rejuvenate Healing 110
Mental Serenity Water serenity Healing 110
Rebirth All rebirth Healing 105
Ephemeral Bloom Water bloom Healing 100
Reincarnation All reincarnate Healing 100
Nature's Revitalisation Water revitalise Healing 90
Celene's Swiftness Water swiftness Healing 80
Nature's Veil Water veil Healing 80
Healing Breeze Water breeze Healing 60
Neutralize Poison Water neutralize Healing 50
Nourishment Water nourish Healing 35
Goodberry Water goodberry Healing 15
Ferocity
Spell Name Element Incantation Required Skill
Crushing Blow Bear crush Ferocity 165
Rend Flesh Wolf rend Ferocity 165
Evisceration Wolf eviscerate Ferocity 160
Mangle Bear mangle Ferocity 160
Enrage Bear enrage Ferocity 155
Furor Wolf furor Ferocity 155
Bestial Claw Wolf claw Ferocity 150
Deafening Roar Bear droar Ferocity 150
Ravage Bear ravage Ferocity 150
Fervor Bear fervor Ferocity 140
Lacerate Bear lacerate Ferocity 130
Maiming Wolf maim Ferocity 130
Intimidating Roar Bear roar Ferocity 130
Lupine Evasion Wolf evade Ferocity 120
Lupine Swipe Wolf swipe Ferocity 120
Ursine Swipe Bear uswipe Ferocity 120
Iron hide Bear ironhide Ferocity 115
Rip Wolf rip Ferocity 110
Feral Rush Bear rush Ferocity 110
Feral Vigour Bear vigour Ferocity 105
Pounce Wolf pounce Ferocity 100
Ram of the Delphinidae Water ram Ferocity 100
Ravening Beast Wolf ravening Ferocity 100
Protective Thorns Bear thorns Ferocity 100
Rake Wolf rake Ferocity 95
Savage Bite Wolf bite Ferocity 90
Devour Corpse Wolf devour Ferocity 90
Growl Bear growl Ferocity 90
Savage Maul Bear maul Ferocity 90
Prowl Wolf prowl Ferocity 90
Soaring Flight Air fly Ferocity 70
Magpie's Pilfering Air pilfer Ferocity 70
Conjuring
Spell Name Element Incantation Required Skill
Deluge Water deluge Conjuring 170
Earth Tremor Earth tremor Conjuring 165
Wild Fire Fire wildfire Conjuring 160
Rock Fall Earth rockfall Conjuring 155
Finger of Death All death Conjuring 150
Wind Strike Air windstrike Conjuring 150
Cyclone Air cyclone Conjuring 140
Conjure Water Elemental All elemental Conjuring 135
Maia's Deadly Tornado Air tornado Conjuring 135
Conjure Fire Elemental All elemental Conjuring 130
Primal Essence All primal Conjuring 130
Conjure Air Elemental All elemental Conjuring 125
Conjure Earth Elemental All elemental Conjuring 120
Star Beam Air starbeam Conjuring 110
Chain Lightning Air chain Conjuring 105
Heat Item Fire heat Conjuring 85
Weather Summoning Air weather Conjuring 80
Frostbite Water frostbite Conjuring 75
Heat Wave Fire heatwave Conjuring 75
Animate Object Air animate Conjuring 65
Protection from Elements All protect Conjuring 55
Call Lightning Air lightning Conjuring 50
Searing Heat Fire sear Conjuring 50
Stone Strike Earth stone Conjuring 50
Wall of Fire Fire wall Conjuring 35
Shillelagh Earth shillelagh Conjuring 30
Storm Cloud Air cloud Conjuring 25
Fenric's Pebble Earth pebble Conjuring 25
Magic Torch Fire torch Conjuring 5