Difference between revisions of "Druid"

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Should the sky be well out of reach, more experienced Druids can learn to summon the forces of nature beheld in the earth and the nearby air instead. The fury of mother nature is almost never the same twice; it has been known to appear as quakes, volcanic eruptions, tornadoes and even small tsunami when near sources of water.
 
Should the sky be well out of reach, more experienced Druids can learn to summon the forces of nature beheld in the earth and the nearby air instead. The fury of mother nature is almost never the same twice; it has been known to appear as quakes, volcanic eruptions, tornadoes and even small tsunami when near sources of water.
  
//what it does//
+
Nature's Fury is an offensive spell and, in addition to Jolt, can be used underground as well as aboveground. It has a level requirement of 12 and is available at any Druid guild for 1500 gold. Uses 1 stamina and costs 15 MP per cast.
  
 
====Stormwrath====
 
====Stormwrath====

Revision as of 02:05, 20 February 2009

General info

Possible races

Abilities & Spells

Abilities

Forage

Searches for food, water, or other crafting items on the square. Uses 1 stamina with no HP or MP costs.

Morph

Morphs the Druid into one of the following animals: Wolf, Bear, Panther, Tiger, Cheetah, Lion, Jaguar, Leopard, Lynx, or Puma.

The animal doesn't make a difference except for a cosmetic value. Morph requires 100 MP to cast and lasts five minutes. It gives back a minimum of 100 HP when it is cast; however, spells become unavailable while morphed.

Track

Allows the Druid to follow a party leader as if it was in the actual party. Requires at least 1 stamina to use but doesn't consume any. Can be used while Camouflaged without being seen.

Spells

Heal

The mystics who chose to use their magical energies for the purpose of healing usually learn this spell during their initiation into the magical community. By channeling their energy towards another in a positive way they rejuvenate the injured and weak.

The weakest of the healing spells, it is available immediately at the cost of 200 gold in any Druid guild. Uses 1 stamina and costs 4 MP. Typically heals for 16-20 HP, varying depending on class and stats. Can be cast on other characters.

Cleanse

Among the many rites passed down through the guilds of wise men this spell is learned in effort of purging the body of all toxins by flooding it with positive energies, thus forcing it to create a balance of purity in body and mind.

Rids the character of any poison. Uses 1 stamina and costs 10 MP. Available at level 10 for 1000 gold at any Druid guild. Can be cast on other characters.

Grasping Vines

Having such a deep connection with nature some druids may go as far as to use their powers to manipulate the very plant-life of the forest. Though not incredibly dangerous these vines can prove to be quite a nuisance distracting his foes and allowing time to escape.

Creates a kill-to-pass vine on the square. The vine is slowly damaged and generally lives for a minute unless it gets healed. Available at level 22 from any Druid guild at the price of 1500 gold. Note: can only be used in forest areas. Uses 1 stamina and costs (25?) MP. Can only be cast on self.

Jolt

A less common spell as it is used chiefly by magic users who dedicate their magical abilities to becoming one with nature. This spell is enacted when the user achieves total concentration, at this point magnetic fields begin to change erratically the disturbance ends in an arc of blue electricity hurling towards a foe.

Jolt is a damage spell used by druids. Unlike Stormwrath, it can be used underground and at a cheaper cost than Nature's Fury. Uses 1 stamina and costs 8 MP. Can be purchased at any Druid guild for 2000 gold, but has a level requirement of 15.

Camouflage

So in tune with his environment a druid can effortlessly blend in with his surroundings,whether it be the dense forest of arilin to the grassy plains of nightmist , so well in fact that he cannot be seen by the untrained eye, giving him ample surprise or an easy way to avoid conflict.

Camouflage allows a druid to be nearly invisible (same effect as Invisibility for Mages) to others at a cost of 25 MP. The effect lasts for 2 minutes and is available at level 5 from any Druid guild at the cost of 750 gold. Uses 1 stamina to cast and has a high fizzle rate at low levels. Cannot be cast on other characters.

Nourish

For days or even weeks on end, a Druid can find themselves out in the wilderness, combatting the elements for whatever spiritual reason. Because of the obvious dangers, many Druids teach themselves how to pull natural resources (such as water and food) from anywhere they choose. Not only does this help to keep a Druid healthy but it can also be used to keep comrades battle-ready.

Nourish cures hunger and thirst, and costs only 5 MP each cast. It has a level requirement of 5 and is available from any Druid guild at the cost of 200 gold. Can be cast on other characters.

Thornshield

Early on in a Druid's training, they begin to realize that their symbiotic relationship with nature grants them powers otherwise unattainable by others. A perfect example is the Thornshield. After a relatively fair time of study, a Druid can simply beckon the will of nature to create a barrier of rough and fickle thorn-baring vines to raise in front of a Druid to protect him from lesser attacks. This shield follows the Druid around for only a short time, however, so it is usually in the Druid's best interest to study more powerful spells.

The earliest of the armor spells, Thornshield is available from any Druid guild for 500 gold. It carries a level requirement of 5 and uses 1 stamina. The effect lasts for 1 minute and costs 5 MP to cast. Can only be cast on self.

Stoneform

It is often a misconception that Druids can only (if they even possess the ability) morph into animate creatures. However, to Druids, all things have a spirit; the wind, the earth, the sky and everything else that happen to share this world with them. It is because of this misinformation that many find it surprising when a Druid casts a spell upon themselves to harden and gray the skin to the point where it becomes rough and turgid like actual stone. Of course, this is only used by the more adept druids as carelessness may lead to permanent deformaties and possibly death.

Stoneform is the next armor spell that Druids learn; at level 14 they can buy it from any Druid guild for 1500 gold. Costs 10 MP and consumes 1 stamina. Effect lasts for 1 minute. Can only be cast on self.

Gaea's Blessing

Gaea is a deity highly respected amongst Druids, but it takes much to please the goddess. More advanced Druids who have already proved their worth can pray to her for a blessing - if she approves, she is known to offer the druid some heavenly protection and heightened senses for a short while.

Gaea's Blessing is a perfect compliment to Morph; it also lasts 5 minutes. It increases armor, chance to hit, and damage slightly. Consumes 1 stamina and 30 MP. Can be purchased at any Druid guild for 3000 gold. Has a level requirement of 19 and can only be cast on self.

Nature's Fury

Should the sky be well out of reach, more experienced Druids can learn to summon the forces of nature beheld in the earth and the nearby air instead. The fury of mother nature is almost never the same twice; it has been known to appear as quakes, volcanic eruptions, tornadoes and even small tsunami when near sources of water.

Nature's Fury is an offensive spell and, in addition to Jolt, can be used underground as well as aboveground. It has a level requirement of 12 and is available at any Druid guild for 1500 gold. Uses 1 stamina and costs 15 MP per cast.

Stormwrath

Though a powerful spell in itself, all Druids know this is only a small fraction of Nature's true destructive force. By concentrating deeply, a Druid can begin to invoke terrible, gale-force winds that kick up debris and can cause severe damage to men and their armours. Great bolts of lightning falling from the sky simply adds to the havoc this ability causes. However, because this spell relies greatly on the presence of open space, Druids are restricted from using this underground (partly for their own safety).

//what it does//

Guilds

Multi-alt

Level Location
1-3 Nightmist
4-10 Grassy Meadow
11-20 Large Forest
21-28 Arilin
29 Jahanna Desert
30 Jahanna Desert
31-40 Silversail


For level 31: Requires Ceramic Javelin or Chameleon Horn. Give the required item to the guild master present and use the given key to access the level 31 guild.

For level 35: Requires Grandmaster's Insignia.

1-alt

Level Location
1-3 Nightmist
4-10 Grassy Meadow
11-15 Resthaven
16-20 Arilin
21-24 Enchanted Forest
25-28 Royal Forest
29-30 Jahanna Desert
31-40 Tirantek

Equipment Guide

Weapons

Level Weapon
1 Oak Staff
5 Quarterstaff
10 Warhammer
19 Staff of Serenity
20 Staff of Elements
21 Fangs
24 Torashuko
25 Morning Star
27 Hawk Talon
30 Viper Claws
** Ceramic Javelin
** Cobalt Staff of the Winds

Armor

Body Armor

Level Body Armor
1 Leather Vest
5 Studded Leather Doublet
10 Branchwood Tunic
15 Oak Vest
20 Ironweed Doublet
21 Bear Pelt
25 Fireleaf Tunic
30 Robe of Halcyon
30 Sand Wurm Hide
** Dragon’s Skin

Shields

Level Shield
1 Wooden Bracers
5 Steel Bracers
10 Wooden Shield
15 Feathered Shield

Helmets

Level Helmet
1 Pirate Hat
20 Antlers

Gloves

Level Gloves
10 Tomb Gloves
27 Spider Gauntlets
27 Wizard Cuffs
27 Gauntlets of Malice

Boots

Level Boots

Jewelry

Amulets

Level Amulet

Bracelets

Level Bracelet

Rings

Level Ring